1978 lines
56 KiB
C
1978 lines
56 KiB
C
/* $Id: context.c,v 1.52 2000/03/31 01:05:51 brianp Exp $ */
|
|
|
|
/*
|
|
* Mesa 3-D graphics library
|
|
* Version: 3.3
|
|
*
|
|
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the "Software"),
|
|
* to deal in the Software without restriction, including without limitation
|
|
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
* and/or sell copies of the Software, and to permit persons to whom the
|
|
* Software is furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included
|
|
* in all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
|
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
|
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
*/
|
|
|
|
|
|
#ifdef PC_HEADER
|
|
#include "all.h"
|
|
#else
|
|
#include "glheader.h"
|
|
#include "accum.h"
|
|
#include "alphabuf.h"
|
|
#include "clip.h"
|
|
#include "context.h"
|
|
#include "cva.h"
|
|
#include "depth.h"
|
|
#include "dlist.h"
|
|
#include "eval.h"
|
|
#include "enums.h"
|
|
#include "extensions.h"
|
|
#include "fog.h"
|
|
#include "get.h"
|
|
#include "glapi.h"
|
|
#include "glapinoop.h"
|
|
#include "glthread.h"
|
|
#include "hash.h"
|
|
#include "light.h"
|
|
#include "macros.h"
|
|
#include "matrix.h"
|
|
#include "mem.h"
|
|
#include "mmath.h"
|
|
#include "pb.h"
|
|
#include "pipeline.h"
|
|
#include "shade.h"
|
|
#include "simple_list.h"
|
|
#include "stencil.h"
|
|
#include "stages.h"
|
|
#include "state.h"
|
|
#include "translate.h"
|
|
#include "teximage.h"
|
|
#include "texobj.h"
|
|
#include "texstate.h"
|
|
#include "texture.h"
|
|
#include "types.h"
|
|
#include "varray.h"
|
|
#include "vb.h"
|
|
#include "vbcull.h"
|
|
#include "vbrender.h"
|
|
#include "vbxform.h"
|
|
#include "vertices.h"
|
|
#include "xform.h"
|
|
#endif
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** Context and Thread management *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
#if !defined(THREADS)
|
|
|
|
struct immediate *_mesa_CurrentInput = NULL;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** Profiling functions *****/
|
|
/**********************************************************************/
|
|
|
|
#ifdef PROFILE
|
|
|
|
#include <sys/times.h>
|
|
#include <sys/param.h>
|
|
|
|
|
|
/*
|
|
* Return system time in seconds.
|
|
* NOTE: this implementation may not be very portable!
|
|
*/
|
|
GLdouble gl_time( void )
|
|
{
|
|
static GLdouble prev_time = 0.0;
|
|
static GLdouble time;
|
|
struct tms tm;
|
|
clock_t clk;
|
|
|
|
clk = times(&tm);
|
|
|
|
#ifdef CLK_TCK
|
|
time = (double)clk / (double)CLK_TCK;
|
|
#else
|
|
time = (double)clk / (double)HZ;
|
|
#endif
|
|
|
|
if (time>prev_time) {
|
|
prev_time = time;
|
|
return time;
|
|
}
|
|
else {
|
|
return prev_time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Reset the timing/profiling counters
|
|
*/
|
|
static void init_timings( GLcontext *ctx )
|
|
{
|
|
ctx->BeginEndCount = 0;
|
|
ctx->BeginEndTime = 0.0;
|
|
ctx->VertexCount = 0;
|
|
ctx->VertexTime = 0.0;
|
|
ctx->PointCount = 0;
|
|
ctx->PointTime = 0.0;
|
|
ctx->LineCount = 0;
|
|
ctx->LineTime = 0.0;
|
|
ctx->PolygonCount = 0;
|
|
ctx->PolygonTime = 0.0;
|
|
ctx->ClearCount = 0;
|
|
ctx->ClearTime = 0.0;
|
|
ctx->SwapCount = 0;
|
|
ctx->SwapTime = 0.0;
|
|
}
|
|
|
|
|
|
/*
|
|
* Print the accumulated timing/profiling data.
|
|
*/
|
|
static void print_timings( GLcontext *ctx )
|
|
{
|
|
GLdouble beginendrate;
|
|
GLdouble vertexrate;
|
|
GLdouble pointrate;
|
|
GLdouble linerate;
|
|
GLdouble polygonrate;
|
|
GLdouble overhead;
|
|
GLdouble clearrate;
|
|
GLdouble swaprate;
|
|
GLdouble avgvertices;
|
|
|
|
if (ctx->BeginEndTime>0.0) {
|
|
beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
|
|
}
|
|
else {
|
|
beginendrate = 0.0;
|
|
}
|
|
if (ctx->VertexTime>0.0) {
|
|
vertexrate = ctx->VertexCount / ctx->VertexTime;
|
|
}
|
|
else {
|
|
vertexrate = 0.0;
|
|
}
|
|
if (ctx->PointTime>0.0) {
|
|
pointrate = ctx->PointCount / ctx->PointTime;
|
|
}
|
|
else {
|
|
pointrate = 0.0;
|
|
}
|
|
if (ctx->LineTime>0.0) {
|
|
linerate = ctx->LineCount / ctx->LineTime;
|
|
}
|
|
else {
|
|
linerate = 0.0;
|
|
}
|
|
if (ctx->PolygonTime>0.0) {
|
|
polygonrate = ctx->PolygonCount / ctx->PolygonTime;
|
|
}
|
|
else {
|
|
polygonrate = 0.0;
|
|
}
|
|
if (ctx->ClearTime>0.0) {
|
|
clearrate = ctx->ClearCount / ctx->ClearTime;
|
|
}
|
|
else {
|
|
clearrate = 0.0;
|
|
}
|
|
if (ctx->SwapTime>0.0) {
|
|
swaprate = ctx->SwapCount / ctx->SwapTime;
|
|
}
|
|
else {
|
|
swaprate = 0.0;
|
|
}
|
|
|
|
if (ctx->BeginEndCount>0) {
|
|
avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
|
|
}
|
|
else {
|
|
avgvertices = 0.0;
|
|
}
|
|
|
|
overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
|
|
- ctx->LineTime - ctx->PolygonTime;
|
|
|
|
|
|
printf(" Count Time (s) Rate (/s) \n");
|
|
printf("--------------------------------------------------------\n");
|
|
printf("glBegin/glEnd %7d %8.3f %10.3f\n",
|
|
ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
|
|
printf(" vertexes transformed %7d %8.3f %10.3f\n",
|
|
ctx->VertexCount, ctx->VertexTime, vertexrate );
|
|
printf(" points rasterized %7d %8.3f %10.3f\n",
|
|
ctx->PointCount, ctx->PointTime, pointrate );
|
|
printf(" lines rasterized %7d %8.3f %10.3f\n",
|
|
ctx->LineCount, ctx->LineTime, linerate );
|
|
printf(" polygons rasterized %7d %8.3f %10.3f\n",
|
|
ctx->PolygonCount, ctx->PolygonTime, polygonrate );
|
|
printf(" overhead %8.3f\n", overhead );
|
|
printf("glClear %7d %8.3f %10.3f\n",
|
|
ctx->ClearCount, ctx->ClearTime, clearrate );
|
|
printf("SwapBuffers %7d %8.3f %10.3f\n",
|
|
ctx->SwapCount, ctx->SwapTime, swaprate );
|
|
printf("\n");
|
|
|
|
printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** GL Visual allocation/destruction *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
/*
|
|
* Allocate a new GLvisual object.
|
|
* Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
|
|
* alphaFlag - alloc software alpha buffers?
|
|
* dbFlag - double buffering?
|
|
* stereoFlag - stereo buffer?
|
|
* depthBits - requested bits per depth buffer value
|
|
* Any value in [0, 32] is acceptable but the actual
|
|
* depth type will be GLushort or GLuint as needed.
|
|
* stencilBits - requested minimum bits per stencil buffer value
|
|
* accumBits - requested minimum bits per accum buffer component
|
|
* indexBits - number of bits per pixel if rgbFlag==GL_FALSE
|
|
* red/green/blue/alphaBits - number of bits per color component
|
|
* in frame buffer for RGB(A) mode.
|
|
* We always use 8 in core Mesa though.
|
|
* Return: pointer to new GLvisual or NULL if requested parameters can't
|
|
* be met.
