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- /* $Id: context.c,v 3.21 1998/08/23 22:19:30 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: context.c,v $
- * Revision 3.21 1998/08/23 22:19:30 brianp
- * added DoViewportMapping to context struct
- *
- * Revision 3.20 1998/08/21 01:49:46 brianp
- * initialize vertex array state
- *
- * Revision 3.19 1998/07/17 03:23:32 brianp
- * added Pixel.ScaleOrBiasRGBA field
- *
- * Revision 3.18 1998/06/21 02:00:55 brianp
- * cleaned up clip interpolation function code
- *
- * Revision 3.17 1998/06/19 03:13:10 brianp
- * evaluator state wasn't fully initialized
- *
- * Revision 3.16 1998/06/07 22:18:52 brianp
- * implemented GL_EXT_multitexture extension
- *
- * Revision 3.15 1998/04/01 02:58:28 brianp
- * updated for v0.24 of 3Dfx/Glide driver
- *
- * Revision 3.14 1998/03/27 03:30:36 brianp
- * fixed G++ warnings
- *
- * Revision 3.13 1998/03/22 16:42:22 brianp
- * added 8-bit CI->RGBA pixel mapping tables
- *
- * Revision 3.12 1998/03/15 17:55:54 brianp
- * added FogMode to context struct
- *
- * Revision 3.11 1998/03/05 02:49:48 brianp
- * added an assertion and added better comments in gl_update_state()
- *
- * Revision 3.10 1998/03/01 20:17:03 brianp
- * removed dead code
- *
- * Revision 3.9 1998/02/20 04:50:09 brianp
- * implemented GL_SGIS_multitexture
- *
- * Revision 3.8 1998/02/13 04:38:05 brianp
- * optimized blending functions called via BlendFunc function pointer
- *
- * Revision 3.7 1998/02/13 03:23:04 brianp
- * AlphaRef is now a GLubyte
- *
- * Revision 3.6 1998/02/13 03:17:02 brianp
- * added basic stereo support
- *
- * Revision 3.5 1998/02/08 20:20:34 brianp
- * ColorMask is now GLubyte[4] instead of GLuint
- *
- * Revision 3.4 1998/02/05 01:10:25 brianp
- * added John Stone's thread modifications
- *
- * Revision 3.3 1998/02/02 03:09:34 brianp
- * added GL_LIGHT_MODEL_COLOR_CONTROL (separate specular color interpolation)
- *
- * Revision 3.2 1998/02/01 16:37:19 brianp
- * added GL_EXT_rescale_normal extension
- *
- * Revision 3.1 1998/01/31 23:56:55 brianp
- * removed Driver.ClearDepthBuffer function
- *
- * Revision 3.0 1998/01/31 20:49:07 brianp
- * initial rev
- *
- */
-
-
- /*
- * If multi-threading is enabled (-DTHREADS) then each thread has it's
- * own rendering context. A thread obtains the pointer to its GLcontext
- * with the gl_get_thread_context() function. Otherwise, the global
- * pointer, CC, points to the current context used by all threads in
- * the address space.
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #include <assert.h>
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include "accum.h"
- #include "alphabuf.h"
- #include "clip.h"
- #include "context.h"
- #include "depth.h"
- #include "eval.h"
- #include "hash.h"
- #include "light.h"
- #include "lines.h"
- #include "dlist.h"
- #include "macros.h"
- #include "mmath.h"
- #include "pb.h"
- #include "points.h"
- #include "pointers.h"
- #include "quads.h"
- #include "stencil.h"
- #include "triangle.h"
- #include "teximage.h"
- #include "texobj.h"
- #include "texstate.h"
- #include "types.h"
- #include "vb.h"
- #include "vbfill.h"
- #endif
-
-
-
- /**********************************************************************/
- /***** Context and Thread management *****/
- /**********************************************************************/
-
-
- #ifdef THREADS
-
- #include "mthreads.h" /* Mesa platform independent threads interface */
-
- static MesaTSD mesa_ctx_tsd;
-
- static void mesa_ctx_thread_init() {
- MesaInitTSD(&mesa_ctx_tsd);
- }
-
- GLcontext *gl_get_thread_context( void ) {
- return (GLcontext *) MesaGetTSD(&mesa_ctx_tsd);
- }
-
- static void set_thread_context( GLcontext *ctx ) {
- MesaSetTSD(&mesa_ctx_tsd, ctx, mesa_ctx_thread_init);
- }
-
-
- #else
-
- /* One Current Context pointer for all threads in the address space */
- GLcontext *CC = NULL;
-
- #endif /*THREADS*/
-
-
-
-
- /**********************************************************************/
- /***** Profiling functions *****/
- /**********************************************************************/
-
- #ifdef PROFILE
-
- #include <sys/times.h>
- #include <sys/param.h>
-
-
- /*
- * Return system time in seconds.
- * NOTE: this implementation may not be very portable!
- */
- GLdouble gl_time( void )
- {
- static GLdouble prev_time = 0.0;
- static GLdouble time;
- struct tms tm;
- clock_t clk;
-
- clk = times(&tm);
-
- #ifdef CLK_TCK
- time = (double)clk / (double)CLK_TCK;
- #else
- time = (double)clk / (double)HZ;
- #endif
-
- if (time>prev_time) {
- prev_time = time;
- return time;
- }
- else {
- return prev_time;
- }
- }
-
-
-
- /*
- * Reset the timing/profiling counters
- */
- static void init_timings( GLcontext *ctx )
- {
- ctx->BeginEndCount = 0;
- ctx->BeginEndTime = 0.0;
- ctx->VertexCount = 0;
- ctx->VertexTime = 0.0;
- ctx->PointCount = 0;
- ctx->PointTime = 0.0;
- ctx->LineCount = 0;
- ctx->LineTime = 0.0;
- ctx->PolygonCount = 0;
- ctx->PolygonTime = 0.0;
- ctx->ClearCount = 0;
- ctx->ClearTime = 0.0;
- ctx->SwapCount = 0;
- ctx->SwapTime = 0.0;
- }
-
-
-
- /*
- * Print the accumulated timing/profiling data.
