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mesa5.zip
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mesa5src.zip
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MesaDLL
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context.cpp
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2002-12-08
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/* $Id: context.c,v 1.189 2002/11/19 15:25:00 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2002 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.
*/
#include "glheader.h"
#include "imports.h"
#include "buffers.h"
#include "clip.h"
#include "colortab.h"
#include "context.h"
#include "dlist.h"
#include "eval.h"
#include "enums.h"
#include "extensions.h"
#include "fog.h"
#include "get.h"
#include "glthread.h"
#include "hash.h"
#include "light.h"
#include "macros.h"
#include "mmath.h"
#include "simple_list.h"
#include "state.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
#include "mtypes.h"
#include "varray.h"
#if FEATURE_NV_vertex_program
#include "vpstate.h"
#endif
#include "vtxfmt.h"
#include "math/m_translate.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "math/mathmod.h"
#if defined(MESA_TRACE)
#include "Trace/tr_context.h"
#include "Trace/tr_wrapper.h"
#endif
#ifdef USE_SPARC_ASM
//EK#include "SPARC/sparc.h"
#endif
#ifndef MESA_VERBOSE
int MESA_VERBOSE = 0;
//int MESA_VERBOSE=0xffff;
#endif
#ifndef MESA_DEBUG_FLAGS
int MESA_DEBUG_FLAGS = 0;
#endif
static void
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
/**********************************************************************/
/***** OpenGL SI-style interface (new in Mesa 3.5) *****/
/**********************************************************************/
/* Called by window system/device driver (via gc->exports.destroyCurrent())
* when the rendering context is to be destroyed.
*/
GLboolean
_mesa_destroyContext(__GLcontext *gc)
{
if (gc) {
_mesa_free_context_data(gc);
_mesa_free(gc);
}
return GL_TRUE;
}
/* Called by window system/device driver (via gc->exports.loseCurrent())
* when the rendering context is made non-current.
*/
GLboolean
_mesa_loseCurrent(__GLcontext *gc)
{
/* XXX unbind context from thread */
return GL_TRUE;
}
/* Called by window system/device driver (via gc->exports.makeCurrent())
* when the rendering context is made current.
*/
GLboolean
_mesa_makeCurrent(__GLcontext *gc)
{
/* XXX bind context to thread */
return GL_TRUE;
}
/* Called by window system/device driver - yadda, yadda, yadda.
* See above comments.
*/
GLboolean
_mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
{
if (gc && gcShare && gc->Shared && gcShare->Shared) {
gc->Shared->RefCount--;
if (gc->Shared->RefCount == 0) {
free_shared_state(gc, gc->Shared);
}
gc->Shared = gcShare->Shared;
gc->Shared->RefCount++;
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
GLboolean
_mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
{
if (dst && src) {
_mesa_copy_context( src, dst, mask );
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
GLboolean
_mesa_forceCurrent(__GLcontext *gc)
{
return GL_TRUE;
}
GLboolean
_mesa_notifyResize(__GLcontext *gc)
{
GLint x, y;
GLuint width, height;
__GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
if (!d || !d->getDrawableSize)
return GL_FALSE;
d->getDrawableSize( d, &x, &y, &width, &height );
/* update viewport, resize software buffers, etc. */
return GL_TRUE;
}
void
_mesa_notifyDestroy(__GLcontext *gc)
{
/* Called when the context's window/buffer is going to be destroyed. */
/* Unbind from it. */
}
/* Called by window system just before swapping buffers.
* We have to finish any pending rendering.
*/
void
_mesa_notifySwapBuffers(__GLcontext *gc)
{
FLUSH_VERTICES( gc, 0 );
}
struct __GLdispatchStateRec *
_mesa_dispatchExec(__GLcontext *gc)
{
return NULL;
}
void
_mesa_beginDispatchOverride(__GLcontext *gc)
{
}
void
_mesa_endDispatchOverride(__GLcontext *gc)
{
}
/* Setup the exports. The window system will call these functions
* when it needs Mesa to do something.
* NOTE: Device drivers should override these functions! For example,
* the Xlib driver should plug in the XMesa*-style functions into this
* structure. The XMesa-style functions should then call the _mesa_*
* version of these functions. This is an approximation to OO design
* (inheritance and virtual functions).
*/
static void
_mesa_init_default_exports(__GLexports *exports)
{
exports->destroyContext = _mesa_destroyContext;
exports->loseCurrent = _mesa_loseCurrent;
exports->makeCurrent = _mesa_makeCurrent;
exports->shareContext = _mesa_shareContext;
exports->copyContext = _mesa_copyContext;
exports->forceCurrent = _mesa_forceCurrent;
exports->notifyResize = _mesa_notifyResize;
exports->notifyDestroy = _mesa_notifyDestroy;
exports->notifySwapBuffers = _mesa_notifySwapBuffers;
exports->dispatchExec = _mesa_dispatchExec;
exports->beginDispatchOverride = _mesa_beginDispatchOverride;
exports->endDispatchOverride = _mesa_endDispatchOverride;
}
/* exported OpenGL SI interface */
__GLcontext *
__glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
{
GLcontext *ctx;
ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
if (ctx == NULL) {
return NULL;
}
_mesa_initialize_context(ctx, modes, NULL, imports, GL_FALSE);
ctx->imports = *imports;
return ctx;
}
/* exported OpenGL SI interface */
void
__glCoreNopDispatch(void)
{
#if 0
/* SI */
__gl_dispatch = __glNopDispatchState;
#else
/* Mesa */
_glapi_set_dispatch(NULL);
#endif
}
/**********************************************************************/
/***** GL Visual allocation/destruction *****/
/**********************************************************************/
/*
* Allocate a new GLvisual object.
* Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
* 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 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 = (GLvisual *) CALLOC( sizeof(GLvisual) );
if (vis) {
if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
redBits, greenBits, blueBits, alphaBits,
indexBits, depthBits, stencilBits,
accumRedBits, accumGreenBits,
accumBlueBits, accumAlphaBits,
numSamples)) {
FREE(vis);
return NULL;
}
}
return vis;
}
/*
* Initialize the fields of the given GLvisual.