|
|
*/
|
|
GLvisual *
|
|
_mesa_create_visual( GLboolean rgbFlag,
|
|
GLboolean alphaFlag,
|
|
GLboolean dbFlag,
|
|
GLboolean stereoFlag,
|
|
GLint redBits,
|
|
GLint greenBits,
|
|
GLint blueBits,
|
|
GLint alphaBits,
|
|
GLint indexBits,
|
|
GLint depthBits,
|
|
GLint stencilBits,
|
|
GLint accumRedBits,
|
|
GLint accumGreenBits,
|
|
GLint accumBlueBits,
|
|
GLint accumAlphaBits,
|
|
GLint numSamples )
|
|
{
|
|
GLvisual *vis;
|
|
|
|
/* This is to catch bad values from device drivers not updated for
|
|
* Mesa 3.3. Some device drivers just passed 1. That's a REALLY
|
|
* bad value now (a 1-bit depth buffer!?!).
|
|
*/
|
|
assert(depthBits == 0 || depthBits > 1);
|
|
|
|
if (depthBits < 0 || depthBits > 32) {
|
|
return NULL;
|
|
}
|
|
if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
|
|
return NULL;
|
|
}
|
|
if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
|
|
return NULL;
|
|
}
|
|
if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
|
|
return NULL;
|
|
}
|
|
if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
|
|
return NULL;
|
|
}
|
|
if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
|
|
return NULL;
|
|
}
|
|
|
|
vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
|
|
if (!vis) {
|
|
return NULL;
|
|
}
|
|
|
|
vis->RGBAflag = rgbFlag;
|
|
vis->DBflag = dbFlag;
|
|
vis->StereoFlag = stereoFlag;
|
|
vis->RedBits = redBits;
|
|
vis->GreenBits = greenBits;
|
|
vis->BlueBits = blueBits;
|
|
vis->AlphaBits = alphaFlag ? (8 * sizeof(GLubyte)) : alphaBits;
|
|
|
|
vis->IndexBits = indexBits;
|
|
vis->DepthBits = depthBits;
|
|
vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
|
|
vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
|
|
vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
|
|
vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
|
|
vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
|
|
|
|
vis->SoftwareAlpha = alphaFlag;
|
|
|
|
if (depthBits == 0) {
|
|
/* Special case. Even if we don't have a depth buffer we need
|
|
* good values for DepthMax for Z vertex transformation purposes.
|
|
*/
|
|
vis->DepthMax = 1;
|
|
vis->DepthMaxF = 1.0F;
|
|
}
|
|
else {
|
|
vis->DepthMax = (1 << depthBits) - 1;
|
|
vis->DepthMaxF = (GLfloat) vis->DepthMax;
|
|
}
|
|
|
|
return vis;
|
|
}
|
|
|
|
|
|
/* This function should no longer be used. Use _mesa_create_visual() instead */
|
|
GLvisual *gl_create_visual( GLboolean rgbFlag,
|
|
GLboolean alphaFlag,
|
|
GLboolean dbFlag,
|
|
GLboolean stereoFlag,
|
|
GLint depthBits,
|
|
GLint stencilBits,
|
|
GLint accumBits,
|
|
GLint indexBits,
|
|
GLint redBits,
|
|
GLint greenBits,
|
|
GLint blueBits,
|
|
GLint alphaBits )
|
|
{
|
|
return _mesa_create_visual(rgbFlag, alphaFlag, dbFlag, stereoFlag,
|
|
redBits, greenBits, blueBits, alphaBits,
|
|
indexBits, depthBits, stencilBits,
|
|
accumBits, accumBits, accumBits, accumBits, 0);
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_destroy_visual( GLvisual *vis )
|
|
{
|
|
FREE(vis);
|
|
}
|
|
|
|
|
|
/* obsolete */
|
|
void gl_destroy_visual( GLvisual *vis )
|
|
{
|
|
_mesa_destroy_visual(vis);
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** GL Framebuffer allocation/destruction *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
/*
|
|
* Create a new framebuffer. A GLframebuffer is a struct which
|
|
* encapsulates the depth, stencil and accum buffers and related
|
|
* parameters.
|
|
* Input: visual - a GLvisual pointer
|
|
* softwareDepth - create/use a software depth buffer?
|
|
* softwareStencil - create/use a software stencil buffer?
|
|
* softwareAccum - create/use a software accum buffer?
|
|
* softwareAlpha - create/use a software alpha buffer?
|
|
|
|
* Return: pointer to new GLframebuffer struct or NULL if error.
|
|
*/
|
|
GLframebuffer *gl_create_framebuffer( GLvisual *visual,
|
|
GLboolean softwareDepth,
|
|
GLboolean softwareStencil,
|
|
GLboolean softwareAccum,
|
|
GLboolean softwareAlpha )
|
|
{
|
|
GLframebuffer *buffer;
|
|
|
|
buffer = CALLOC_STRUCT(gl_frame_buffer);
|
|
if (!buffer) {
|
|
return NULL;
|
|
}
|
|
|
|
/* sanity checks */
|
|
if (softwareDepth ) {
|
|
assert(visual->DepthBits > 0);
|
|
}
|
|
if (softwareStencil) {
|
|
assert(visual->StencilBits > 0);
|
|
}
|
|
if (softwareAccum) {
|
|
assert(visual->RGBAflag);
|
|
assert(visual->AccumRedBits > 0);
|
|
assert(visual->AccumGreenBits > 0);
|
|
assert(visual->AccumBlueBits > 0);
|
|
}
|
|
if (softwareAlpha) {
|
|
assert(visual->RGBAflag);
|
|
assert(visual->AlphaBits > 0);
|
|
}
|
|
|
|
buffer->Visual = visual;
|
|
buffer->UseSoftwareDepthBuffer = softwareDepth;
|
|
buffer->UseSoftwareStencilBuffer = softwareStencil;
|
|
buffer->UseSoftwareAccumBuffer = softwareAccum;
|
|
buffer->UseSoftwareAlphaBuffers = softwareAlpha;
|
|
|
|
return buffer;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Free a framebuffer struct and its buffers.
|
|
*/
|
|
void gl_destroy_framebuffer( GLframebuffer *buffer )
|
|
{
|
|
if (buffer) {
|
|
if (buffer->DepthBuffer) {
|
|
FREE( buffer->DepthBuffer );
|
|
}
|
|
if (buffer->Accum) {
|
|
FREE( buffer->Accum );
|
|
}
|
|
if (buffer->Stencil) {
|
|
FREE( buffer->Stencil );
|
|
}
|
|
if (buffer->FrontLeftAlpha) {
|
|
FREE( buffer->FrontLeftAlpha );
|
|
}
|
|
if (buffer->BackLeftAlpha) {
|
|
FREE( buffer->BackLeftAlpha );
|
|
}
|
|
if (buffer->FrontRightAlpha) {
|
|
FREE( buffer->FrontRightAlpha );
|
|
}
|
|
if (buffer->BackRightAlpha) {
|
|
FREE( buffer->BackRightAlpha );
|
|
}
|
|
FREE(buffer);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** Context allocation, initialization, destroying *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
|
|
|
|
|
|
/*
|
|
* This function just calls all the various one-time-init functions in Mesa.
|
|
*/
|
|
static void one_time_init( void )
|
|
{
|
|
static GLboolean alreadyCalled = GL_FALSE;
|
|
_glthread_LOCK_MUTEX(OneTimeLock);
|
|
if (!alreadyCalled) {
|
|
/* do some implementation tests */
|
|
assert( sizeof(GLbyte) == 1 );
|
|
assert( sizeof(GLshort) >= 2 );
|
|
assert( sizeof(GLint) >= 4 );
|
|
assert( sizeof(GLubyte) == 1 );
|
|
assert( sizeof(GLushort) >= 2 );
|
|
assert( sizeof(GLuint) >= 4 );
|
|
|
|
gl_init_clip();
|
|
gl_init_eval();
|
|
_mesa_init_fog();
|
|
_mesa_init_math();
|
|
gl_init_lists();
|
|
gl_init_shade();
|
|
gl_init_texture();
|
|
gl_init_transformation();
|
|
gl_init_translate();
|
|
gl_init_vbrender();
|
|
gl_init_vbxform();
|
|
gl_init_vertices();
|
|
|
|
if (getenv("MESA_DEBUG")) {
|
|
_glapi_noop_enable_warnings(GL_TRUE);
|
|
}
|
|
else {
|
|
_glapi_noop_enable_warnings(GL_FALSE);
|
|
}
|
|
|
|
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
|
|
fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
|
|
#endif
|
|
|
|
alreadyCalled = GL_TRUE;
|
|
}
|
|
_glthread_UNLOCK_MUTEX(OneTimeLock);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Allocate and initialize a shared context state structure.