- */
- static void print_timings( GLcontext *ctx )
- {
- GLdouble beginendrate;
- GLdouble vertexrate;
- GLdouble pointrate;
- GLdouble linerate;
- GLdouble polygonrate;
- GLdouble overhead;
- GLdouble clearrate;
- GLdouble swaprate;
- GLdouble avgvertices;
-
- if (ctx->BeginEndTime>0.0) {
- beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
- }
- else {
- beginendrate = 0.0;
- }
- if (ctx->VertexTime>0.0) {
- vertexrate = ctx->VertexCount / ctx->VertexTime;
- }
- else {
- vertexrate = 0.0;
- }
- if (ctx->PointTime>0.0) {
- pointrate = ctx->PointCount / ctx->PointTime;
- }
- else {
- pointrate = 0.0;
- }
- if (ctx->LineTime>0.0) {
- linerate = ctx->LineCount / ctx->LineTime;
- }
- else {
- linerate = 0.0;
- }
- if (ctx->PolygonTime>0.0) {
- polygonrate = ctx->PolygonCount / ctx->PolygonTime;
- }
- else {
- polygonrate = 0.0;
- }
- if (ctx->ClearTime>0.0) {
- clearrate = ctx->ClearCount / ctx->ClearTime;
- }
- else {
- clearrate = 0.0;
- }
- if (ctx->SwapTime>0.0) {
- swaprate = ctx->SwapCount / ctx->SwapTime;
- }
- else {
- swaprate = 0.0;
- }
-
- if (ctx->BeginEndCount>0) {
- avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
- }
- else {
- avgvertices = 0.0;
- }
-
- overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
- - ctx->LineTime - ctx->PolygonTime;
-
-
- printf(" Count Time (s) Rate (/s) \n");
- printf("--------------------------------------------------------\n");
- printf("glBegin/glEnd %7d %8.3f %10.3f\n",
- ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
- printf(" vertexes transformed %7d %8.3f %10.3f\n",
- ctx->VertexCount, ctx->VertexTime, vertexrate );
- printf(" points rasterized %7d %8.3f %10.3f\n",
- ctx->PointCount, ctx->PointTime, pointrate );
- printf(" lines rasterized %7d %8.3f %10.3f\n",
- ctx->LineCount, ctx->LineTime, linerate );
- printf(" polygons rasterized %7d %8.3f %10.3f\n",
- ctx->PolygonCount, ctx->PolygonTime, polygonrate );
- printf(" overhead %8.3f\n", overhead );
- printf("glClear %7d %8.3f %10.3f\n",
- ctx->ClearCount, ctx->ClearTime, clearrate );
- printf("SwapBuffers %7d %8.3f %10.3f\n",
- ctx->SwapCount, ctx->SwapTime, swaprate );
- printf("\n");
-
- printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
- }
- #endif
-
-
-
-
-
- /**********************************************************************/
- /***** Context allocation, initialization, destroying *****/
- /**********************************************************************/
-
-
- /*
- * Allocate and initialize a shared context state structure.
- */
- static struct gl_shared_state *alloc_shared_state( void )
- {
- GLuint i;
- struct gl_shared_state *ss;
- GLboolean outOfMemory;
-
- ss = (struct gl_shared_state*) calloc( 1, sizeof(struct gl_shared_state) );
- if (!ss)
- return NULL;
-
- ss->DisplayList = NewHashTable();
-
- ss->TexObjects = NewHashTable();
-
- /* Default Texture objects */
- outOfMemory = GL_FALSE;
- for (i=0;i<MAX_TEX_SETS;i++) {
- ss->Default1D[i] = gl_alloc_texture_object(ss, 0, 1);
- ss->Default2D[i] = gl_alloc_texture_object(ss, 0, 2);
- ss->Default3D[i] = gl_alloc_texture_object(ss, 0, 3);
- if (!ss->Default1D[i] || !ss->Default2D[i] || !ss->Default3D[i]) {
- outOfMemory = GL_TRUE;
- break;
- }
- }
-
- if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
- /* Ran out of memory at some point. Free everything and return NULL */
- if (!ss->DisplayList)
- DeleteHashTable(ss->DisplayList);
- if (!ss->TexObjects)
- DeleteHashTable(ss->TexObjects);
- for (i=0;i<MAX_TEX_SETS;i++) {
- if (!ss->Default1D[i])
- gl_free_texture_object(ss, ss->Default1D[i]);
- if (!ss->Default2D[i])
- gl_free_texture_object(ss, ss->Default2D[i]);
- if (!ss->Default3D[i])
- gl_free_texture_object(ss, ss->Default3D[i]);
- }
- free(ss);
- return NULL;
- }
- else {
- return ss;
- }
- }
-
-
- /*
- * Deallocate a shared state context and all children structures.
- */
- static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
- {
- /* Free display lists */
- while (1) {
- GLuint list = HashFirstEntry(ss->DisplayList);
- if (list) {
- gl_destroy_list(ctx, list);
- }
- else {
- break;
- }
- }
- DeleteHashTable(ss->DisplayList);
-
- /* Free texture objects */
- while (ss->TexObjectList)
- {
- /* this function removes from linked list too! */
- gl_free_texture_object(ss, ss->TexObjectList);
- }
- DeleteHashTable(ss->TexObjects);
-
- free(ss);
- }
-
-
-
-
- /*
- * Initialize the nth light. Note that the defaults for light 0 are
- * different than the other lights.
- */
- static void init_light( struct gl_light *l, GLuint n )
- {
- 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->Position, 0.0, 0.0, 1.0, 0.0 );
- ASSIGN_3V( l->Direction, 0.0, 0.0, -1.0 );
- l->SpotExponent = 0.0;
- gl_compute_spot_exp_table( l );
- l->SpotCutoff = 180.0;
- l->CosCutoff = -1.0;
- 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;
- gl_compute_material_shine_table( m );
- }
-
-
- static void init_texture_set( GLcontext *ctx, GLuint setNum )
- {
- struct gl_texture_set *s = &ctx->Texture.Set[setNum];
-
- s->EnvMode = GL_MODULATE;
- ASSIGN_4V( s->EnvColor, 0.0, 0.0, 0.0, 0.0 );
- s->TexGenEnabled = 0;
- s->GenModeS = GL_EYE_LINEAR;
- s->GenModeT = GL_EYE_LINEAR;
- s->GenModeR = GL_EYE_LINEAR;
- s->GenModeQ = GL_EYE_LINEAR;
- /* Yes, these plane coefficients are correct! */
- ASSIGN_4V( s->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( s->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
- ASSIGN_4V( s->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( s->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( s->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( s->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
- ASSIGN_4V( s->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( s->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
-
- s->Current1D = ctx->Shared->Default1D[setNum];
- s->Current2D = ctx->Shared->Default2D[setNum];
- s->Current3D = ctx->Shared->Default3D[setNum];
-
- s->TexCoordSet = setNum; /* GL_EXT_multitexture */
- }
-
-
- /* 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 = malloc(n * sizeof(GLfloat));
- if (map->Points) {
- GLint i;
- for (i=0;i<n;i++)
- map->Points[i] = initial[i];
- }
- map->Retain = GL_FALSE;
- }
-
-
- /* Initialize a 2-D evaluator map */
- static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
- {
- map->Uorder = 1;
- map->Vorder = 1;
- map->u1 = 0.0;
- map->u2 = 1.0;
- map->v1 = 0.0;
- map->v2 = 1.0;
- map->Points = malloc(n * sizeof(GLfloat));
- if (map->Points) {
- GLint i;
- for (i=0;i<n;i++)
- map->Points[i] = initial[i];
- }
- map->Retain = GL_FALSE;
- }
-
-
-
- /*
- * Initialize a gl_context structure to default values.