* Input: see _mesa_create_visual() above.
* Return: GL_TRUE = success
* GL_FALSE = failure.
*/
GLboolean
_mesa_initialize_visual( GLvisual *vis,
GLboolean rgbFlag,
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 )
{
(void) numSamples;
assert(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 GL_FALSE;
}
if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
return GL_FALSE;
}
if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
vis->rgbMode = rgbFlag;
vis->doubleBufferMode = dbFlag;
vis->stereoMode = stereoFlag;
vis->redBits = redBits;
vis->greenBits = greenBits;
vis->blueBits = blueBits;
vis->alphaBits = 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->haveAccumBuffer = accumRedBits > 0;
vis->haveDepthBuffer = depthBits > 0;
vis->haveStencilBuffer = stencilBits > 0;
vis->numAuxBuffers = 0;
vis->level = 0;
vis->pixmapMode = 0;
return GL_TRUE;
}
void
_mesa_destroy_visual( GLvisual *vis )
{
FREE(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 (we copy the struct contents)
* 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 *
_mesa_create_framebuffer( const GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha )
{
GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
assert(visual);
if (buffer) {
_mesa_initialize_framebuffer(buffer, visual,
softwareDepth, softwareStencil,
softwareAccum, softwareAlpha );
}
return buffer;
}
/*
* Initialize a GLframebuffer object.
* Input: See _mesa_create_framebuffer() above.
*/
void
_mesa_initialize_framebuffer( GLframebuffer *buffer,
const GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha )
{
assert(buffer);
assert(visual);
_mesa_bzero(buffer, sizeof(GLframebuffer));
/* sanity checks */
if (softwareDepth ) {
assert(visual->depthBits > 0);
}
if (softwareStencil) {
assert(visual->stencilBits > 0);
}
if (softwareAccum) {
assert(visual->rgbMode);
assert(visual->accumRedBits > 0);
assert(visual->accumGreenBits > 0);
assert(visual->accumBlueBits > 0);
}
if (softwareAlpha) {
assert(visual->rgbMode);
assert(visual->alphaBits > 0);
}
buffer->Visual = *visual;
buffer->UseSoftwareDepthBuffer = softwareDepth;
buffer->UseSoftwareStencilBuffer = softwareStencil;
buffer->UseSoftwareAccumBuffer = softwareAccum;
buffer->UseSoftwareAlphaBuffers = softwareAlpha;
}
/*
* Free a framebuffer struct and its buffers.
*/
void
_mesa_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
_mesa_free_framebuffer_data(buffer);
FREE(buffer);
}
}
/*
* Free the data hanging off of <buffer>, but not <buffer> itself.
*/
void
_mesa_free_framebuffer_data( GLframebuffer *buffer )
{
if (!buffer)
return;
if (buffer->DepthBuffer) {
MESA_PBUFFER_FREE( buffer->DepthBuffer );
buffer->DepthBuffer = NULL;
}
if (buffer->Accum) {
MESA_PBUFFER_FREE( buffer->Accum );
buffer->Accum = NULL;
}
if (buffer->Stencil) {
MESA_PBUFFER_FREE( buffer->Stencil );
buffer->Stencil = NULL;
}
if (buffer->FrontLeftAlpha) {
MESA_PBUFFER_FREE( buffer->FrontLeftAlpha );
buffer->FrontLeftAlpha = NULL;
}
if (buffer->BackLeftAlpha) {
MESA_PBUFFER_FREE( buffer->BackLeftAlpha );
buffer->BackLeftAlpha = NULL;
}
if (buffer->FrontRightAlpha) {
MESA_PBUFFER_FREE( buffer->FrontRightAlpha );
buffer->FrontRightAlpha = NULL;
}
if (buffer->BackRightAlpha) {
MESA_PBUFFER_FREE( buffer->BackRightAlpha );
buffer->BackRightAlpha = NULL;
}
}
/**********************************************************************/
/***** 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( GLcontext *ctx )
{
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 );
_mesa_init_lists();
_math_init();
_mesa_init_math();
#ifdef USE_SPARC_ASM
_mesa_init_sparc_glapi_relocs();
#endif
if (_mesa_getenv("MESA_DEBUG")) {
_glapi_noop_enable_warnings(GL_TRUE);
#ifndef GLX_DIRECT_RENDERING
/* libGL from before 2002/06/28 don't have this function. Someday,
* when newer libGL libs are common, remove the #ifdef test. This
* only serves to print warnings when calling undefined GL functions.
*/
_glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
#endif
}
else {
_glapi_noop_enable_warnings(GL_FALSE);
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
_mesa_debug(ctx, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
#endif
alreadyCalled = GL_TRUE;
}
_glthread_UNLOCK_MUTEX(OneTimeLock);
}
static void
init_matrix_stack( struct matrix_stack *stack,
GLuint maxDepth, GLuint dirtyFlag )
{
GLuint i;
stack->Depth = 0;
stack->MaxDepth = maxDepth;
stack->DirtyFlag = dirtyFlag;
/* The stack */
stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
for (i = 0; i < maxDepth; i++) {
_math_matrix_ctr(&stack->Stack[i]);
_math_matrix_alloc_inv(&stack->Stack[i]);
}
stack->Top = stack->Stack;
}
static void
free_matrix_stack( struct matrix_stack *stack )
{
GLuint i;
for (i = 0; i < stack->MaxDepth; i++) {
_math_matrix_dtr(&stack->Stack[i]);
}
FREE(stack->Stack);
stack->Stack = stack->Top = NULL;
}
/*
* Allocate and initialize a shared context state structure.