|
|
*/
|
|
static struct gl_shared_state *alloc_shared_state( void )
|
|
{
|
|
GLuint d;
|
|
struct gl_shared_state *ss;
|
|
GLboolean outOfMemory;
|
|
|
|
ss = CALLOC_STRUCT(gl_shared_state);
|
|
if (!ss)
|
|
return NULL;
|
|
|
|
ss->DisplayList = _mesa_NewHashTable();
|
|
|
|
ss->TexObjects = _mesa_NewHashTable();
|
|
|
|
/* Default Texture objects */
|
|
outOfMemory = GL_FALSE;
|
|
for (d = 1 ; d <= 3 ; d++) {
|
|
ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
|
|
if (!ss->DefaultD[d]) {
|
|
outOfMemory = GL_TRUE;
|
|
break;
|
|
}
|
|
ss->DefaultD[d]->RefCount++; /* don't free if not in use */
|
|
}
|
|
|
|
if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
|
|
/* Ran out of memory at some point. Free everything and return NULL */
|
|
if (ss->DisplayList)
|
|
_mesa_DeleteHashTable(ss->DisplayList);
|
|
if (ss->TexObjects)
|
|
_mesa_DeleteHashTable(ss->TexObjects);
|
|
if (ss->DefaultD[1])
|
|
gl_free_texture_object(ss, ss->DefaultD[1]);
|
|
if (ss->DefaultD[2])
|
|
gl_free_texture_object(ss, ss->DefaultD[2]);
|
|
if (ss->DefaultD[3])
|
|
gl_free_texture_object(ss, ss->DefaultD[3]);
|
|
FREE(ss);
|
|
return NULL;
|
|
}
|
|
else {
|
|
return ss;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Deallocate a shared state context and all children structures.
|
|
*/
|
|
static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
|
|
{
|
|
/* Free display lists */
|
|
while (1) {
|
|
GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
|
|
if (list) {
|
|
gl_destroy_list(ctx, list);
|
|
}
|
|
else {
|
|
break;
|
|
}
|
|
}
|
|
_mesa_DeleteHashTable(ss->DisplayList);
|
|
|
|
/* Free texture objects */
|
|
while (ss->TexObjectList)
|
|
{
|
|
if (ctx->Driver.DeleteTexture)
|
|
(*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
|
|
/* this function removes from linked list too! */
|
|
gl_free_texture_object(ss, ss->TexObjectList);
|
|
}
|
|
_mesa_DeleteHashTable(ss->TexObjects);
|
|
|
|
FREE(ss);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Initialize the nth light. Note that the defaults for light 0 are
|
|
* different than the other lights.
|
|
*/
|
|
static void init_light( struct gl_light *l, GLuint n )
|
|
{
|
|
make_empty_list( l );
|
|
|
|
ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
|
|
if (n==0) {
|
|
ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
|
|
ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
|
|
}
|
|
else {
|
|
ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
|
|
ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
|
|
}
|
|
ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
|
|
ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
|
|
l->SpotExponent = 0.0;
|
|
gl_compute_spot_exp_table( l );
|
|
l->SpotCutoff = 180.0;
|
|
l->CosCutoff = 0.0; /* KW: -ve values not admitted */
|
|
l->ConstantAttenuation = 1.0;
|
|
l->LinearAttenuation = 0.0;
|
|
l->QuadraticAttenuation = 0.0;
|
|
l->Enabled = GL_FALSE;
|
|
}
|
|
|
|
|
|
|
|
static void init_lightmodel( struct gl_lightmodel *lm )
|
|
{
|
|
ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
|
|
lm->LocalViewer = GL_FALSE;
|
|
lm->TwoSide = GL_FALSE;
|
|
lm->ColorControl = GL_SINGLE_COLOR;
|
|
}
|
|
|
|
|
|
static void init_material( struct gl_material *m )
|
|
{
|
|
ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
|
|
ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
|
|
ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
|
|
ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
|
|
m->Shininess = 0.0;
|
|
m->AmbientIndex = 0;
|
|
m->DiffuseIndex = 1;
|
|
m->SpecularIndex = 1;
|
|
}
|
|
|
|
|
|
|
|
static void init_texture_unit( GLcontext *ctx, GLuint unit )
|
|
{
|
|
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
|
|
|
|
texUnit->EnvMode = GL_MODULATE;
|
|
ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
|
|
texUnit->TexGenEnabled = 0;
|
|
texUnit->GenModeS = GL_EYE_LINEAR;
|
|
texUnit->GenModeT = GL_EYE_LINEAR;
|
|
texUnit->GenModeR = GL_EYE_LINEAR;
|
|
texUnit->GenModeQ = GL_EYE_LINEAR;
|
|
/* Yes, these plane coefficients are correct! */
|
|
ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
|
|
ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
|
|
ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
|
|
ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
|
|
ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
|
|
ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
|
|
ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
|
|
ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
|
|
|
|
texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
|
|
texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
|
|
texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
|
|
}
|
|
|
|
|
|
static void init_fallback_arrays( GLcontext *ctx )
|
|
{
|
|
struct gl_client_array *cl;
|
|
GLuint i;
|
|
|
|
cl = &ctx->Fallback.Normal;
|
|
cl->Size = 3;
|
|
cl->Type = GL_FLOAT;
|
|
cl->Stride = 0;
|
|
cl->StrideB = 0;
|
|
cl->Ptr = (void *) ctx->Current.Normal;
|
|
cl->Enabled = 1;
|
|
|
|
cl = &ctx->Fallback.Color;
|
|
cl->Size = 4;
|
|
cl->Type = GL_UNSIGNED_BYTE;
|
|
cl->Stride = 0;
|
|
cl->StrideB = 0;
|
|
cl->Ptr = (void *) ctx->Current.ByteColor;
|
|
cl->Enabled = 1;
|
|
|
|
cl = &ctx->Fallback.Index;
|
|
cl->Size = 1;
|
|
cl->Type = GL_UNSIGNED_INT;
|
|
cl->Stride = 0;
|
|
cl->StrideB = 0;
|
|
cl->Ptr = (void *) &ctx->Current.Index;
|
|
cl->Enabled = 1;
|
|
|
|
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
|
|
cl = &ctx->Fallback.TexCoord[i];
|
|
cl->Size = 4;
|
|
cl->Type = GL_FLOAT;
|
|
cl->Stride = 0;
|
|
cl->StrideB = 0;
|
|
cl->Ptr = (void *) ctx->Current.Texcoord[i];
|
|
cl->Enabled = 1;
|
|
}
|
|
|
|
cl = &ctx->Fallback.EdgeFlag;
|
|
cl->Size = 1;
|
|
cl->Type = GL_UNSIGNED_BYTE;
|
|
cl->Stride = 0;
|
|
cl->StrideB = 0;
|
|
cl->Ptr = (void *) &ctx->Current.EdgeFlag;
|
|
cl->Enabled = 1;
|
|
}
|
|
|
|
|
|
/* Initialize a 1-D evaluator map */
|
|
static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
|
|
{
|
|
map->Order = 1;
|
|
map->u1 = 0.0;
|
|
map->u2 = 1.0;
|
|
map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
|
|
if (map->Points) {
|
|
GLint i;
|
|
for (i=0;i<n;i++)
|
|
map->Points[i] = initial[i];
|
|
}
|
|
}
|
|
|
|
|
|
/* Initialize a 2-D evaluator map */
|
|
static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
|
|
{
|
|
map->Uorder = 1;
|
|
map->Vorder = 1;
|
|
map->u1 = 0.0;
|
|
map->u2 = 1.0;
|
|
map->v1 = 0.0;
|
|
map->v2 = 1.0;
|
|
map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
|
|
if (map->Points) {
|
|
GLint i;
|
|
for (i=0;i<n;i++)
|
|
map->Points[i] = initial[i];
|
|
}
|
|
}
|
|
|
|
|
|
static void init_color_table( struct gl_color_table *p )
|
|
{
|
|
p->Table[0] = 255;
|
|
p->Table[1] = 255;
|
|
p->Table[2] = 255;
|
|
p->Table[3] = 255;
|
|
p->Size = 1;
|
|
p->IntFormat = GL_RGBA;
|
|
p->Format = GL_RGBA;
|
|
}
|
|
|
|
|
|
/*
|
|
* Initialize the attribute groups in a GLcontext.