- */
- static void initialize_context( GLcontext *ctx )
- {
- static GLfloat identity[16] = {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0
- };
- GLuint i;
-
- if (ctx) {
- /* Modelview matrix */
- ctx->NewModelViewMatrix = GL_FALSE;
- ctx->ModelViewMatrixType = MATRIX_IDENTITY;
- MEMCPY( ctx->ModelViewMatrix, identity, 16*sizeof(GLfloat) );
- MEMCPY( ctx->ModelViewInv, identity, 16*sizeof(GLfloat) );
- ctx->ModelViewStackDepth = 0;
-
- /* Projection matrix */
- ctx->NewProjectionMatrix = GL_FALSE;
- ctx->ProjectionMatrixType = MATRIX_IDENTITY;
- MEMCPY( ctx->ProjectionMatrix, identity, 16*sizeof(GLfloat) );
- ctx->ProjectionStackDepth = 0;
- ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
- ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
-
- /* Texture matrix */
- for (i=0; i<MAX_TEX_SETS; i++) {
- ctx->NewTextureMatrix = GL_FALSE;
- ctx->TextureMatrixType[i] = MATRIX_IDENTITY;
- MEMCPY( ctx->TextureMatrix[i], identity, 16*sizeof(GLfloat) );
- ctx->TextureStackDepth[i] = 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.BlendSrc = GL_ONE;
- ctx->Color.BlendDst = 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;
-
- /* Current group */
- ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255 );
- ctx->Current.Index = 1;
- ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
- for (i=0; i<MAX_TEX_SETS; i++)
- ASSIGN_4V( ctx->Current.MultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
- ctx->Current.TexCoord = ctx->Current.MultiTexCoord[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_TEX_SETS; 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;
-
- /* Depth buffer group */
- ctx->Depth.Test = GL_FALSE;
- ctx->Depth.Clear = 1.0;
- ctx->Depth.Func = GL_LESS;
- ctx->Depth.Mask = GL_TRUE;
-
- /* Evaluators group */
- ctx->Eval.Map1Color4 = GL_FALSE;
- ctx->Eval.Map1Index = GL_FALSE;
- ctx->Eval.Map1Normal = GL_FALSE;
- ctx->Eval.Map1TextureCoord1 = GL_FALSE;
- ctx->Eval.Map1TextureCoord2 = GL_FALSE;
- ctx->Eval.Map1TextureCoord3 = GL_FALSE;
- ctx->Eval.Map1TextureCoord4 = GL_FALSE;
- ctx->Eval.Map1Vertex3 = GL_FALSE;
- ctx->Eval.Map1Vertex4 = GL_FALSE;
- ctx->Eval.Map2Color4 = GL_FALSE;
- ctx->Eval.Map2Index = GL_FALSE;
- ctx->Eval.Map2Normal = GL_FALSE;
- ctx->Eval.Map2TextureCoord1 = GL_FALSE;
- ctx->Eval.Map2TextureCoord2 = GL_FALSE;
- ctx->Eval.Map2TextureCoord3 = GL_FALSE;
- ctx->Eval.Map2TextureCoord4 = GL_FALSE;
- ctx->Eval.Map2Vertex3 = GL_FALSE;
- ctx->Eval.Map2Vertex4 = GL_FALSE;
- ctx->Eval.AutoNormal = GL_FALSE;
- ctx->Eval.MapGrid1un = 1;
- ctx->Eval.MapGrid1u1 = 0.0;
- ctx->Eval.MapGrid1u2 = 1.0;
- ctx->Eval.MapGrid2un = 1;
- ctx->Eval.MapGrid2vn = 1;
- ctx->Eval.MapGrid2u1 = 0.0;
- ctx->Eval.MapGrid2u2 = 1.0;
- ctx->Eval.MapGrid2v1 = 0.0;
- ctx->Eval.MapGrid2v2 = 1.0;
-
- /* Evaluator data */
- {
- static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
- static GLfloat index[1] = { 1.0 };
- static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
- static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
-
- init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
- init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
- init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
- init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
- init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
- init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
- init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
- init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
- init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
-
- init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
- init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
- init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
- init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
- init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
- init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
- init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
- init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
- init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
- }
-
- /* Fog group */
- ctx->Fog.Enabled = GL_FALSE;
- ctx->Fog.Mode = GL_EXP;
- ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
- ctx->Fog.Index = 0.0;
- ctx->Fog.Density = 1.0;
- ctx->Fog.Start = 0.0;
- ctx->Fog.End = 1.0;
-
- /* Hint group */
- ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
- ctx->Hint.PointSmooth = GL_DONT_CARE;
- ctx->Hint.LineSmooth = GL_DONT_CARE;
- ctx->Hint.PolygonSmooth = GL_DONT_CARE;
- ctx->Hint.Fog = GL_DONT_CARE;
-
- /* Lighting group */
- for (i=0;i<MAX_LIGHTS;i++) {
- init_light( &ctx->Light.Light[i], i );
- }
- 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( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
-
- ctx->Light.ColorMaterialEnabled = GL_FALSE;
-
- /* Line group */
- ctx->Line.SmoothFlag = GL_FALSE;
- ctx->Line.StippleFlag = GL_FALSE;
- ctx->Line.Width = 1.0;
- ctx->Line.StipplePattern = 0xffff;
- ctx->Line.StippleFactor = 1;
-
- /* Display List group */
- ctx->List.ListBase = 0;
-
- /* Pixel group */
- ctx->Pixel.RedBias = 0.0;
- ctx->Pixel.RedScale = 1.0;
- ctx->Pixel.GreenBias = 0.0;
- ctx->Pixel.GreenScale = 1.0;
- ctx->Pixel.BlueBias = 0.0;
- ctx->Pixel.BlueScale = 1.0;
- ctx->Pixel.AlphaBias = 0.0;
- ctx->Pixel.AlphaScale = 1.0;
- ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
- ctx->Pixel.DepthBias = 0.0;
- ctx->Pixel.DepthScale = 1.0;
- ctx->Pixel.IndexOffset = 0;
- ctx->Pixel.IndexShift = 0;
- ctx->Pixel.ZoomX = 1.0;
- ctx->Pixel.ZoomY = 1.0;