*/
static struct gl_shared_state *
alloc_shared_state( void )
{
struct gl_shared_state *ss;
GLboolean outOfMemory;
ss = CALLOC_STRUCT(gl_shared_state);
if (!ss)
return NULL;
_glthread_INIT_MUTEX(ss->Mutex);
ss->DisplayList = _mesa_NewHashTable();
ss->TexObjects = _mesa_NewHashTable();
#if FEATURE_NV_vertex_program
ss->VertexPrograms = _mesa_NewHashTable();
#endif
/* Default Texture objects */
outOfMemory = GL_FALSE;
ss->Default1D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_1D);
if (!ss->Default1D) {
outOfMemory = GL_TRUE;
}
ss->Default2D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_2D);
if (!ss->Default2D) {
outOfMemory = GL_TRUE;
}
ss->Default3D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_3D);
if (!ss->Default3D) {
outOfMemory = GL_TRUE;
}
ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0,
GL_TEXTURE_CUBE_MAP_ARB);
if (!ss->DefaultCubeMap) {
outOfMemory = GL_TRUE;
}
ss->DefaultRect = _mesa_alloc_texture_object(ss, 0,
GL_TEXTURE_RECTANGLE_NV);
if (!ss->DefaultRect) {
outOfMemory = GL_TRUE;
}
if (!ss->DisplayList || !ss->TexObjects
#if FEATURE_NV_vertex_program
|| !ss->VertexPrograms
#endif
|| 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->VertexPrograms)
_mesa_DeleteHashTable(ss->VertexPrograms);
if (ss->Default1D)
_mesa_free_texture_object(ss, ss->Default1D);
if (ss->Default2D)
_mesa_free_texture_object(ss, ss->Default2D);
if (ss->Default3D)
_mesa_free_texture_object(ss, ss->Default3D);
if (ss->DefaultCubeMap)
_mesa_free_texture_object(ss, ss->DefaultCubeMap);
if (ss->DefaultRect)
_mesa_free_texture_object(ss, ss->DefaultRect);
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) {
_mesa_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! */
_mesa_free_texture_object(ss, ss->TexObjectList);
}
_mesa_DeleteHashTable(ss->TexObjects);
#if FEATURE_NV_vertex_program
/* Free vertex programs */
while (1) {
GLuint prog = _mesa_HashFirstEntry(ss->VertexPrograms);
if (prog) {
_mesa_delete_program(ctx, prog);
}
else {
break;
}
}
_mesa_DeleteHashTable(ss->VertexPrograms);
#endif
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;
_mesa_invalidate_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, 0.2F, 0.2F, 0.2F, 1.0F );
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, 0.2F, 0.2F, 0.2F, 1.0F );
ASSIGN_4V( m->Diffuse, 0.8F, 0.8F, 0.8F, 1.0F );
ASSIGN_4V( m->Specular, 0.0F, 0.0F, 0.0F, 1.0F );
ASSIGN_4V( m->Emission, 0.0F, 0.0F, 0.0F, 1.0F );
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;
texUnit->CombineModeRGB = GL_MODULATE;
texUnit->CombineModeA = GL_MODULATE;
texUnit->CombineSourceRGB[0] = GL_TEXTURE;
texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
texUnit->CombineSourceA[0] = GL_TEXTURE;
texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
texUnit->CombineScaleShiftRGB = 0;
texUnit->CombineScaleShiftA = 0;
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;
texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
texUnit->_GenBitQ = TEXGEN_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->Current1D = ctx->Shared->Default1D;
texUnit->Current2D = ctx->Shared->Default2D;
texUnit->Current3D = ctx->Shared->Default3D;
texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
texUnit->CurrentRect = ctx->Shared->DefaultRect;
}
/* 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];
}
}
/*
* Initialize the attribute groups in a GLcontext.
*/
static void
init_attrib_groups( GLcontext *ctx )
{
GLuint i;
assert(ctx);
assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
/* Constants, may be overriden 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.MaxTextureUnits = MAX_TEXTURE_UNITS;
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.NumAuxBuffers = NUM_AUX_BUFFERS;
ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
ctx->Const.MaxLights = MAX_LIGHTS;
/* Initialize matrix stacks */
init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
_NEW_MODELVIEW);
init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
_NEW_PROJECTION);
init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
_NEW_COLOR_MATRIX);
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
_NEW_TEXTURE_MATRIX);
for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
init_matrix_stack(&ctx->ProgramMatrixStack[i], MAX_PROGRAM_STACK_DEPTH,
_NEW_TRACK_MATRIX);
ctx->CurrentStack = &ctx->ModelviewMatrixStack;
/* Init combined Modelview*Projection matrix */
_math_matrix_ctr( &ctx->_ModelProjectMatrix );
/* 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.ClearIndex = 0;
ASSIGN_4V( ctx->Color.ClearColor, 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;
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.LogicOp = GL_COPY;
ctx->Color.DitherFlag = GL_TRUE;
/* Current group */
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 0.0 );
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, 0.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_TEX0 + i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.Index = 1;
ctx->Current.EdgeFlag = GL_TRUE;
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.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterPosValid = GL_TRUE;
/* 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;
MEMSET(ctx->Eval.Map1Attrib, 0, sizeof(ctx->Eval.Map1Attrib));