|
|
*/
|
|
static void init_attrib_groups( GLcontext *ctx )
|
|
{
|
|
GLuint i, j;
|
|
|
|
assert(ctx);
|
|
|
|
/* Constants, may be overriden by device drivers */
|
|
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
|
|
ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
|
|
ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
|
|
ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
|
|
ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
|
|
ctx->Const.MinPointSize = MIN_POINT_SIZE;
|
|
ctx->Const.MaxPointSize = MAX_POINT_SIZE;
|
|
ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
|
|
ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
|
|
ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
|
|
ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
|
|
ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
|
|
ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
|
|
ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
|
|
ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
|
|
ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
|
|
|
|
/* Modelview matrix */
|
|
gl_matrix_ctr( &ctx->ModelView );
|
|
gl_matrix_alloc_inv( &ctx->ModelView );
|
|
|
|
ctx->ModelViewStackDepth = 0;
|
|
for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
|
|
gl_matrix_ctr( &ctx->ModelViewStack[i] );
|
|
gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
|
|
}
|
|
|
|
/* Projection matrix - need inv for user clipping in clip space*/
|
|
gl_matrix_ctr( &ctx->ProjectionMatrix );
|
|
gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
|
|
|
|
gl_matrix_ctr( &ctx->ModelProjectMatrix );
|
|
gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
|
|
ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
|
|
|
|
ctx->ProjectionStackDepth = 0;
|
|
ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
|
|
ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
|
|
|
|
for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
|
|
gl_matrix_ctr( &ctx->ProjectionStack[i] );
|
|
gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
|
|
}
|
|
|
|
/* Texture matrix */
|
|
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
|
|
gl_matrix_ctr( &ctx->TextureMatrix[i] );
|
|
ctx->TextureStackDepth[i] = 0;
|
|
for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
|
|
ctx->TextureStack[i][j].inv = 0;
|
|
}
|
|
}
|
|
|
|
/* Accumulate buffer group */
|
|
ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
|
|
|
|
/* Color buffer group */
|
|
ctx->Color.IndexMask = 0xffffffff;
|
|
ctx->Color.ColorMask[0] = 0xff;
|
|
ctx->Color.ColorMask[1] = 0xff;
|
|
ctx->Color.ColorMask[2] = 0xff;
|
|
ctx->Color.ColorMask[3] = 0xff;
|
|
ctx->Color.SWmasking = GL_FALSE;
|
|
ctx->Color.ClearIndex = 0;
|
|
ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
|
|
ctx->Color.DrawBuffer = GL_FRONT;
|
|
ctx->Color.AlphaEnabled = GL_FALSE;
|
|
ctx->Color.AlphaFunc = GL_ALWAYS;
|
|
ctx->Color.AlphaRef = 0;
|
|
ctx->Color.BlendEnabled = GL_FALSE;
|
|
ctx->Color.BlendSrcRGB = GL_ONE;
|
|
ctx->Color.BlendDstRGB = GL_ZERO;
|
|
ctx->Color.BlendSrcA = GL_ONE;
|
|
ctx->Color.BlendDstA = GL_ZERO;
|
|
ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
|
|
ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
|
|
ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
|
|
ctx->Color.IndexLogicOpEnabled = GL_FALSE;
|
|
ctx->Color.ColorLogicOpEnabled = GL_FALSE;
|
|
ctx->Color.SWLogicOpEnabled = GL_FALSE;
|
|
ctx->Color.LogicOp = GL_COPY;
|
|
ctx->Color.DitherFlag = GL_TRUE;
|
|
ctx->Color.MultiDrawBuffer = GL_FALSE;
|
|
|
|
/* Current group */
|
|
ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
|
|
ctx->Current.Index = 1;
|
|
for (i=0; i<MAX_TEXTURE_UNITS; i++)
|
|
ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
|
|
ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
|
|
ctx->Current.RasterDistance = 0.0;
|
|
ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
|
|
ctx->Current.RasterIndex = 1;
|
|
for (i=0; i<MAX_TEXTURE_UNITS; i++)
|
|
ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
|
|
ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
|
|
ctx->Current.RasterPosValid = GL_TRUE;
|
|
ctx->Current.EdgeFlag = GL_TRUE;
|
|
ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
|
|
ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
|
|
|
|
ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
|
|
VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
|
|
|
|
init_fallback_arrays( ctx );
|
|
|
|
/* Depth buffer group */
|
|
ctx->Depth.Test = GL_FALSE;
|
|
ctx->Depth.Clear = 1.0;
|
|
ctx->Depth.Func = GL_LESS;
|
|
ctx->Depth.Mask = GL_TRUE;
|
|
ctx->Depth.OcclusionTest = GL_FALSE;
|
|
|
|
/* Evaluators group */
|
|
ctx->Eval.Map1Color4 = GL_FALSE;
|
|
ctx->Eval.Map1Index = GL_FALSE;
|
|
ctx->Eval.Map1Normal = GL_FALSE;
|
|
ctx->Eval.Map1TextureCoord1 = GL_FALSE;
|
|
ctx->Eval.Map1TextureCoord2 = GL_FALSE;
|
|
ctx->Eval.Map1TextureCoord3 = GL_FALSE;
|
|
ctx->Eval.Map1TextureCoord4 = GL_FALSE;
|
|
ctx->Eval.Map1Vertex3 = GL_FALSE;
|
|
ctx->Eval.Map1Vertex4 = GL_FALSE;
|
|
ctx->Eval.Map2Color4 = GL_FALSE;
|
|
ctx->Eval.Map2Index = GL_FALSE;
|
|
ctx->Eval.Map2Normal = GL_FALSE;
|
|
ctx->Eval.Map2TextureCoord1 = GL_FALSE;
|
|
ctx->Eval.Map2TextureCoord2 = GL_FALSE;
|
|
ctx->Eval.Map2TextureCoord3 = GL_FALSE;
|
|
ctx->Eval.Map2TextureCoord4 = GL_FALSE;
|
|
ctx->Eval.Map2Vertex3 = GL_FALSE;
|
|
ctx->Eval.Map2Vertex4 = GL_FALSE;
|
|
ctx->Eval.AutoNormal = GL_FALSE;
|
|
ctx->Eval.MapGrid1un = 1;
|
|
ctx->Eval.MapGrid1u1 = 0.0;
|
|
ctx->Eval.MapGrid1u2 = 1.0;
|
|
ctx->Eval.MapGrid2un = 1;
|
|
ctx->Eval.MapGrid2vn = 1;
|
|
ctx->Eval.MapGrid2u1 = 0.0;
|
|
ctx->Eval.MapGrid2u2 = 1.0;
|
|
ctx->Eval.MapGrid2v1 = 0.0;
|
|
ctx->Eval.MapGrid2v2 = 1.0;
|
|
|
|
/* Evaluator data */
|
|
{
|
|
static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
|
|
static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
|
|
static GLfloat index[1] = { 1.0 };
|
|
static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
|
|
static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
|
|
|
|
init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
|
|
init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
|
|
init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
|
|
init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
|
|
init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
|
|
init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
|
|
init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
|
|
init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
|
|
init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
|
|
|
|
init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
|
|
init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
|
|
init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
|
|
init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
|
|
init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
|
|
init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
|
|
init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
|
|
init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
|
|
init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
|
|
}
|
|
|
|
/* Fog group */
|
|
ctx->Fog.Enabled = GL_FALSE;