- ctx->Pixel.MapColorFlag = GL_FALSE;
- ctx->Pixel.MapStencilFlag = GL_FALSE;
- ctx->Pixel.MapStoSsize = 1;
- ctx->Pixel.MapItoIsize = 1;
- ctx->Pixel.MapItoRsize = 1;
- ctx->Pixel.MapItoGsize = 1;
- ctx->Pixel.MapItoBsize = 1;
- ctx->Pixel.MapItoAsize = 1;
- ctx->Pixel.MapRtoRsize = 1;
- ctx->Pixel.MapGtoGsize = 1;
- ctx->Pixel.MapBtoBsize = 1;
- ctx->Pixel.MapAtoAsize = 1;
- ctx->Pixel.MapStoS[0] = 0;
- ctx->Pixel.MapItoI[0] = 0;
- ctx->Pixel.MapItoR[0] = 0.0;
- ctx->Pixel.MapItoG[0] = 0.0;
- ctx->Pixel.MapItoB[0] = 0.0;
- ctx->Pixel.MapItoA[0] = 0.0;
- ctx->Pixel.MapItoR8[0] = 0;
- ctx->Pixel.MapItoG8[0] = 0;
- ctx->Pixel.MapItoB8[0] = 0;
- ctx->Pixel.MapItoA8[0] = 0;
- ctx->Pixel.MapRtoR[0] = 0.0;
- ctx->Pixel.MapGtoG[0] = 0.0;
- ctx->Pixel.MapBtoB[0] = 0.0;
- ctx->Pixel.MapAtoA[0] = 0.0;
-
- /* Point group */
- ctx->Point.SmoothFlag = GL_FALSE;
- ctx->Point.Size = 1.0;
- ctx->Point.Params[0] = 1.0;
- ctx->Point.Params[1] = 0.0;
- ctx->Point.Params[2] = 0.0;
- ctx->Point.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.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;
- ctx->Polygon.OffsetAny = GL_FALSE;
-
- /* Polygon Stipple group */
- MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
-
- /* Scissor group */
- ctx->Scissor.Enabled = GL_FALSE;
- ctx->Scissor.X = 0;
- ctx->Scissor.Y = 0;
- ctx->Scissor.Width = 0;
- ctx->Scissor.Height = 0;
-
- /* Stencil group */
- ctx->Stencil.Enabled = GL_FALSE;
- ctx->Stencil.Function = GL_ALWAYS;
- ctx->Stencil.FailFunc = GL_KEEP;
- ctx->Stencil.ZPassFunc = GL_KEEP;
- ctx->Stencil.ZFailFunc = GL_KEEP;
- ctx->Stencil.Ref = 0;
- ctx->Stencil.ValueMask = 0xff;
- ctx->Stencil.Clear = 0;
- ctx->Stencil.WriteMask = 0xff;
-
- /* Texture group */
- ctx->Texture.CurrentSet = 0; /* GL_SGIS_multitexture */
- ctx->Texture.CurrentTransformSet = 0; /* GL_EXT_multitexture */
- ctx->Texture.Enabled = 0;
-
- ctx->Texture.AnyDirty = GL_FALSE;
- for (i=0; i<MAX_TEX_SETS; i++)
- init_texture_set( ctx, i );
-
- ctx->Texture.SharedPalette = GL_FALSE;
- ctx->Texture.Palette[0] = 255;
- ctx->Texture.Palette[1] = 255;
- ctx->Texture.Palette[2] = 255;
- ctx->Texture.Palette[3] = 255;
- ctx->Texture.PaletteSize = 1;
- ctx->Texture.PaletteIntFormat = GL_RGBA;
- ctx->Texture.PaletteFormat = GL_RGBA;
-
- /* Transformation group */
- ctx->Transform.MatrixMode = GL_MODELVIEW;
- ctx->Transform.Normalize = GL_FALSE;
- ctx->Transform.RescaleNormals = GL_FALSE;
- for (i=0;i<MAX_CLIP_PLANES;i++) {
- ctx->Transform.ClipEnabled[i] = GL_FALSE;
- ASSIGN_4V( ctx->Transform.ClipEquation[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;
- ctx->Viewport.Sx = 0.0; /* Sx, Tx, Sy, Ty are computed later */
- ctx->Viewport.Tx = 0.0;
- ctx->Viewport.Sy = 0.0;
- ctx->Viewport.Ty = 0.0;
- ctx->Viewport.Sz = 0.5 * DEPTH_SCALE;
- ctx->Viewport.Tz = 0.5 * DEPTH_SCALE;
-
- /* Vertex arrays */
- ctx->Array.VertexSize = 4;
- ctx->Array.VertexType = GL_FLOAT;
- ctx->Array.VertexStride = 0;
- ctx->Array.VertexStrideB = 0;
- ctx->Array.VertexPtr = NULL;
- ctx->Array.VertexEnabled = GL_FALSE;
- ctx->Array.NormalType = GL_FLOAT;
- ctx->Array.NormalStride = 0;
- ctx->Array.NormalStrideB = 0;
- ctx->Array.NormalPtr = NULL;
- ctx->Array.NormalEnabled = GL_FALSE;
- ctx->Array.ColorSize = 4;
- ctx->Array.ColorType = GL_FLOAT;
- ctx->Array.ColorStride = 0;
- ctx->Array.ColorStrideB = 0;
- ctx->Array.ColorPtr = NULL;
- ctx->Array.ColorEnabled = GL_FALSE;
- ctx->Array.IndexType = GL_FLOAT;
- ctx->Array.IndexStride = 0;
- ctx->Array.IndexStrideB = 0;
- ctx->Array.IndexPtr = NULL;
- ctx->Array.IndexEnabled = GL_FALSE;
- for (i = 0; i < MAX_TEX_COORD_SETS; i++) {
- ctx->Array.TexCoordSize[i] = 4;
- ctx->Array.TexCoordType[i] = GL_FLOAT;
- ctx->Array.TexCoordStride[i] = 0;
- ctx->Array.TexCoordStrideB[i] = 0;
- ctx->Array.TexCoordPtr[i] = NULL;
- ctx->Array.TexCoordEnabled[i] = GL_FALSE;
- }
- ctx->Array.TexCoordInterleaveFactor = 1;
- ctx->Array.EdgeFlagStride = 0;
- ctx->Array.EdgeFlagStrideB = 0;
- ctx->Array.EdgeFlagPtr = NULL;
- ctx->Array.EdgeFlagEnabled = GL_FALSE;
-
- /* Pixel transfer */
- ctx->Pack.Alignment = 4;
- ctx->Pack.RowLength = 0;
- ctx->Pack.SkipPixels = 0;
- ctx->Pack.SkipRows = 0;
- ctx->Pack.SwapBytes = GL_FALSE;
- ctx->Pack.LsbFirst = GL_FALSE;
- ctx->Unpack.Alignment = 4;
- ctx->Unpack.RowLength = 0;
- ctx->Unpack.SkipPixels = 0;
- ctx->Unpack.SkipRows = 0;
- ctx->Unpack.SwapBytes = GL_FALSE;
- ctx->Unpack.LsbFirst = GL_FALSE;
-
- /* Feedback */
- ctx->Feedback.Type = GL_2D; /* TODO: verify */
- ctx->Feedback.Buffer = NULL;
- ctx->Feedback.BufferSize = 0;
- ctx->Feedback.Count = 0;
-
- /* Selection/picking */
- ctx->Select.Buffer = NULL;
- ctx->Select.BufferSize = 0;
- ctx->Select.BufferCount = 0;
- ctx->Select.Hits = 0;
- ctx->Select.NameStackDepth = 0;
-
- /* GL_EXT_multitexture */
- ctx->TexCoordSet = 0;
-
- /* Renderer and client attribute stacks */
- ctx->AttribStackDepth = 0;
- ctx->ClientAttribStackDepth = 0;
-
- /*** Miscellaneous ***/
- ctx->NewState = NEW_ALL;
- ctx->RenderMode = GL_RENDER;
- ctx->Primitive = GL_BITMAP;
- ctx->StippleCounter = 0;
- ctx->NeedNormals = GL_FALSE;
- ctx->DoViewportMapping = GL_TRUE;
-
- /* 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;
-
- /* For debug/development only */
- ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
-
- /* Dither disable */
- ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
- if (ctx->NoDither) {
- if (getenv("MESA_DEBUG")) {
- fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
- }
- ctx->Color.DitherFlag = GL_FALSE;
- }
- }
- }
-
-
-
- /*
- * Allocate a new GLvisual object.
- * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
- * alphaFlag - alloc software alpha buffers?
- * dbFlag - double buffering?
- * stereoFlag - stereo buffer?
- * depthFits - requested minimum bits per depth buffer value
- * stencilFits - requested minimum bits per stencil buffer value
- * accumFits - requested minimum bits per accum buffer component
- * indexFits - number of bits per pixel if rgbFlag==GL_FALSE
- * red/green/blue/alphaFits - number of bits per color component
- * in frame buffer for RGB(A) mode.
- * Return: pointer to new GLvisual or NULL if requested parameters can't
- * be met.
- */
- GLvisual *gl_create_visual( GLboolean rgbFlag,
- GLboolean alphaFlag,
- GLboolean dbFlag,
- GLboolean stereoFlag,
- GLint depthBits,
- GLint stencilBits,
- GLint accumBits,
- GLint indexBits,
- GLint redBits,
- GLint greenBits,
- GLint blueBits,
- GLint alphaBits )
- {
- GLvisual *vis;
-
- if (stereoFlag) {
- gl_warning(NULL, "stereo not supported");
- return NULL; /* Stereo isn't supported yet! */
- }
-
- if (depthBits > (GLint) (8*sizeof(GLdepth))) {
- /* can't meet depth buffer requirements */
- return NULL;
- }
- if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
- /* can't meet stencil buffer requirements */
- return NULL;
- }
- if (accumBits > (GLint) (8*sizeof(GLaccum))) {
- /* can't meet accum buffer requirements */
- return NULL;
- }
-
- vis = (GLvisual *) calloc( 1, sizeof(GLvisual) );
- if (!vis) {
- return NULL;
- }
-
- vis->RGBAflag = rgbFlag;
- vis->DBflag = dbFlag;
- vis->StereoFlag = stereoFlag;
- vis->RedBits = redBits;
- vis->GreenBits = greenBits;
- vis->BlueBits = blueBits;
- vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
-
- vis->IndexBits = indexBits;
- vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
- vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
- vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
-
- /* software alpha buffers */
- if (alphaFlag) {
- vis->FrontAlphaEnabled = GL_TRUE;
- if (dbFlag) {
- vis->BackAlphaEnabled = GL_TRUE;
- }
- }
-
- return vis;
- }
-
-
-
-
- void gl_destroy_visual( GLvisual *vis )
- {
- free( vis );
- }
-
-
-
- /*
- * Allocate the proxy textures. If we run out of memory part way through
- * the allocations clean up and return GL_FALSE.
- * Return: GL_TRUE=success, GL_FALSE=failure
- */
- static GLboolean alloc_proxy_textures( GLcontext *ctx )
- {
- GLboolean out_of_memory;
- GLint i;
-
- ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
- if (!ctx->Texture.Proxy1D) {
- return GL_FALSE;
- }
-
- ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
- if (!ctx->Texture.Proxy2D) {
- gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
- return GL_FALSE;
- }
-
- ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
- if (!ctx->Texture.Proxy3D) {
- gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
- gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
- return GL_FALSE;
- }
-
- out_of_memory = GL_FALSE;
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
- if (!ctx->Texture.Proxy1D->Image[i]
- || !ctx->Texture.Proxy2D->Image[i]
- || !ctx->Texture.Proxy3D->Image[i]) {
- out_of_memory = GL_TRUE;
- }
- }
- if (out_of_memory) {
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- if (ctx->Texture.Proxy1D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
- }
- if (ctx->Texture.Proxy2D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
- }
- if (ctx->Texture.Proxy3D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
- }
- }
- gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
- gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
- gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
- return GL_FALSE;
- }
- else {
- return GL_TRUE;
- }
- }
-
-
-
- /*
- * 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;
-
- /* do some implementation tests */
- assert( sizeof(GLbyte) == 1 );
- assert( sizeof(GLshort) >= 2 );
- assert( sizeof(GLint) >= 4 );
- assert( sizeof(GLubyte) == 1 );
- assert( sizeof(GLushort) >= 2 );
- assert( sizeof(GLuint) >= 4 );
-
- /* misc one-time initializations */
- gl_init_math();
- gl_init_lists();
- gl_init_eval();
-
- ctx = (GLcontext *) calloc( 1, sizeof(GLcontext) );
- if (!ctx) {
- return NULL;
- }
-
- ctx->DriverCtx = driver_ctx;
- ctx->Visual = visual;
- ctx->Buffer = NULL;
-
- ctx->VB = gl_alloc_vb();
- if (!ctx->VB) {
- free( ctx );
- return NULL;
- }
-
- ctx->PB = gl_alloc_pb();
- if (!ctx->PB) {
- free( ctx->VB );
- free( ctx );
- return NULL;
- }
-
- if (share_list) {
- /* share the group of display lists of another context */
- ctx->Shared = share_list->Shared;
- }
- else {
- /* allocate new group of display lists */
- ctx->Shared = alloc_shared_state();
- if (!ctx->Shared) {
- free(ctx->VB);
- free(ctx->PB);
- free(ctx);
- return NULL;
- }
- }
- ctx->Shared->RefCount++;
-
- initialize_context( ctx );
-
- ctx->DirectContext = direct;
-
- if (visual->DBflag) {
- ctx->Color.DrawBuffer = GL_BACK;
- ctx->Pixel.ReadBuffer = GL_BACK;
- }
- else {
- ctx->Color.DrawBuffer = GL_FRONT;
- ctx->Pixel.ReadBuffer = GL_FRONT;
- }
-
- #ifdef PROFILE
- init_timings( ctx );
- #endif
-
- #ifdef GL_VERSION_1_1
- if (!alloc_proxy_textures(ctx)) {
- free_shared_state(ctx, ctx->Shared);
- free(ctx->VB);
- free(ctx->PB);
- free(ctx);
- return NULL;
- }
- #endif
-
- gl_init_api_function_pointers( ctx );
- ctx->API = ctx->Exec; /* GL_EXECUTE is default */
-
- return ctx;
- }
-
-
-
- /*
- * Destroy a gl_context structure.