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;
MEMSET(ctx->Eval.Map2Attrib, 0, sizeof(ctx->Eval.Map2Attrib));
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 };
static GLfloat attrib[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 );
for (i = 0; i < 16; i++)
init_1d_map( ctx->EvalMap.Map1Attrib + i, 4, attrib );
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 );
for (i = 0; i < 16; i++)
init_2d_map( ctx->EvalMap.Map2Attrib + i, 4, attrib );
}
/* 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;
ctx->Fog.ColorSumEnabled = GL_FALSE;
ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
/* 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.ClipVolumeClipping = GL_DONT_CARE;
ctx->Hint.TextureCompression = GL_DONT_CARE;
ctx->Hint.GenerateMipmap = GL_DONT_CARE;
/* Histogram group */
ctx->Histogram.Width = 0;
ctx->Histogram.Format = GL_RGBA;
ctx->Histogram.Sink = GL_FALSE;
ctx->Histogram.RedSize = 0;
ctx->Histogram.GreenSize = 0;
ctx->Histogram.BlueSize = 0;
ctx->Histogram.AlphaSize = 0;
ctx->Histogram.LuminanceSize = 0;
for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
ctx->Histogram.Count[i][0] = 0;
ctx->Histogram.Count[i][1] = 0;
ctx->Histogram.Count[i][2] = 0;
ctx->Histogram.Count[i][3] = 0;
}
/* Min/Max group */
ctx->MinMax.Format = GL_RGBA;
ctx->MinMax.Sink = GL_FALSE;
ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
/* Extensions */
_mesa_extensions_ctr( ctx );
/* 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 = _mesa_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 );
}
/* Line group */
ctx->Line.SmoothFlag = GL_FALSE;
ctx->Line.StippleFlag = GL_FALSE;
ctx->Line.Width = 1.0;
ctx->Line._Width = 1.0;
ctx->Line.StipplePattern = 0xffff;
ctx->Line.StippleFactor = 1;
/* Display List group */
ctx->List.ListBase = 0;
/* Multisample */
ctx->Multisample.Enabled = GL_FALSE;
ctx->Multisample.SampleAlphaToCoverage = GL_FALSE;
ctx->Multisample.SampleAlphaToOne = GL_FALSE;
ctx->Multisample.SampleCoverage = GL_FALSE;
ctx->Multisample.SampleCoverageValue = 1.0;
ctx->Multisample.SampleCoverageInvert = GL_FALSE;
/* 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.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;
ctx->Pixel.HistogramEnabled = GL_FALSE;
ctx->Pixel.MinMaxEnabled = GL_FALSE;
ctx->Pixel.PixelTextureEnabled = GL_FALSE;
ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PCMCTbias, 0.0, 0.0, 0.0, 0.0);
ctx->Pixel.ColorTableEnabled = GL_FALSE;
ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
ctx->Pixel.Convolution1DEnabled = GL_FALSE;
ctx->Pixel.Convolution2DEnabled = GL_FALSE;
ctx->Pixel.Separable2DEnabled = GL_FALSE;
for (i = 0; i < 3; i++) {
ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
}
for (i = 0; i < MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_WIDTH * 4; i++) {
ctx->Convolution1D.Filter[i] = 0.0;
ctx->Convolution2D.Filter[i] = 0.0;
ctx->Separable2D.Filter[i] = 0.0;
}
ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
/* Point group */
ctx->Point.SmoothFlag = GL_FALSE;
ctx->Point.Size = 1.0;
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 = ctx->Const.MaxPointSize;
ctx->Point.Threshold = 1.0;
ctx->Point.PointSprite = GL_FALSE; /* GL_NV_point_sprite */
ctx->Point.SpriteRMode = GL_ZERO; /* GL_NV_point_sprite */
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
ctx->Point.CoordReplace[i] = GL_FALSE; /* GL_NV_point_sprite */
}
/* 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.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.TestTwoSide = GL_FALSE;
ctx->Stencil.ActiveFace = 0; /* 0 = GL_FRONT, 1 = GL_BACK */
ctx->Stencil.Function[0] = GL_ALWAYS;
ctx->Stencil.Function[1] = GL_ALWAYS;
ctx->Stencil.FailFunc[0] = GL_KEEP;
ctx->Stencil.FailFunc[1] = GL_KEEP;
ctx->Stencil.ZPassFunc[0] = GL_KEEP;
ctx->Stencil.ZPassFunc[1] = GL_KEEP;
ctx->Stencil.ZFailFunc[0] = GL_KEEP;
ctx->Stencil.ZFailFunc[1] = GL_KEEP;
ctx->Stencil.Ref[0] = 0;
ctx->Stencil.Ref[1] = 0;
ctx->Stencil.ValueMask[0] = STENCIL_MAX;
ctx->Stencil.ValueMask[1] = STENCIL_MAX;
ctx->Stencil.WriteMask[0] = STENCIL_MAX;
ctx->Stencil.WriteMask[1] = STENCIL_MAX;
ctx->Stencil.Clear = 0;
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture._EnabledUnits = 0;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
init_texture_unit( ctx, i );
ctx->Texture.SharedPalette = GL_FALSE;
_mesa_init_colortable(&ctx->Texture.Palette);
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
ctx->Transform.Normalize = GL_FALSE;
ctx->Transform.RescaleNormals = GL_FALSE;
ctx->Transform.RasterPositionUnclipped = GL_FALSE;
for (i=0;i<MAX_CLIP_PLANES;i++) {
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.ClipPlanesEnabled = 0;
/* 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;
_math_matrix_ctr(&ctx->Viewport._WindowMap);
#define Sz 10
#define Tz 14
ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->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.Vertex.Flags = CA_CLIENT_DATA;
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.Normal.Flags = CA_CLIENT_DATA;
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.Color.Flags = CA_CLIENT_DATA;
ctx->Array.SecondaryColor.Size = 4;
ctx->Array.SecondaryColor.Type = GL_FLOAT;
ctx->Array.SecondaryColor.Stride = 0;
ctx->Array.SecondaryColor.StrideB = 0;