|
|
ctx->Fog.Mode = GL_EXP;
|
|
ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
|
|
ctx->Fog.Index = 0.0;
|
|
ctx->Fog.Density = 1.0;
|
|
ctx->Fog.Start = 0.0;
|
|
ctx->Fog.End = 1.0;
|
|
|
|
/* Hint group */
|
|
ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
|
|
ctx->Hint.PointSmooth = GL_DONT_CARE;
|
|
ctx->Hint.LineSmooth = GL_DONT_CARE;
|
|
ctx->Hint.PolygonSmooth = GL_DONT_CARE;
|
|
ctx->Hint.Fog = GL_DONT_CARE;
|
|
|
|
ctx->Hint.AllowDrawWin = GL_TRUE;
|
|
ctx->Hint.AllowDrawSpn = GL_TRUE;
|
|
ctx->Hint.AllowDrawMem = GL_TRUE;
|
|
ctx->Hint.StrictLighting = GL_TRUE;
|
|
|
|
/* Pipeline */
|
|
gl_pipeline_init( ctx );
|
|
gl_cva_init( ctx );
|
|
|
|
/* Extensions */
|
|
gl_extensions_ctr( ctx );
|
|
|
|
ctx->AllowVertexCull = CLIP_CULLED_BIT;
|
|
|
|
/* Lighting group */
|
|
for (i=0;i<MAX_LIGHTS;i++) {
|
|
init_light( &ctx->Light.Light[i], i );
|
|
}
|
|
make_empty_list( &ctx->Light.EnabledList );
|
|
|
|
init_lightmodel( &ctx->Light.Model );
|
|
init_material( &ctx->Light.Material[0] );
|
|
init_material( &ctx->Light.Material[1] );
|
|
ctx->Light.ShadeModel = GL_SMOOTH;
|
|
ctx->Light.Enabled = GL_FALSE;
|
|
ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
|
|
ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
|
|
ctx->Light.ColorMaterialBitmask
|
|
= gl_material_bitmask( ctx,
|
|
GL_FRONT_AND_BACK,
|
|
GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
|
|
|
|
ctx->Light.ColorMaterialEnabled = GL_FALSE;
|
|
|
|
/* Lighting miscellaneous */
|
|
ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
|
|
make_empty_list( ctx->ShineTabList );
|
|
for (i = 0 ; i < 10 ; i++) {
|
|
struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
|
|
s->shininess = -1;
|
|
s->refcount = 0;
|
|
insert_at_tail( ctx->ShineTabList, s );
|
|
}
|
|
for (i = 0 ; i < 4 ; i++) {
|
|
ctx->ShineTable[i] = ctx->ShineTabList->prev;
|
|
ctx->ShineTable[i]->refcount++;
|
|
}
|
|
|
|
|
|
/* Line group */
|
|
ctx->Line.SmoothFlag = GL_FALSE;
|
|
ctx->Line.StippleFlag = GL_FALSE;
|
|
ctx->Line.Width = 1.0;
|
|
ctx->Line.StipplePattern = 0xffff;
|
|
ctx->Line.StippleFactor = 1;
|
|
|
|
/* Display List group */
|
|
ctx->List.ListBase = 0;
|
|
|
|
/* Pixel group */
|
|
ctx->Pixel.RedBias = 0.0;
|
|
ctx->Pixel.RedScale = 1.0;
|
|
ctx->Pixel.GreenBias = 0.0;
|
|
ctx->Pixel.GreenScale = 1.0;
|
|
ctx->Pixel.BlueBias = 0.0;
|
|
ctx->Pixel.BlueScale = 1.0;
|
|
ctx->Pixel.AlphaBias = 0.0;
|
|
ctx->Pixel.AlphaScale = 1.0;
|
|
ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
|
|
ctx->Pixel.DepthBias = 0.0;
|
|
ctx->Pixel.DepthScale = 1.0;
|
|
ctx->Pixel.IndexOffset = 0;
|
|
ctx->Pixel.IndexShift = 0;
|
|
ctx->Pixel.ZoomX = 1.0;
|
|
ctx->Pixel.ZoomY = 1.0;
|
|
ctx->Pixel.MapColorFlag = GL_FALSE;
|
|
ctx->Pixel.MapStencilFlag = GL_FALSE;
|
|
ctx->Pixel.MapStoSsize = 1;
|
|
ctx->Pixel.MapItoIsize = 1;
|
|
ctx->Pixel.MapItoRsize = 1;
|
|
ctx->Pixel.MapItoGsize = 1;
|
|
ctx->Pixel.MapItoBsize = 1;
|
|
ctx->Pixel.MapItoAsize = 1;
|
|
ctx->Pixel.MapRtoRsize = 1;
|
|
ctx->Pixel.MapGtoGsize = 1;
|
|
ctx->Pixel.MapBtoBsize = 1;
|
|
ctx->Pixel.MapAtoAsize = 1;
|
|
ctx->Pixel.MapStoS[0] = 0;
|
|
ctx->Pixel.MapItoI[0] = 0;
|
|
ctx->Pixel.MapItoR[0] = 0.0;
|
|
ctx->Pixel.MapItoG[0] = 0.0;
|
|
ctx->Pixel.MapItoB[0] = 0.0;
|
|
ctx->Pixel.MapItoA[0] = 0.0;
|
|
ctx->Pixel.MapItoR8[0] = 0;
|
|
ctx->Pixel.MapItoG8[0] = 0;
|
|
ctx->Pixel.MapItoB8[0] = 0;
|
|
ctx->Pixel.MapItoA8[0] = 0;
|
|
ctx->Pixel.MapRtoR[0] = 0.0;
|
|
ctx->Pixel.MapGtoG[0] = 0.0;
|
|
ctx->Pixel.MapBtoB[0] = 0.0;
|
|
ctx->Pixel.MapAtoA[0] = 0.0;
|
|
|
|
/* Point group */
|
|
ctx->Point.SmoothFlag = GL_FALSE;
|
|
ctx->Point.Size = 1.0;
|
|
ctx->Point.Params[0] = 1.0;
|
|
ctx->Point.Params[1] = 0.0;
|
|
ctx->Point.Params[2] = 0.0;
|
|
ctx->Point.Attenuated = GL_FALSE;
|
|
ctx->Point.MinSize = 0.0;
|
|
ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
|
|
ctx->Point.Threshold = 1.0;
|
|
|
|
/* Polygon group */
|
|
ctx->Polygon.CullFlag = GL_FALSE;
|
|
ctx->Polygon.CullFaceMode = GL_BACK;
|
|
ctx->Polygon.FrontFace = GL_CCW;
|
|
ctx->Polygon.FrontBit = 0;
|
|
ctx->Polygon.FrontMode = GL_FILL;
|
|
ctx->Polygon.BackMode = GL_FILL;
|
|
ctx->Polygon.Unfilled = GL_FALSE;
|
|
ctx->Polygon.SmoothFlag = GL_FALSE;
|
|
ctx->Polygon.StippleFlag = GL_FALSE;
|
|
ctx->Polygon.OffsetFactor = 0.0F;
|
|
ctx->Polygon.OffsetUnits = 0.0F;
|
|
ctx->Polygon.OffsetPoint = GL_FALSE;
|
|
ctx->Polygon.OffsetLine = GL_FALSE;
|
|
ctx->Polygon.OffsetFill = GL_FALSE;
|
|
|
|
/* Polygon Stipple group */
|
|
MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
|
|
|
|
/* Scissor group */
|
|
ctx->Scissor.Enabled = GL_FALSE;
|
|
ctx->Scissor.X = 0;
|
|
ctx->Scissor.Y = 0;
|
|
ctx->Scissor.Width = 0;
|
|
ctx->Scissor.Height = 0;
|
|
|
|
/* Stencil group */
|
|
ctx->Stencil.Enabled = GL_FALSE;
|
|
ctx->Stencil.Function = GL_ALWAYS;
|
|
ctx->Stencil.FailFunc = GL_KEEP;
|
|
ctx->Stencil.ZPassFunc = GL_KEEP;
|
|
ctx->Stencil.ZFailFunc = GL_KEEP;
|
|
ctx->Stencil.Ref = 0;
|
|
ctx->Stencil.ValueMask = STENCIL_MAX;
|
|
ctx->Stencil.Clear = 0;
|
|
ctx->Stencil.WriteMask = STENCIL_MAX;
|
|
|
|
/* Texture group */
|
|
ctx->Texture.CurrentUnit = 0; /* multitexture */
|
|
ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
|
|
ctx->Texture.Enabled = 0;
|
|
for (i=0; i<MAX_TEXTURE_UNITS; i++)
|
|
init_texture_unit( ctx, i );
|
|
init_color_table(&ctx->Texture.Palette);
|
|
|
|
/* Transformation group */
|
|
ctx->Transform.MatrixMode = GL_MODELVIEW;
|
|
ctx->Transform.Normalize = GL_FALSE;
|
|
ctx->Transform.RescaleNormals = GL_FALSE;
|
|
for (i=0;i<MAX_CLIP_PLANES;i++) {
|
|
ctx->Transform.ClipEnabled[i] = GL_FALSE;
|
|
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
|
|
}
|
|
ctx->Transform.AnyClip = GL_FALSE;
|
|
|
|
/* Viewport group */
|
|
ctx->Viewport.X = 0;
|
|
ctx->Viewport.Y = 0;
|
|
ctx->Viewport.Width = 0;
|
|
ctx->Viewport.Height = 0;
|
|
ctx->Viewport.Near = 0.0;
|
|
ctx->Viewport.Far = 1.0;
|
|
gl_matrix_ctr(&ctx->Viewport.WindowMap);
|
|
|
|
#define Sz 10
|
|
#define Tz 14
|
|
ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
|
|
ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
|
|
#undef Sz
|
|
#undef Tz
|
|
|
|
ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
|
|
ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
|
|
|
|
/* Vertex arrays */
|
|
ctx->Array.Vertex.Size = 4;
|
|
ctx->Array.Vertex.Type = GL_FLOAT;
|
|
ctx->Array.Vertex.Stride = 0;
|
|
ctx->Array.Vertex.StrideB = 0;
|
|
ctx->Array.Vertex.Ptr = NULL;
|
|
ctx->Array.Vertex.Enabled = GL_FALSE;
|
|
ctx->Array.Normal.Type = GL_FLOAT;
|
|
ctx->Array.Normal.Stride = 0;
|
|
ctx->Array.Normal.StrideB = 0;
|
|
ctx->Array.Normal.Ptr = NULL;
|
|
ctx->Array.Normal.Enabled = GL_FALSE;
|
|
ctx->Array.Color.Size = 4;
|
|
ctx->Array.Color.Type = GL_FLOAT;
|
|
ctx->Array.Color.Stride = 0;
|
|
ctx->Array.Color.StrideB = 0;
|
|
ctx->Array.Color.Ptr = NULL;
|
|
ctx->Array.Color.Enabled = GL_FALSE;
|
|
ctx->Array.Index.Type = GL_FLOAT;
|
|
ctx->Array.Index.Stride = 0;
|
|
ctx->Array.Index.StrideB = 0;
|
|
ctx->Array.Index.Ptr = NULL;
|
|
ctx->Array.Index.Enabled = GL_FALSE;
|
|
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
|
|
ctx->Array.TexCoord[i].Size = 4;
|
|
ctx->Array.TexCoord[i].Type = GL_FLOAT;