- */
- void gl_destroy_context( GLcontext *ctx )
- {
- if (ctx) {
-
- #ifdef PROFILE
- if (getenv("MESA_PROFILE")) {
- print_timings( ctx );
- }
- #endif
-
- free( ctx->PB );
- free( ctx->VB );
-
- ctx->Shared->RefCount--;
- assert(ctx->Shared->RefCount>=0);
- if (ctx->Shared->RefCount==0) {
- /* free shared state */
- free_shared_state( ctx, ctx->Shared );
- }
-
- /* Free proxy texture objects */
- gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
- gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
- gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
-
- /* Free evaluator data */
- if (ctx->EvalMap.Map1Vertex3.Points)
- free( ctx->EvalMap.Map1Vertex3.Points );
- if (ctx->EvalMap.Map1Vertex4.Points)
- free( ctx->EvalMap.Map1Vertex4.Points );
- if (ctx->EvalMap.Map1Index.Points)
- free( ctx->EvalMap.Map1Index.Points );
- if (ctx->EvalMap.Map1Color4.Points)
- free( ctx->EvalMap.Map1Color4.Points );
- if (ctx->EvalMap.Map1Normal.Points)
- free( ctx->EvalMap.Map1Normal.Points );
- if (ctx->EvalMap.Map1Texture1.Points)
- free( ctx->EvalMap.Map1Texture1.Points );
- if (ctx->EvalMap.Map1Texture2.Points)
- free( ctx->EvalMap.Map1Texture2.Points );
- if (ctx->EvalMap.Map1Texture3.Points)
- free( ctx->EvalMap.Map1Texture3.Points );
- if (ctx->EvalMap.Map1Texture4.Points)
- free( ctx->EvalMap.Map1Texture4.Points );
-
- if (ctx->EvalMap.Map2Vertex3.Points)
- free( ctx->EvalMap.Map2Vertex3.Points );
- if (ctx->EvalMap.Map2Vertex4.Points)
- free( ctx->EvalMap.Map2Vertex4.Points );
- if (ctx->EvalMap.Map2Index.Points)
- free( ctx->EvalMap.Map2Index.Points );
- if (ctx->EvalMap.Map2Color4.Points)
- free( ctx->EvalMap.Map2Color4.Points );
- if (ctx->EvalMap.Map2Normal.Points)
- free( ctx->EvalMap.Map2Normal.Points );
- if (ctx->EvalMap.Map2Texture1.Points)
- free( ctx->EvalMap.Map2Texture1.Points );
- if (ctx->EvalMap.Map2Texture2.Points)
- free( ctx->EvalMap.Map2Texture2.Points );
- if (ctx->EvalMap.Map2Texture3.Points)
- free( ctx->EvalMap.Map2Texture3.Points );
- if (ctx->EvalMap.Map2Texture4.Points)
- free( ctx->EvalMap.Map2Texture4.Points );
-
- free( (void *) ctx );
-
- #ifndef THREADS
- if (ctx==CC) {
- CC = NULL;
- }
- #endif
-
- }
- }
-
-
-
- /*
- * Create a new framebuffer. A GLframebuffer is a struct which
- * encapsulates the depth, stencil and accum buffers and related
- * parameters.
- * Input: visual - a GLvisual pointer
- * Return: pointer to new GLframebuffer struct or NULL if error.
- */
- GLframebuffer *gl_create_framebuffer( GLvisual *visual )
- {
- GLframebuffer *buffer;
-
- buffer = (GLframebuffer *) calloc( 1, sizeof(GLframebuffer) );
- if (!buffer) {
- return NULL;
- }
-
- buffer->Visual = visual;
-
- return buffer;
- }
-
-
-
- /*
- * Free a framebuffer struct and its buffers.
- */
- void gl_destroy_framebuffer( GLframebuffer *buffer )
- {
- if (buffer) {
- if (buffer->Depth) {
- free( buffer->Depth );
- }
- if (buffer->Accum) {
- free( buffer->Accum );
- }
- if (buffer->Stencil) {
- free( buffer->Stencil );
- }
- if (buffer->FrontAlpha) {
- free( buffer->FrontAlpha );
- }
- if (buffer->BackAlpha) {
- free( buffer->BackAlpha );
- }
- free(buffer);
- }
- }
-
-
-
- /*
- * Set the current context, binding the given frame buffer to the context.
- */
- void gl_make_current( GLcontext *ctx, GLframebuffer *buffer )
- {
- #ifdef THREADS
- /* TODO: unbind old buffer from context? */
- set_thread_context( ctx );
- #else
- if (CC && CC->Buffer) {
- /* unbind frame buffer from context */
- CC->Buffer = NULL;
- }
- CC = ctx;
- #endif
-
- if (ctx && buffer) {
- /* TODO: check if ctx and buffer's visual match??? */
- ctx->Buffer = buffer; /* Bind the frame buffer to the context */
- ctx->NewState = NEW_ALL; /* just to be safe */
- gl_update_state( ctx );
- }
- }
-
-
- /*
- * Return current context handle.
- */
- GLcontext *gl_get_current_context( void )
- {
- #ifdef THREADS
- return gl_get_thread_context();
- #else
- return CC;
- #endif
- }
-
-
-
- /*
- * Copy attribute groups from one context to another.
- * Input: src - source context
- * dst - destination context
- * mask - bitwise OR of GL_*_BIT flags
- */
- void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
- {
- if (mask & GL_ACCUM_BUFFER_BIT) {
- MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
- }
- if (mask & GL_COLOR_BUFFER_BIT) {
- MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
- }
- if (mask & GL_CURRENT_BIT) {
- MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
- }
- if (mask & GL_DEPTH_BUFFER_BIT) {
- MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
- }
- if (mask & GL_ENABLE_BIT) {
- /* no op */
- }
- if (mask & GL_EVAL_BIT) {
- MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
- }
- if (mask & GL_FOG_BIT) {
- MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
- }
- if (mask & GL_HINT_BIT) {
- MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
- }
- if (mask & GL_LIGHTING_BIT) {
- MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
- }
- if (mask & GL_LINE_BIT) {
- MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
- }
- if (mask & GL_LIST_BIT) {
- MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
- }
- if (mask & GL_PIXEL_MODE_BIT) {
- MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
- }
- if (mask & GL_POINT_BIT) {
- MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
- }
- if (mask & GL_POLYGON_BIT) {
- MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
- }
- if (mask & GL_POLYGON_STIPPLE_BIT) {
- /* Use loop instead of MEMCPY due to problem with Portland Group's
- * C compiler. Reported by John Stone.
- */
- int i;
- for (i=0;i<32;i++) {
- dst->PolygonStipple[i] = src->PolygonStipple[i];
- }
- }
- if (mask & GL_SCISSOR_BIT) {
- MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
- }
- if (mask & GL_STENCIL_BUFFER_BIT) {
- MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
- }
- if (mask & GL_TEXTURE_BIT) {
- MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
- }
- if (mask & GL_TRANSFORM_BIT) {
- MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
- }
- if (mask & GL_VIEWPORT_BIT) {
- MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
- }
- }
-
-
-
- /*
- * Someday a GLS library or OpenGL-like debugger may call this function
- * to register it's own set of API entry points.
- * Input: ctx - the context to set API pointers for
- * api - if NULL, restore original API pointers
- * else, set API function table to this table.