ctx->Array.SecondaryColor.Ptr = NULL;
ctx->Array.SecondaryColor.Enabled = GL_FALSE;
ctx->Array.SecondaryColor.Flags = CA_CLIENT_DATA;
ctx->Array.FogCoord.Size = 1;
ctx->Array.FogCoord.Type = GL_FLOAT;
ctx->Array.FogCoord.Stride = 0;
ctx->Array.FogCoord.StrideB = 0;
ctx->Array.FogCoord.Ptr = NULL;
ctx->Array.FogCoord.Enabled = GL_FALSE;
ctx->Array.FogCoord.Flags = CA_CLIENT_DATA;
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;
ctx->Array.Index.Flags = CA_CLIENT_DATA;
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.TexCoord[i].Flags = CA_CLIENT_DATA;
}
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.EdgeFlag.Flags = CA_CLIENT_DATA;
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;
/* Renderer and client attribute stacks */
ctx->AttribStackDepth = 0;
ctx->ClientAttribStackDepth = 0;
/* 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;
/* Color tables */
_mesa_init_colortable(&ctx->ColorTable);
_mesa_init_colortable(&ctx->ProxyColorTable);
_mesa_init_colortable(&ctx->PostConvolutionColorTable);
_mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
_mesa_init_colortable(&ctx->PostColorMatrixColorTable);
_mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
/* GL_NV_vertex_program */
ctx->VertexProgram.Enabled = GL_FALSE;
ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
ctx->VertexProgram.CurrentID = 0;
ctx->VertexProgram.ErrorPos = -1;
ctx->VertexProgram.Current = NULL;
for (i = 0; i < VP_NUM_PROG_REGS / 4; i++) {
ctx->VertexProgram.TrackMatrix[i] = GL_NONE;
ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV;
}
/* Miscellaneous */
ctx->NewState = _NEW_ALL;
ctx->RenderMode = GL_RENDER;
ctx->_ImageTransferState = 0;
ctx->_NeedNormals = 0;
ctx->_NeedEyeCoords = 0;
ctx->_ModelViewInvScale = 1.0;
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
ctx->CatchSignals = GL_TRUE;
ctx->OcclusionResult = GL_FALSE;
ctx->OcclusionResultSaved = GL_FALSE;
ctx->_Facing = 0;
/* For debug/development only */
ctx->NoRaster = _mesa_getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
ctx->FirstTimeCurrent = GL_TRUE;
/* Dither disable */
ctx->NoDither = _mesa_getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
if (ctx->NoDither) {
if (_mesa_getenv("MESA_DEBUG")) {
_mesa_debug(ctx, "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 = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_1D);
if (!ctx->Texture.Proxy1D) {
return GL_FALSE;
}
ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_2D);
if (!ctx->Texture.Proxy2D) {
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
return GL_FALSE;
}
ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_3D);
if (!ctx->Texture.Proxy3D) {
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
return GL_FALSE;
}
ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0,
GL_TEXTURE_CUBE_MAP_ARB);
if (!ctx->Texture.ProxyCubeMap) {
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
return GL_FALSE;
}
ctx->Texture.ProxyRect = _mesa_alloc_texture_object(NULL, 0,
GL_TEXTURE_RECTANGLE_NV);
if (!ctx->Texture.ProxyRect) {
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
_mesa_free_texture_object(NULL, ctx->Texture.ProxyCubeMap);
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();
ctx->Texture.ProxyCubeMap->Image[i] = _mesa_alloc_texture_image();
if (!ctx->Texture.Proxy1D->Image[i]
|| !ctx->Texture.Proxy2D->Image[i]
|| !ctx->Texture.Proxy3D->Image[i]
|| !ctx->Texture.ProxyCubeMap->Image[i]) {
out_of_memory = GL_TRUE;
}
}
ctx->Texture.ProxyRect->Image[0] = _mesa_alloc_texture_image();
if (!ctx->Texture.ProxyRect->Image[0])
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]);
}
if (ctx->Texture.ProxyCubeMap->Image[i]) {
_mesa_free_texture_image(ctx->Texture.ProxyCubeMap->Image[i]);
}
}
if (ctx->Texture.ProxyRect->Image[0]) {
_mesa_free_texture_image(ctx->Texture.ProxyRect->Image[0]);
}
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
_mesa_free_texture_object(NULL, ctx->Texture.ProxyCubeMap);
_mesa_free_texture_object(NULL, ctx->Texture.ProxyRect);
return GL_FALSE;
}
else {
return GL_TRUE;
}
}
static void add_debug_flags( const char *debug )
{
#ifdef MESA_DEBUG
if (_mesa_strstr(debug, "varray"))
MESA_VERBOSE |= VERBOSE_VARRAY;
if (_mesa_strstr(debug, "tex"))
MESA_VERBOSE |= VERBOSE_TEXTURE;
if (_mesa_strstr(debug, "imm"))
MESA_VERBOSE |= VERBOSE_IMMEDIATE;
if (_mesa_strstr(debug, "pipe"))
MESA_VERBOSE |= VERBOSE_PIPELINE;
if (_mesa_strstr(debug, "driver"))
MESA_VERBOSE |= VERBOSE_DRIVER;
if (_mesa_strstr(debug, "state"))
MESA_VERBOSE |= VERBOSE_STATE;
if (_mesa_strstr(debug, "api"))
MESA_VERBOSE |= VERBOSE_API;
if (_mesa_strstr(debug, "list"))
MESA_VERBOSE |= VERBOSE_DISPLAY_LIST;
if (_mesa_strstr(debug, "lighting"))
MESA_VERBOSE |= VERBOSE_LIGHTING;
/* Debug flag:
*/
if (_mesa_strstr(debug, "flush"))
MESA_DEBUG_FLAGS |= DEBUG_ALWAYS_FLUSH;
#endif
}
/*
* Initialize a GLcontext struct. This includes allocating all the
* other structs and arrays which hang off of the context by pointers.
*/
GLboolean
_mesa_initialize_context( GLcontext *ctx,
const GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct )
{
GLuint dispatchSize;
const char *c;
ASSERT(driver_ctx);
/* If the driver wants core Mesa to use special imports, it'll have to
* override these defaults.