|
|
ctx->Array.TexCoord[i].Stride = 0;
|
|
ctx->Array.TexCoord[i].StrideB = 0;
|
|
ctx->Array.TexCoord[i].Ptr = NULL;
|
|
ctx->Array.TexCoord[i].Enabled = GL_FALSE;
|
|
}
|
|
ctx->Array.TexCoordInterleaveFactor = 1;
|
|
ctx->Array.EdgeFlag.Stride = 0;
|
|
ctx->Array.EdgeFlag.StrideB = 0;
|
|
ctx->Array.EdgeFlag.Ptr = NULL;
|
|
ctx->Array.EdgeFlag.Enabled = GL_FALSE;
|
|
ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
|
|
|
|
/* Pixel transfer */
|
|
ctx->Pack.Alignment = 4;
|
|
ctx->Pack.RowLength = 0;
|
|
ctx->Pack.ImageHeight = 0;
|
|
ctx->Pack.SkipPixels = 0;
|
|
ctx->Pack.SkipRows = 0;
|
|
ctx->Pack.SkipImages = 0;
|
|
ctx->Pack.SwapBytes = GL_FALSE;
|
|
ctx->Pack.LsbFirst = GL_FALSE;
|
|
ctx->Unpack.Alignment = 4;
|
|
ctx->Unpack.RowLength = 0;
|
|
ctx->Unpack.ImageHeight = 0;
|
|
ctx->Unpack.SkipPixels = 0;
|
|
ctx->Unpack.SkipRows = 0;
|
|
ctx->Unpack.SkipImages = 0;
|
|
ctx->Unpack.SwapBytes = GL_FALSE;
|
|
ctx->Unpack.LsbFirst = GL_FALSE;
|
|
|
|
/* Feedback */
|
|
ctx->Feedback.Type = GL_2D; /* TODO: verify */
|
|
ctx->Feedback.Buffer = NULL;
|
|
ctx->Feedback.BufferSize = 0;
|
|
ctx->Feedback.Count = 0;
|
|
|
|
/* Selection/picking */
|
|
ctx->Select.Buffer = NULL;
|
|
ctx->Select.BufferSize = 0;
|
|
ctx->Select.BufferCount = 0;
|
|
ctx->Select.Hits = 0;
|
|
ctx->Select.NameStackDepth = 0;
|
|
|
|
/* Optimized Accum buffer */
|
|
ctx->IntegerAccumMode = GL_TRUE;
|
|
ctx->IntegerAccumScaler = 0.0;
|
|
|
|
/* Renderer and client attribute stacks */
|
|
ctx->AttribStackDepth = 0;
|
|
ctx->ClientAttribStackDepth = 0;
|
|
|
|
/* Miscellaneous */
|
|
ctx->NewState = NEW_ALL;
|
|
ctx->RenderMode = GL_RENDER;
|
|
ctx->StippleCounter = 0;
|
|
ctx->NeedNormals = GL_FALSE;
|
|
ctx->DoViewportMapping = GL_TRUE;
|
|
|
|
ctx->NeedEyeCoords = GL_FALSE;
|
|
ctx->NeedEyeNormals = GL_FALSE;
|
|
ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
|
|
|
|
/* Display list */
|
|
ctx->CallDepth = 0;
|
|
ctx->ExecuteFlag = GL_TRUE;
|
|
ctx->CompileFlag = GL_FALSE;
|
|
ctx->CurrentListPtr = NULL;
|
|
ctx->CurrentBlock = NULL;
|
|
ctx->CurrentListNum = 0;
|
|
ctx->CurrentPos = 0;
|
|
|
|
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
|
|
|
|
ctx->CatchSignals = GL_TRUE;
|
|
ctx->OcclusionResult = GL_FALSE;
|
|
|
|
/* For debug/development only */
|
|
ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
|
|
ctx->FirstTimeCurrent = GL_TRUE;
|
|
|
|
/* Dither disable */
|
|
ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
|
|
if (ctx->NoDither) {
|
|
if (getenv("MESA_DEBUG")) {
|
|
fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
|
|
}
|
|
ctx->Color.DitherFlag = GL_FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Allocate the proxy textures. If we run out of memory part way through
|
|
* the allocations clean up and return GL_FALSE.
|
|
* Return: GL_TRUE=success, GL_FALSE=failure
|
|
*/
|
|
static GLboolean alloc_proxy_textures( GLcontext *ctx )
|
|
{
|
|
GLboolean out_of_memory;
|
|
GLint i;
|
|
|
|
ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
|
|
if (!ctx->Texture.Proxy1D) {
|
|
return GL_FALSE;
|
|
}
|
|
|
|
ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
|
|
if (!ctx->Texture.Proxy2D) {
|
|
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
|
|
return GL_FALSE;
|
|
}
|
|
|
|
ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
|
|
if (!ctx->Texture.Proxy3D) {
|
|
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
|
|
gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
|
|
return GL_FALSE;
|
|
}
|
|
|
|
out_of_memory = GL_FALSE;
|
|
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
|
|
ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
|
|
ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
|
|
ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
|
|
if (!ctx->Texture.Proxy1D->Image[i]
|
|
|| !ctx->Texture.Proxy2D->Image[i]
|
|
|| !ctx->Texture.Proxy3D->Image[i]) {
|
|
out_of_memory = GL_TRUE;
|
|
}
|
|
}
|
|
if (out_of_memory) {
|
|
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
|
|
if (ctx->Texture.Proxy1D->Image[i]) {
|
|
_mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
|
|
}
|
|
if (ctx->Texture.Proxy2D->Image[i]) {
|
|
_mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
|
|
}
|
|
if (ctx->Texture.Proxy3D->Image[i]) {
|
|
_mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
|
|
}
|
|
}
|
|
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
|
|
gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
|
|
gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
|
|
return GL_FALSE;
|
|
}
|
|
else {
|
|
return GL_TRUE;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Initialize a GLcontext struct.
|
|
*/
|
|
GLboolean gl_initialize_context_data( GLcontext *ctx,
|
|
GLvisual *visual,
|
|
GLcontext *share_list,
|
|
void *driver_ctx,
|
|
GLboolean direct )
|
|
{
|
|
(void) direct; /* not used */
|
|
|
|
/* misc one-time initializations */
|
|
one_time_init();
|
|
|
|
ctx->DriverCtx = driver_ctx;
|
|
ctx->Visual = visual;
|
|
ctx->DrawBuffer = NULL;
|
|
ctx->ReadBuffer = NULL;
|
|
|
|
ctx->VB = gl_vb_create_for_immediate( ctx );
|
|
if (!ctx->VB) {
|
|
FREE( ctx );
|
|
return GL_FALSE;
|
|
}
|
|
ctx->input = ctx->VB->IM;
|
|
|
|
ctx->PB = gl_alloc_pb();
|
|
if (!ctx->PB) {
|
|
FREE( ctx->VB );
|
|
FREE( ctx );
|
|
return GL_FALSE;
|
|
}
|
|
|
|
if (share_list) {
|
|
/* share the group of display lists of another context */
|
|
ctx->Shared = share_list->Shared;
|
|
}
|
|
else {
|
|
/* allocate new group of display lists */
|
|
ctx->Shared = alloc_shared_state();
|
|
if (!ctx->Shared) {
|
|
FREE(ctx->VB);
|
|
FREE(ctx->PB);
|
|
FREE(ctx);
|
|
return GL_FALSE;
|
|
}
|
|
}
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
ctx->Shared->RefCount++;
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
|
|
init_attrib_groups( ctx );
|
|
|
|
gl_reset_vb( ctx->VB );
|
|
gl_reset_input( ctx );
|
|
|
|
if (visual->DBflag) {
|
|
ctx->Color.DrawBuffer = GL_BACK;
|
|
ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
|
|
ctx->Color.DrawDestMask = BACK_LEFT_BIT;
|
|
ctx->Pixel.ReadBuffer = GL_BACK;
|
|
ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
|
|
}
|
|
else {
|
|
ctx->Color.DrawBuffer = GL_FRONT;
|
|
ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
|
|
ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
|
|
ctx->Pixel.ReadBuffer = GL_FRONT;
|
|
ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
|
|
}
|
|
|
|
#ifdef PROFILE
|
|
init_timings( ctx );
|
|
#endif
|
|
|
|
if (!alloc_proxy_textures(ctx)) {
|
|
free_shared_state(ctx, ctx->Shared);
|
|
FREE(ctx->VB);
|
|
FREE(ctx->PB);
|
|
FREE(ctx);
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/* setup API dispatch tables */
|
|
ctx->Exec = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
|
|
ctx->Save = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
|
|
if (!ctx->Exec || !ctx->Save) {
|
|
free_shared_state(ctx, ctx->Shared);
|
|
FREE(ctx->VB);
|
|
FREE(ctx->PB);
|
|
if (ctx->Exec)
|
|
FREE(ctx->Exec);
|
|
FREE(ctx);
|
|
}
|
|
_mesa_init_exec_table( ctx->Exec );
|
|
_mesa_init_dlist_table( ctx->Save );
|
|
ctx->CurrentDispatch = ctx->Exec;
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Allocate and initialize a GLcontext structure.