- */
- void gl_set_api_table( GLcontext *ctx, const struct gl_api_table *api )
- {
- if (api) {
- MEMCPY( &ctx->API, api, sizeof(struct gl_api_table) );
- }
- else {
- MEMCPY( &ctx->API, &ctx->Exec, sizeof(struct gl_api_table) );
- }
- }
-
-
-
-
- /**********************************************************************/
- /***** Miscellaneous functions *****/
- /**********************************************************************/
-
-
- /*
- * This function is called when the Mesa user has stumbled into a code
- * path which may not be implemented fully or correctly.
- */
- void gl_problem( const GLcontext *ctx, const char *s )
- {
- fprintf( stderr, "Mesa implementation error: %s\n", s );
- fprintf( stderr, "Report to Mesa author.\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;
- }
-
-
-
- /*
- * 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 );
- }
- }
-
-
-
-
- GLenum gl_GetError( GLcontext *ctx )
- {
- GLenum e;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glGetError" );
- return GL_INVALID_OPERATION;
- }
-
- e = ctx->ErrorValue;
- ctx->ErrorValue = (GLenum) GL_NO_ERROR;
- return e;
- }
-
-
-
- void gl_ResizeBuffersMESA( GLcontext *ctx )
- {
- GLint newsize;
- GLuint buf_width, buf_height;
-
- ctx->NewState |= NEW_ALL; /* just to be safe */
-
- /* ask device driver for size of output buffer */
- (*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
-
- /* see if size of device driver's color buffer (window) has changed */
- newsize = ctx->Buffer->Width != (GLint) buf_width
- || ctx->Buffer->Height != (GLint) buf_height;
-
- /* save buffer size */
- ctx->Buffer->Width = buf_width;
- ctx->Buffer->Height = buf_height;
-
- /* Reallocate other buffers if needed. */
- if (newsize && ctx->Visual->DepthBits>0) {
- /* reallocate depth buffer */
- (*ctx->Driver.AllocDepthBuffer)( ctx );
- }
- if (newsize && ctx->Visual->StencilBits>0) {
- /* reallocate stencil buffer */
- gl_alloc_stencil_buffer( ctx );
- }
- if (newsize && ctx->Visual->AccumBits>0) {
- /* reallocate accum buffer */
- gl_alloc_accum_buffer( ctx );
- }
- if (newsize
- && (ctx->Visual->FrontAlphaEnabled || ctx->Visual->BackAlphaEnabled)) {
- gl_alloc_alpha_buffers( ctx );
- }
- }
-
-
-
-
- /**********************************************************************/
- /***** State update logic *****/
- /**********************************************************************/
-
-
- /*
- * Since the device driver may or may not support pixel logic ops we
- * have to make some extensive tests to determine whether or not
- * software-implemented logic operations have to be used.
- */
- static void update_pixel_logic( GLcontext *ctx )
- {
- if (ctx->Visual->RGBAflag) {
- /* RGBA mode blending w/ Logic Op */
- if (ctx->Color.ColorLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- }
- else {
- /* CI mode Logic Op */
- if (ctx->Color.IndexLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- }
- }
-
-
-
- /*
- * Check if software implemented RGBA or Color Index masking is needed.
- */
- static void update_pixel_masking( GLcontext *ctx )
- {
- if (ctx->Visual->RGBAflag) {
- GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
- if (*colorMask == 0xffffffff) {
- /* disable masking */
- if (ctx->Driver.ColorMask) {
- (void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
- }
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- /* Ask driver to do color masking, if it can't then
- * do it in software
- */
- GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
- if (ctx->Driver.ColorMask
- && (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
- }
- }
- else {
- if (ctx->Color.IndexMask==0xffffffff) {
- /* disable masking */
- if (ctx->Driver.IndexMask) {
- (void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
- }
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- /* Ask driver to do index masking, if it can't then
- * do it in software
- */
- if (ctx->Driver.IndexMask
- && (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
- }
- }
- }
-
-
- static void update_fog_mode( GLcontext *ctx )
- {
- if (ctx->Fog.Enabled) {
- if (ctx->Texture.Enabled)
- ctx->FogMode = FOG_FRAGMENT;
- else if (ctx->Hint.Fog == GL_NICEST)
- ctx->FogMode = FOG_FRAGMENT;
- else
- ctx->FogMode = FOG_VERTEX;
-
- if (ctx->Driver.GetParameteri)
- if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
- ctx->FogMode = FOG_FRAGMENT;
- }
- else {
- ctx->FogMode = FOG_NONE;
- }
- }
-
-
- /*
- * Recompute the value of ctx->RasterMask, etc. according to
- * the current context.
- */
- static void update_rasterflags( GLcontext *ctx )
- {
- ctx->RasterMask = 0;
-
- if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
- if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
- if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
- if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
- if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
- if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
- if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
- if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
- if (ctx->Visual->FrontAlphaEnabled) ctx->RasterMask |= ALPHABUF_BIT;
- if (ctx->Visual->BackAlphaEnabled) ctx->RasterMask |= ALPHABUF_BIT;
-
- if ( ctx->Viewport.X<0
- || ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
- || ctx->Viewport.Y<0
- || ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
- ctx->RasterMask |= WINCLIP_BIT;
- }
-
- /* check if drawing to front and back buffers */
- if (ctx->Color.DrawBuffer==GL_FRONT_AND_BACK) {
- ctx->RasterMask |= FRONT_AND_BACK_BIT;
- }
-
- /* check if writing to color buffer(s) is disabled */
- if (ctx->Color.DrawBuffer==GL_NONE) {
- ctx->RasterMask |= NO_DRAW_BIT;
- }
- else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
- ctx->RasterMask |= NO_DRAW_BIT;
- }
- else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
- ctx->RasterMask |= NO_DRAW_BIT;
- }
- }
-
-
- /*
- * Recompute the value of ctx->ClipMask according to the current context.
- * ClipMask depends on Texturing and Lighting.
- */
- static void update_clipmask(GLcontext *ctx)
- {
- /* Recompute ClipMask (what has to be interpolated when clipping) */
- ctx->ClipMask = 0;
- if (ctx->Texture.Enabled) {
- ctx->ClipMask |= CLIP_TEXTURE_BIT;
- }
- if (ctx->Light.ShadeModel==GL_SMOOTH) {
- if (ctx->Visual->RGBAflag) {
- ctx->ClipMask |= CLIP_FCOLOR_BIT;
- if (ctx->Light.Model.TwoSide) {
- ctx->ClipMask |= CLIP_BCOLOR_BIT;
- }
- }
- else {
- ctx->ClipMask |= CLIP_FINDEX_BIT;
- if (ctx->Light.Model.TwoSide) {
- ctx->ClipMask |= CLIP_BINDEX_BIT;
- }
- }
- }
-
- if (ctx->Texture.Enabled >= TEXTURE1_1D) {
- /* Multi texture coords */
- ctx->ClipInterpFunc = gl_clip_interp_all;
- }
- else {
- switch(ctx->ClipMask) {
- case CLIP_FCOLOR_BIT | CLIP_TEXTURE_BIT:
- ctx->ClipInterpFunc = gl_clip_interp_color_tex;
- break;
- case CLIP_TEXTURE_BIT:
- ctx->ClipInterpFunc = gl_clip_interp_tex;
- break;
- case CLIP_FCOLOR_BIT:
- ctx->ClipInterpFunc = gl_clip_interp_color;
- break;
- default:
- ctx->ClipInterpFunc = gl_clip_interp_all;
- }
- }
- }
-
-
-
- /*
- * If ctx->NewState is non-zero then this function MUST be called before
- * rendering any primitive. Basically, function pointers and miscellaneous
- * flags are updated to reflect the current state of the state machine.