*/
_mesa_init_default_imports( &(ctx->imports), driver_ctx );
/* initialize the exports (Mesa functions called by the window system) */
_mesa_init_default_exports( &(ctx->exports) );
/* misc one-time initializations */
one_time_init(ctx);
ctx->DriverCtx = driver_ctx;
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
if (share_list) {
/* share state with another context */
ctx->Shared = share_list->Shared;
}
else {
/* allocate new, unshared state */
ctx->Shared = alloc_shared_state();
if (!ctx->Shared) {
return GL_FALSE;
}
}
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
/* Effectively bind the default textures to all texture units */
ctx->Shared->Default1D->RefCount += MAX_TEXTURE_UNITS;
ctx->Shared->Default2D->RefCount += MAX_TEXTURE_UNITS;
ctx->Shared->Default3D->RefCount += MAX_TEXTURE_UNITS;
ctx->Shared->DefaultCubeMap->RefCount += MAX_TEXTURE_UNITS;
ctx->Shared->DefaultRect->RefCount += MAX_TEXTURE_UNITS;
init_attrib_groups( ctx );
if (visual->doubleBufferMode) {
ctx->Color.DrawBuffer = GL_BACK;
ctx->Color._DrawDestMask = BACK_LEFT_BIT;
ctx->Pixel.ReadBuffer = GL_BACK;
ctx->Pixel._ReadSrcMask = BACK_LEFT_BIT;
}
else {
ctx->Color.DrawBuffer = GL_FRONT;
ctx->Color._DrawDestMask = FRONT_LEFT_BIT;
ctx->Pixel.ReadBuffer = GL_FRONT;
ctx->Pixel._ReadSrcMask = FRONT_LEFT_BIT;
}
if (!alloc_proxy_textures(ctx)) {
free_shared_state(ctx, ctx->Shared);
return GL_FALSE;
}
/*
* For XFree86/DRI: tell libGL to add these functions to the dispatcher.
* Basically, we should add all extension functions above offset 577.
* This enables older libGL libraries to work with newer drivers that
* have newer extensions.
*/
/* GL_ARB_window_pos aliases with GL_MESA_window_pos */
_glapi_add_entrypoint("glWindowPos2dARB", 513);
_glapi_add_entrypoint("glWindowPos2dvARB", 514);
_glapi_add_entrypoint("glWindowPos2fARB", 515);
_glapi_add_entrypoint("glWindowPos2fvARB", 516);
_glapi_add_entrypoint("glWindowPos2iARB", 517);
_glapi_add_entrypoint("glWindowPos2ivARB", 518);
_glapi_add_entrypoint("glWindowPos2sARB", 519);
_glapi_add_entrypoint("glWindowPos2svARB", 520);
_glapi_add_entrypoint("glWindowPos3dARB", 521);
_glapi_add_entrypoint("glWindowPos3dvARB", 522);
_glapi_add_entrypoint("glWindowPos3fARB", 523);
_glapi_add_entrypoint("glWindowPos3fvARB", 524);
_glapi_add_entrypoint("glWindowPos3iARB", 525);
_glapi_add_entrypoint("glWindowPos3ivARB", 526);
_glapi_add_entrypoint("glWindowPos3sARB", 527);
_glapi_add_entrypoint("glWindowPos3svARB", 528);
/* new extension functions */
_glapi_add_entrypoint("glAreProgramsResidentNV", 578);
_glapi_add_entrypoint("glBindProgramNV", 579);
_glapi_add_entrypoint("glDeleteProgramsNV", 580);
_glapi_add_entrypoint("glExecuteProgramNV", 581);
_glapi_add_entrypoint("glGenProgramsNV", 582);
_glapi_add_entrypoint("glGetProgramParameterdvNV", 583);
_glapi_add_entrypoint("glGetProgramParameterfvNV", 584);
_glapi_add_entrypoint("glGetProgramivNV", 585);
_glapi_add_entrypoint("glGetProgramStringNV", 586);
_glapi_add_entrypoint("glGetTrackMatrixivNV", 587);
_glapi_add_entrypoint("glGetVertexAttribdvNV", 588);
_glapi_add_entrypoint("glGetVertexAttribfvNV", 589);
_glapi_add_entrypoint("glGetVertexAttribivNV", 590);
_glapi_add_entrypoint("glGetVertexAttribPointervNV", 591);
_glapi_add_entrypoint("glIsProgramNV", 592);
_glapi_add_entrypoint("glLoadProgramNV", 593);
_glapi_add_entrypoint("glProgramParameter4dNV", 594);
_glapi_add_entrypoint("glProgramParameter4dvNV", 595);
_glapi_add_entrypoint("glProgramParameter4fNV", 596);
_glapi_add_entrypoint("glProgramParameter4fvNV", 597);
_glapi_add_entrypoint("glProgramParameters4dvNV", 598);
_glapi_add_entrypoint("glProgramParameters4fvNV", 599);
_glapi_add_entrypoint("glRequestResidentProgramsNV", 600);
_glapi_add_entrypoint("glTrackMatrixNV", 601);
_glapi_add_entrypoint("glVertexAttribPointerNV", 602);
_glapi_add_entrypoint("glVertexAttrib1dNV", 603);
_glapi_add_entrypoint("glVertexAttrib1dvNV", 604);
_glapi_add_entrypoint("glVertexAttrib1fNV", 605);
_glapi_add_entrypoint("glVertexAttrib1fvNV", 606);
_glapi_add_entrypoint("glVertexAttrib1sNV", 607);
_glapi_add_entrypoint("glVertexAttrib1svNV", 608);
_glapi_add_entrypoint("glVertexAttrib2dNV", 609);
_glapi_add_entrypoint("glVertexAttrib2dvNV", 610);
_glapi_add_entrypoint("glVertexAttrib2fNV", 611);
_glapi_add_entrypoint("glVertexAttrib2fvNV", 612);
_glapi_add_entrypoint("glVertexAttrib2sNV", 613);
_glapi_add_entrypoint("glVertexAttrib2svNV", 614);
_glapi_add_entrypoint("glVertexAttrib3dNV", 615);
_glapi_add_entrypoint("glVertexAttrib3dvNV", 616);
_glapi_add_entrypoint("glVertexAttrib3fNV", 617);
_glapi_add_entrypoint("glVertexAttrib3fvNV", 618);
_glapi_add_entrypoint("glVertexAttrib3sNV", 619);
_glapi_add_entrypoint("glVertexAttrib3svNV", 620);
_glapi_add_entrypoint("glVertexAttrib4dNV", 621);
_glapi_add_entrypoint("glVertexAttrib4dvNV", 622);
_glapi_add_entrypoint("glVertexAttrib4fNV", 623);
_glapi_add_entrypoint("glVertexAttrib4fvNV", 624);
_glapi_add_entrypoint("glVertexAttrib4sNV", 625);
_glapi_add_entrypoint("glVertexAttrib4svNV", 626);
_glapi_add_entrypoint("glVertexAttrib4ubNV", 627);
_glapi_add_entrypoint("glVertexAttrib4ubvNV", 628);
_glapi_add_entrypoint("glVertexAttribs1dvNV", 629);
_glapi_add_entrypoint("glVertexAttribs1fvNV", 630);
_glapi_add_entrypoint("glVertexAttribs1svNV", 631);
_glapi_add_entrypoint("glVertexAttribs2dvNV", 632);