|
|
* Input: visual - a GLvisual pointer
|
|
* sharelist - another context to share display lists with or NULL
|
|
* driver_ctx - pointer to device driver's context state struct
|
|
* Return: pointer to a new gl_context struct or NULL if error.
|
|
*/
|
|
GLcontext *gl_create_context( GLvisual *visual,
|
|
GLcontext *share_list,
|
|
void *driver_ctx,
|
|
GLboolean direct )
|
|
{
|
|
GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
|
|
if (!ctx) {
|
|
return NULL;
|
|
}
|
|
|
|
if (gl_initialize_context_data(ctx, visual, share_list,
|
|
driver_ctx, direct)) {
|
|
return ctx;
|
|
}
|
|
else {
|
|
FREE(ctx);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Free the data associated with the given context.
|
|
* But don't free() the GLcontext struct itself!
|
|
*/
|
|
void gl_free_context_data( GLcontext *ctx )
|
|
{
|
|
struct gl_shine_tab *s, *tmps;
|
|
GLuint i, j;
|
|
|
|
/* if we're destroying the current context, unbind it first */
|
|
if (ctx == gl_get_current_context()) {
|
|
gl_make_current(NULL, NULL);
|
|
}
|
|
|
|
#ifdef PROFILE
|
|
if (getenv("MESA_PROFILE")) {
|
|
print_timings( ctx );
|
|
}
|
|
#endif
|
|
|
|
gl_matrix_dtr( &ctx->ModelView );
|
|
for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
|
|
gl_matrix_dtr( &ctx->ModelViewStack[i] );
|
|
}
|
|
gl_matrix_dtr( &ctx->ProjectionMatrix );
|
|
for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
|
|
gl_matrix_dtr( &ctx->ProjectionStack[i] );
|
|
}
|
|
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
|
|
gl_matrix_dtr( &ctx->TextureMatrix[i] );
|
|
for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
|
|
gl_matrix_dtr( &ctx->TextureStack[i][j] );
|
|
}
|
|
}
|
|
|
|
FREE( ctx->PB );
|
|
|
|
if(ctx->input != ctx->VB->IM)
|
|
gl_immediate_free( ctx->input );
|
|
|
|
gl_vb_free( ctx->VB );
|
|
|
|
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
|
|
ctx->Shared->RefCount--;
|
|
assert(ctx->Shared->RefCount >= 0);
|
|
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
|
|
if (ctx->Shared->RefCount == 0) {
|
|
/* free shared state */
|
|
free_shared_state( ctx, ctx->Shared );
|
|
}
|
|
|
|
foreach_s( s, tmps, ctx->ShineTabList ) {
|
|
FREE( s );
|
|
}
|
|
FREE( ctx->ShineTabList );
|
|
|
|
/* Free proxy texture objects */
|
|
gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
|
|
gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
|
|
gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
|
|
|
|
/* Free evaluator data */
|
|
if (ctx->EvalMap.Map1Vertex3.Points)
|
|
FREE( ctx->EvalMap.Map1Vertex3.Points );
|
|
if (ctx->EvalMap.Map1Vertex4.Points)
|
|
FREE( ctx->EvalMap.Map1Vertex4.Points );
|
|
if (ctx->EvalMap.Map1Index.Points)
|
|
FREE( ctx->EvalMap.Map1Index.Points );
|
|
if (ctx->EvalMap.Map1Color4.Points)
|
|
FREE( ctx->EvalMap.Map1Color4.Points );
|
|
if (ctx->EvalMap.Map1Normal.Points)
|
|
FREE( ctx->EvalMap.Map1Normal.Points );
|
|
if (ctx->EvalMap.Map1Texture1.Points)
|
|
FREE( ctx->EvalMap.Map1Texture1.Points );
|
|
if (ctx->EvalMap.Map1Texture2.Points)
|
|
FREE( ctx->EvalMap.Map1Texture2.Points );
|
|
if (ctx->EvalMap.Map1Texture3.Points)
|
|
FREE( ctx->EvalMap.Map1Texture3.Points );
|
|
if (ctx->EvalMap.Map1Texture4.Points)
|
|
FREE( ctx->EvalMap.Map1Texture4.Points );
|
|
|
|
if (ctx->EvalMap.Map2Vertex3.Points)
|
|
FREE( ctx->EvalMap.Map2Vertex3.Points );
|
|
if (ctx->EvalMap.Map2Vertex4.Points)
|
|
FREE( ctx->EvalMap.Map2Vertex4.Points );
|
|
if (ctx->EvalMap.Map2Index.Points)
|
|
FREE( ctx->EvalMap.Map2Index.Points );
|
|
if (ctx->EvalMap.Map2Color4.Points)
|
|
FREE( ctx->EvalMap.Map2Color4.Points );
|
|
if (ctx->EvalMap.Map2Normal.Points)
|
|
FREE( ctx->EvalMap.Map2Normal.Points );
|
|
if (ctx->EvalMap.Map2Texture1.Points)
|
|
FREE( ctx->EvalMap.Map2Texture1.Points );
|
|
if (ctx->EvalMap.Map2Texture2.Points)
|
|
FREE( ctx->EvalMap.Map2Texture2.Points );
|
|
if (ctx->EvalMap.Map2Texture3.Points)
|
|
FREE( ctx->EvalMap.Map2Texture3.Points );
|
|
if (ctx->EvalMap.Map2Texture4.Points)
|
|
FREE( ctx->EvalMap.Map2Texture4.Points );
|
|
|
|
/* Free cache of immediate buffers. */
|
|
while (ctx->nr_im_queued-- > 0) {
|
|
struct immediate * next = ctx->freed_im_queue->next;
|
|
FREE( ctx->freed_im_queue );
|
|
ctx->freed_im_queue = next;
|
|
}
|
|
gl_extensions_dtr(ctx);
|
|
|
|
FREE(ctx->Exec);
|
|
FREE(ctx->Save);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Destroy a GLcontext structure.
|
|
*/
|
|
void gl_destroy_context( GLcontext *ctx )
|
|
{
|
|
if (ctx) {
|
|
gl_free_context_data(ctx);
|
|
FREE( (void *) ctx );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Called by the driver after both the context and driver are fully
|
|
* initialized. Currently just reads the config file.
|
|
*/
|
|
void gl_context_initialize( GLcontext *ctx )
|
|
{
|
|
gl_read_config_file( ctx );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Copy attribute groups from one context to another.
|
|
* Input: src - source context
|
|
* dst - destination context
|
|
* mask - bitwise OR of GL_*_BIT flags
|
|
*/
|
|
void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
|
|
{
|
|
if (mask & GL_ACCUM_BUFFER_BIT) {
|
|
MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
|
|
}
|
|
if (mask & GL_COLOR_BUFFER_BIT) {
|
|
MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
|
|
}
|
|
if (mask & GL_CURRENT_BIT) {
|
|
MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
|
|
}
|
|
if (mask & GL_DEPTH_BUFFER_BIT) {
|
|
MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
|
|
}
|
|
if (mask & GL_ENABLE_BIT) {
|
|
/* no op */
|
|
}
|
|
if (mask & GL_EVAL_BIT) {
|
|
MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
|
|
}
|
|
if (mask & GL_FOG_BIT) {
|
|
MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
|
|
}
|
|
if (mask & GL_HINT_BIT) {
|
|
MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
|
|
}
|
|
if (mask & GL_LIGHTING_BIT) {
|
|
MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
|
|
/* gl_reinit_light_attrib( &dst->Light ); */
|
|
}
|
|
if (mask & GL_LINE_BIT) {
|
|
MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
|
|
}
|
|
if (mask & GL_LIST_BIT) {
|
|
MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
|
|
}
|
|
if (mask & GL_PIXEL_MODE_BIT) {
|
|
MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
|
|
}
|
|
if (mask & GL_POINT_BIT) {
|
|
MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
|
|
}
|
|
if (mask & GL_POLYGON_BIT) {
|
|
MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
|
|
}
|
|
if (mask & GL_POLYGON_STIPPLE_BIT) {
|
|
/* Use loop instead of MEMCPY due to problem with Portland Group's
|
|
* C compiler. Reported by John Stone.