- */
- void gl_update_state( GLcontext *ctx )
- {
- if (ctx->NewState & NEW_RASTER_OPS) {
- update_pixel_logic(ctx);
- update_pixel_masking(ctx);
- update_fog_mode(ctx);
- update_rasterflags(ctx);
- if (ctx->Driver.Dither) {
- (*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
- }
- }
-
- if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING)) {
- update_clipmask(ctx);
- }
-
- if (ctx->NewState & NEW_LIGHTING) {
- gl_update_lighting(ctx);
- gl_set_color_function(ctx);
- }
-
- if (ctx->NewState & NEW_TEXTURING) {
- gl_update_texture_state(ctx);
- }
-
- if (ctx->NewState & (NEW_LIGHTING | NEW_TEXTURING)) {
- /* Check if normal vectors are needed */
- GLboolean sphereGen = GL_FALSE;
- if (ctx->Texture.Enabled) {
- GLuint texSet;
- for (texSet=0; texSet<MAX_TEX_SETS; texSet++) {
- if ((ctx->Texture.Set[texSet].GenModeS==GL_SPHERE_MAP
- && (ctx->Texture.Set[texSet].TexGenEnabled & S_BIT))
- || (ctx->Texture.Set[texSet].GenModeT==GL_SPHERE_MAP
- && (ctx->Texture.Set[texSet].TexGenEnabled & T_BIT)))
- sphereGen = GL_TRUE;
- }
- }
- if (ctx->Light.Enabled || sphereGen) {
- ctx->NeedNormals = GL_TRUE;
- }
- else {
- ctx->NeedNormals = GL_FALSE;
- }
- }
-
- if (ctx->NewState & NEW_RASTER_OPS) {
- /* Check if incoming colors can be modified during rasterization */
- if (ctx->Fog.Enabled ||
- ctx->Texture.Enabled ||
- ctx->Color.BlendEnabled ||
- ctx->Color.SWmasking ||
- ctx->Color.SWLogicOpEnabled) {
- ctx->MutablePixels = GL_TRUE;
- }
- else {
- ctx->MutablePixels = GL_FALSE;
- }
- }
-
- if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING)) {
- /* Check if all pixels generated are likely to be the same color */
- if (ctx->Light.ShadeModel==GL_SMOOTH ||
- ctx->Light.Enabled ||
- ctx->Fog.Enabled ||
- ctx->Texture.Enabled ||
- ctx->Color.BlendEnabled ||
- ctx->Color.SWmasking ||
- ctx->Color.SWLogicOpEnabled) {
- ctx->MonoPixels = GL_FALSE; /* pixels probably multicolored */
- }
- else {
- /* pixels will all be same color,
- * only glColor() can invalidate this.
- */
- ctx->MonoPixels = GL_TRUE;
- }
- }
-
- if (ctx->NewState & NEW_POLYGON) {
- /* Setup CullBits bitmask */
- ctx->Polygon.CullBits = 0;
- if (ctx->Polygon.CullFlag) {
- if (ctx->Polygon.CullFaceMode==GL_FRONT ||
- ctx->Polygon.CullFaceMode==GL_FRONT_AND_BACK) {
- ctx->Polygon.CullBits |= 1;
- }
- if (ctx->Polygon.CullFaceMode==GL_BACK ||
- ctx->Polygon.CullFaceMode==GL_FRONT_AND_BACK) {
- ctx->Polygon.CullBits |= 2;
- }
- }
- /* Any Polygon offsets enabled? */
- ctx->Polygon.OffsetAny = ctx->Polygon.OffsetPoint ||
- ctx->Polygon.OffsetLine ||
- ctx->Polygon.OffsetFill;
- /* reset Z offsets now */
- ctx->PointZoffset = 0.0;
- ctx->LineZoffset = 0.0;
- ctx->PolygonZoffset = 0.0;
- }
-
- if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) {
- /* Determine if we can directly call the triangle rasterizer */
- if ( ctx->Polygon.Unfilled
- || ctx->Polygon.OffsetAny
- || ctx->Polygon.CullFlag
- || ctx->Light.Model.TwoSide
- || ctx->RenderMode!=GL_RENDER) {
- ctx->DirectTriangles = GL_FALSE;
- }
- else {
- ctx->DirectTriangles = GL_TRUE;
- }
- }
-
- /* update scissor region */
- ctx->Buffer->Xmin = 0;
- ctx->Buffer->Ymin = 0;
- ctx->Buffer->Xmax = ctx->Buffer->Width-1;
- ctx->Buffer->Ymax = ctx->Buffer->Height-1;
- if (ctx->Scissor.Enabled) {
- if (ctx->Scissor.X > ctx->Buffer->Xmin) {
- ctx->Buffer->Xmin = ctx->Scissor.X;
- }
- if (ctx->Scissor.Y > ctx->Buffer->Ymin) {
- ctx->Buffer->Ymin = ctx->Scissor.Y;
- }
- if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->Buffer->Xmax) {
- ctx->Buffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
- }
- if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->Buffer->Ymax) {
- ctx->Buffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
- }
- }
-
- /*
- * Update Device Driver interface
- */
- if (ctx->NewState & NEW_RASTER_OPS) {
- ctx->Driver.AllocDepthBuffer = gl_alloc_depth_buffer;
- if (ctx->Depth.Mask) {
- switch (ctx->Depth.Func) {
- case GL_LESS:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
- break;
- case GL_GREATER:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
- break;
- default:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- }
- else {
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
- ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
- }
-
- ctx->Driver.PointsFunc = NULL;
- ctx->Driver.LineFunc = NULL;
- ctx->Driver.TriangleFunc = NULL;
- ctx->Driver.QuadFunc = NULL;
- ctx->Driver.RectFunc = NULL;
-
- /*
- * The ctx->Driver.UpdateState pointer _MUST_ be valid at this point
- * in order for any impending rendering to succeed.
- */
- assert(ctx->Driver.UpdateState);
-
- /*
- * Here the driver sets up all the ctx->Driver function pointers to
- * it's specific, private functions.
- */
- (*ctx->Driver.UpdateState)(ctx);
-
- /*
- * In case the driver didn't hook in an optimized point, line or
- * triangle function we'll now select "core/fallback" point, line
- * and triangle functions.
- */
- gl_set_point_function(ctx);
- gl_set_line_function(ctx);
- gl_set_triangle_function(ctx);
- gl_set_quad_function(ctx);
-
- gl_set_vertex_function(ctx);
-
- ctx->NewState = 0;
- }
-
-