_glapi_add_entrypoint("glVertexAttribs2fvNV", 633);
_glapi_add_entrypoint("glVertexAttribs2svNV", 634);
_glapi_add_entrypoint("glVertexAttribs3dvNV", 635);
_glapi_add_entrypoint("glVertexAttribs3fvNV", 636);
_glapi_add_entrypoint("glVertexAttribs3svNV", 637);
_glapi_add_entrypoint("glVertexAttribs4dvNV", 638);
_glapi_add_entrypoint("glVertexAttribs4fvNV", 639);
_glapi_add_entrypoint("glVertexAttribs4svNV", 640);
_glapi_add_entrypoint("glVertexAttribs4ubvNV", 641);
_glapi_add_entrypoint("glPointParameteriNV", 642);
_glapi_add_entrypoint("glPointParameterivNV", 643);
_glapi_add_entrypoint("glMultiDrawArraysEXT", 644);
_glapi_add_entrypoint("glMultiDrawElementsEXT", 645);
_glapi_add_entrypoint("glActiveStencilFaceEXT", 646);
_glapi_add_entrypoint("glDeleteFencesNV", 647);
_glapi_add_entrypoint("glGenFencesNV", 648);
_glapi_add_entrypoint("glIsFenceNV", 649);
_glapi_add_entrypoint("glTestFenceNV", 650);
_glapi_add_entrypoint("glGetFenceivNV", 651);
_glapi_add_entrypoint("glFinishFenceNV", 652);
_glapi_add_entrypoint("glSetFenceNV", 653);
/* 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.
*/
dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
sizeof(struct _glapi_table) / sizeof(void *));
/* setup API dispatch tables */
ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
if (!ctx->Exec || !ctx->Save) {
free_shared_state(ctx, ctx->Shared);
if (ctx->Exec)
FREE( ctx->Exec );
}
_mesa_init_exec_table(ctx->Exec, dispatchSize);
_mesa_init_dlist_table(ctx->Save, dispatchSize);
ctx->CurrentDispatch = ctx->Exec;
ctx->ExecPrefersFloat = GL_FALSE;
ctx->SavePrefersFloat = GL_FALSE;
/* Neutral tnl module stuff */
_mesa_init_exec_vtxfmt( ctx );
ctx->TnlModule.Current = NULL;
ctx->TnlModule.SwapCount = 0;
/* Z buffer stuff */
if (ctx->Visual.depthBits == 0) {
/* Special case. Even if we don't have a depth buffer we need
* good values for DepthMax for Z vertex transformation purposes
* and for per-fragment fog computation.
*/
ctx->DepthMax = 1 << 16;
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
else if (ctx->Visual.depthBits < 32) {
ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
else {
/* Special case since shift values greater than or equal to the
* number of bits in the left hand expression's type are undefined.
*/
ctx->DepthMax = 0xffffffff;
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
c = _mesa_getenv("MESA_DEBUG");
if (c)
add_debug_flags(c);
c = _mesa_getenv("MESA_VERBOSE");
if (c)
add_debug_flags(c);
return GL_TRUE;
}
/*
* Allocate and initialize a GLcontext structure.
* Input: visual - a GLvisual pointer (we copy the struct contents)
* sharelist - another context to share display lists with or NULL
* driver_ctx - pointer to device driver's context state struct
* direct - direct rendering?
* Return: pointer to a new __GLcontextRec or NULL if error.
*/
GLcontext *
_mesa_create_context( const GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct )
{
GLcontext *ctx;
ASSERT(visual);
ASSERT(driver_ctx);
ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
if (!ctx)
return NULL;
if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
return ctx;
}
else {
_mesa_free(ctx);
return NULL;
}
}
/*
* Free the data associated with the given context.
* But don't free() the GLcontext struct itself!
*/
void
_mesa_free_context_data( GLcontext *ctx )
{
struct gl_shine_tab *s, *tmps;
GLuint i;
/* if we're destroying the current context, unbind it first */
if (ctx == _mesa_get_current_context()) {
_mesa_make_current(NULL, NULL);
}
/*
* Free transformation matrix stacks
*/
free_matrix_stack(&ctx->ModelviewMatrixStack);
free_matrix_stack(&ctx->ProjectionMatrixStack);
free_matrix_stack(&ctx->ColorMatrixStack);
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
free_matrix_stack(&ctx->TextureMatrixStack[i]);
for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
free_matrix_stack(&ctx->ProgramMatrixStack[i]);
/* combined Modelview*Projection matrix */
_math_matrix_dtr( &ctx->_ModelProjectMatrix );
#if FEATURE_NV_vertex_program
if (ctx->VertexProgram.Current) {
ctx->VertexProgram.Current->RefCount--;
if (ctx->VertexProgram.Current->RefCount <= 0)
_mesa_delete_program(ctx, ctx->VertexProgram.CurrentID);
}
#endif
/* Shared context state (display lists, textures, etc) */
_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 );
}
/* Free lighting shininess exponentiation table */
foreach_s( s, tmps, ctx->_ShineTabList ) {
FREE( s );
}
FREE( ctx->_ShineTabList );
/* Free proxy texture objects */
_mesa_free_texture_object( NULL, ctx->Texture.Proxy1D );
_mesa_free_texture_object( NULL, ctx->Texture.Proxy2D );
_mesa_free_texture_object( NULL, ctx->Texture.Proxy3D );
_mesa_free_texture_object( NULL, ctx->Texture.ProxyCubeMap );
_mesa_free_texture_object( NULL, ctx->Texture.ProxyRect );
/* 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 );
for (i = 0; i < 16; i++)
FREE((ctx->EvalMap.Map1Attrib[i].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 );
for (i = 0; i < 16; i++)
FREE((ctx->EvalMap.Map2Attrib[i].Points));
_mesa_free_colortable_data( &ctx->ColorTable );
_mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
_mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
_mesa_free_colortable_data( &ctx->Texture.Palette );
_math_matrix_dtr(&ctx->Viewport._WindowMap);
_mesa_extensions_dtr(ctx);
FREE(ctx->Exec);
FREE(ctx->Save);
}
/*
* Destroy a GLcontext structure.