|
|
*/
|
|
int i;
|
|
for (i=0;i<32;i++) {
|
|
dst->PolygonStipple[i] = src->PolygonStipple[i];
|
|
}
|
|
}
|
|
if (mask & GL_SCISSOR_BIT) {
|
|
MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
|
|
}
|
|
if (mask & GL_STENCIL_BUFFER_BIT) {
|
|
MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
|
|
}
|
|
if (mask & GL_TEXTURE_BIT) {
|
|
MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
|
|
}
|
|
if (mask & GL_TRANSFORM_BIT) {
|
|
MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
|
|
}
|
|
if (mask & GL_VIEWPORT_BIT) {
|
|
MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Set the current context, binding the given frame buffer to the context.
|
|
*/
|
|
void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
|
|
{
|
|
gl_make_current2( newCtx, buffer, buffer );
|
|
}
|
|
|
|
|
|
/*
|
|
* Bind the given context to the given draw-buffer and read-buffer
|
|
* and make it the current context for this thread.
|
|
*/
|
|
void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
|
|
GLframebuffer *readBuffer )
|
|
{
|
|
#if 0
|
|
GLcontext *oldCtx = gl_get_context();
|
|
|
|
/* Flush the old context
|
|
*/
|
|
if (oldCtx) {
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
|
|
|
|
/* unbind frame buffers from context */
|
|
if (oldCtx->DrawBuffer) {
|
|
oldCtx->DrawBuffer = NULL;
|
|
}
|
|
if (oldCtx->ReadBuffer) {
|
|
oldCtx->ReadBuffer = NULL;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* We call this function periodically (just here for now) in
|
|
* order to detect when multithreading has begun.
|
|
*/
|
|
_glapi_check_multithread();
|
|
|
|
_glapi_set_context((void *) newCtx);
|
|
ASSERT(gl_get_current_context() == newCtx);
|
|
if (newCtx) {
|
|
SET_IMMEDIATE(newCtx, newCtx->input);
|
|
_glapi_set_dispatch(newCtx->CurrentDispatch);
|
|
}
|
|
else {
|
|
_glapi_set_dispatch(NULL); /* none current */
|
|
}
|
|
|
|
if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
|
|
|
|
if (newCtx && drawBuffer && readBuffer) {
|
|
/* TODO: check if newCtx and buffer's visual match??? */
|
|
newCtx->DrawBuffer = drawBuffer;
|
|
newCtx->ReadBuffer = readBuffer;
|
|
newCtx->NewState = NEW_ALL; /* just to be safe */
|
|
gl_update_state( newCtx );
|
|
}
|
|
|
|
/* We can use this to help debug user's problems. Tell the to set
|
|
* the MESA_INFO env variable before running their app. Then the
|
|
* first time each context is made current we'll print some useful
|
|
* information.
|
|
*/
|
|
if (newCtx && newCtx->FirstTimeCurrent) {
|
|
if (getenv("MESA_INFO")) {
|
|
fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
|
|
fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
|
|
fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
|
|
fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
|
|
#if defined(THREADS)
|
|
fprintf(stderr, "Mesa thread-safe: YES\n");
|
|
#else
|
|
fprintf(stderr, "Mesa thread-safe: NO\n");
|
|
#endif
|
|
#if defined(USE_X86_ASM)
|
|
fprintf(stderr, "Mesa x86-optimized: YES\n");
|
|
#else
|
|
fprintf(stderr, "Mesa x86-optimized: NO\n");
|
|
#endif
|
|
}
|
|
newCtx->FirstTimeCurrent = GL_FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Return current context handle for the calling thread.
|
|
* This isn't the fastest way to get the current context.
|
|
* If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
|
|
*/
|
|
GLcontext *gl_get_current_context( void )
|
|
{
|
|
return (GLcontext *) _glapi_get_context();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* This should be called by device drivers just before they do a
|
|
* swapbuffers. Any pending rendering commands will be executed.
|
|
*/
|
|
void
|
|
_mesa_swapbuffers(GLcontext *ctx)
|
|
{
|
|
FLUSH_VB( ctx, "swap buffers" );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Return pointer to this context's current API dispatch table.
|
|
* It'll either be the immediate-mode execute dispatcher or the
|
|
* display list compile dispatcher.
|
|
*/
|
|
struct _glapi_table *
|
|
_mesa_get_dispatch(GLcontext *ctx)
|
|
{
|
|
return ctx->CurrentDispatch;
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** Miscellaneous functions *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
/*
|
|
* This function is called when the Mesa user has stumbled into a code
|
|
* path which may not be implemented fully or correctly.
|
|
*/
|
|
void gl_problem( const GLcontext *ctx, const char *s )
|
|
{
|
|
fprintf( stderr, "Mesa implementation error: %s\n", s );
|
|
fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
|
|
(void) ctx;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* This is called to inform the user that he or she has tried to do
|
|
* something illogical or if there's likely a bug in their program
|
|
* (like enabled depth testing without a depth buffer).
|
|
*/
|
|
void gl_warning( const GLcontext *ctx, const char *s )
|
|
{
|
|
GLboolean debug;
|
|
#ifdef DEBUG
|
|
debug = GL_TRUE;
|
|
#else
|
|
if (getenv("MESA_DEBUG")) {
|
|
debug = GL_TRUE;
|
|
}
|
|
else {
|
|
debug = GL_FALSE;
|
|
}
|
|
#endif
|
|
if (debug) {
|
|
fprintf( stderr, "Mesa warning: %s\n", s );
|
|
}
|
|
(void) ctx;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Compile an error into current display list.
|
|
*/
|
|
void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
|
|
{
|
|
if (ctx->CompileFlag)
|
|
gl_save_error( ctx, error, s );
|
|
|
|
if (ctx->ExecuteFlag)
|
|
gl_error( ctx, error, s );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* This is Mesa's error handler. Normally, all that's done is the updating
|
|
* of the current error value. If Mesa is compiled with -DDEBUG or if the
|
|
* environment variable "MESA_DEBUG" is defined then a real error message
|
|
* is printed to stderr.
|
|
* Input: error - the error value
|
|
* s - a diagnostic string
|
|
*/
|
|
void gl_error( GLcontext *ctx, GLenum error, const char *s )
|
|
{
|
|
GLboolean debug;
|
|
|
|
#ifdef DEBUG
|
|
debug = GL_TRUE;
|
|
#else
|
|
if (getenv("MESA_DEBUG")) {
|
|
debug = GL_TRUE;
|
|
}
|
|
else {
|
|
debug = GL_FALSE;
|
|
}
|
|
#endif
|
|
|
|
if (debug) {
|
|
char errstr[1000];
|
|
|
|
switch (error) {
|
|
case GL_NO_ERROR:
|
|
strcpy( errstr, "GL_NO_ERROR" );
|
|
break;
|
|
case GL_INVALID_VALUE:
|
|
strcpy( errstr, "GL_INVALID_VALUE" );
|
|
break;
|
|
case GL_INVALID_ENUM:
|
|
strcpy( errstr, "GL_INVALID_ENUM" );
|
|
break;
|
|
case GL_INVALID_OPERATION:
|
|
strcpy( errstr, "GL_INVALID_OPERATION" );
|
|
break;
|
|
case GL_STACK_OVERFLOW:
|
|
strcpy( errstr, "GL_STACK_OVERFLOW" );
|
|
break;
|
|
case GL_STACK_UNDERFLOW:
|
|
strcpy( errstr, "GL_STACK_UNDERFLOW" );
|
|
break;
|
|
case GL_OUT_OF_MEMORY:
|
|
strcpy( errstr, "GL_OUT_OF_MEMORY" );
|
|
break;
|
|
default:
|
|
strcpy( errstr, "unknown" );
|
|
break;
|
|
}
|
|
fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
|
|
}
|
|
|
|
if (ctx->ErrorValue==GL_NO_ERROR) {
|
|
ctx->ErrorValue = error;
|
|
}
|
|
|
|
/* Call device driver's error handler, if any. This is used on the Mac. */
|
|
if (ctx->Driver.Error) {
|
|
(*ctx->Driver.Error)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void
|
|
_mesa_Finish( void )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
|
|
if (ctx->Driver.Finish) {
|
|
(*ctx->Driver.Finish)( ctx );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void
|
|
_mesa_Flush( void )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
|
|
if (ctx->Driver.Flush) {
|
|
(*ctx->Driver.Flush)( ctx );
|
|
}
|
|
}
|