*/
void
_mesa_destroy_context( GLcontext *ctx )
{
if (ctx) {
_mesa_free_context_data(ctx);
FREE( (void *) ctx );
}
}
/*
* Copy attribute groups from one context to another.
* Input: src - source context
* dst - destination context
* mask - bitwise OR of GL_*_BIT flags
*/
void
_mesa_copy_context( const GLcontext *src, GLcontext *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 */
MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_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;
}
static void print_info( void )
{
_mesa_debug(NULL, "Mesa GL_VERSION = %s\n",
(char *) _mesa_GetString(GL_VERSION));
_mesa_debug(NULL, "Mesa GL_RENDERER = %s\n",
(char *) _mesa_GetString(GL_RENDERER));
_mesa_debug(NULL, "Mesa GL_VENDOR = %s\n",
(char *) _mesa_GetString(GL_VENDOR));
_mesa_debug(NULL, "Mesa GL_EXTENSIONS = %s\n",
(char *) _mesa_GetString(GL_EXTENSIONS));
#if defined(THREADS)
_mesa_debug(NULL, "Mesa thread-safe: YES\n");
#else
_mesa_debug(NULL, "Mesa thread-safe: NO\n");
#endif
#if defined(USE_X86_ASM)
_mesa_debug(NULL, "Mesa x86-optimized: YES\n");
#else
_mesa_debug(NULL, "Mesa x86-optimized: NO\n");
#endif
#if defined(USE_SPARC_ASM)
_mesa_debug(NULL, "Mesa sparc-optimized: YES\n");
#else
_mesa_debug(NULL, "Mesa sparc-optimized: NO\n");
#endif
}
/*
* Set the current context, binding the given frame buffer to the context.
*/
void
_mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
{
_mesa_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
_mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{
if (MESA_VERBOSE)
_mesa_debug(newCtx, "_mesa_make_current2()\n");
/* Check that the context's and framebuffer's visuals are compatible.
* We could do a lot more checking here but this'll catch obvious
* problems.
*/
if (newCtx && drawBuffer && readBuffer) {
if (newCtx->Visual.rgbMode != drawBuffer->Visual.rgbMode ||
newCtx->Visual.redBits != drawBuffer->Visual.redBits ||
newCtx->Visual.depthBits != drawBuffer->Visual.depthBits ||
newCtx->Visual.stencilBits != drawBuffer->Visual.stencilBits ||
newCtx->Visual.accumRedBits != drawBuffer->Visual.accumRedBits) {
return; /* incompatible */
}
}
/* 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(_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??? */
newCtx->DrawBuffer = drawBuffer;
newCtx->ReadBuffer = readBuffer;
newCtx->NewState |= _NEW_BUFFERS;
if (drawBuffer->Width == 0 && drawBuffer->Height == 0) {
/* get initial window size */
GLuint bufWidth, bufHeight;
/* ask device driver for size of output buffer */
(*newCtx->Driver.GetBufferSize)( drawBuffer, &bufWidth, &bufHeight );
if (drawBuffer->Width == bufWidth && drawBuffer->Height == bufHeight)
return; /* size is as expected */
drawBuffer->Width = bufWidth;
drawBuffer->Height = bufHeight;
newCtx->Driver.ResizeBuffers( drawBuffer );
}
if (readBuffer != drawBuffer &&
readBuffer->Width == 0 && readBuffer->Height == 0) {
/* get initial window size */
GLuint bufWidth, bufHeight;
/* ask device driver for size of output buffer */
(*newCtx->Driver.GetBufferSize)( readBuffer, &bufWidth, &bufHeight );
if (readBuffer->Width == bufWidth && readBuffer->Height == bufHeight)
return; /* size is as expected */
readBuffer->Width = bufWidth;
readBuffer->Height = bufHeight;
newCtx->Driver.ResizeBuffers( readBuffer );
}
}
/* This is only for T&L - a bit out of place, or misnamed (BP) */
if (newCtx->Driver.MakeCurrent)
newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
/* 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 (newCtx->FirstTimeCurrent) {
if (_mesa_getenv("MESA_INFO")) {
print_info();
}
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 *
_mesa_get_current_context( void )
{
return (GLcontext *) _glapi_get_context();
}
/*
* 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 *****/
/**********************************************************************/
/*
* Record the given error code and call the driver's Error function if defined.
* This is called via _mesa_error().
*/
void
_mesa_record_error( GLcontext *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 );
}
}
void
_mesa_Finish( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (ctx->Driver.Finish) {
(*ctx->Driver.Finish)( ctx );
}
}
void
_mesa_Flush( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (ctx->Driver.Flush) {
(*ctx->Driver.Flush)( ctx );
}
}
const char *_mesa_prim_name[GL_POLYGON+4] = {
"GL_POINTS",
"GL_LINES",
"GL_LINE_LOOP",
"GL_LINE_STRIP",
"GL_TRIANGLES",
"GL_TRIANGLE_STRIP",
"GL_TRIANGLE_FAN",
"GL_QUADS",
"GL_QUAD_STRIP",
"GL_POLYGON",
"outside begin/end",
"inside unkown primitive",
"unknown state"
};