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- /* $Id: context.c,v 1.25 1997/03/14 00:24:37 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 2.2
- * Copyright (C) 1995-1997 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 1.25 1997/03/14 00:24:37 brianp
- * only print runtime warnings if MESA_DEBUG env var is set
- *
- * Revision 1.24 1997/03/13 03:06:14 brianp
- * init AlphaRefUbyte to zero
- *
- * Revision 1.23 1997/03/08 01:59:00 brianp
- * if RenderMode != GL_RENDER then don't enable ctx->DirectTriangles
- *
- * Revision 1.22 1997/02/27 19:57:38 brianp
- * added gl_problem() function
- *
- * Revision 1.21 1997/02/10 19:49:50 brianp
- * added gl_ResizeBuffersMESA()
- *
- * Revision 1.20 1997/02/10 19:22:47 brianp
- * added device driver Error() function
- *
- * Revision 1.19 1997/02/09 18:50:05 brianp
- * added GL_EXT_texture3D support
- *
- * Revision 1.18 1997/01/28 22:15:14 brianp
- * now there's separate state for CI and RGBA logic op enabled
- *
- * Revision 1.17 1997/01/09 19:56:09 brianp
- * new error message format in gl_error()
- *
- * Revision 1.16 1997/01/09 19:47:32 brianp
- * better checking and handling of out-of-memory errors
- *
- * Revision 1.15 1996/12/18 20:00:12 brianp
- * added code to initialize ColorMaterialBitmask
- *
- * Revision 1.14 1996/12/11 20:18:53 brianp
- * changed formatting of messages in gl_warning()
- *
- * Revision 1.13 1996/11/08 02:20:52 brianp
- * added check for MESA_NO_RASTER env var
- *
- * Revision 1.12 1996/11/04 02:18:47 brianp
- * multiply Viewport.Sz and .Tz by DEPTH_SCALE
- *
- * Revision 1.11 1996/10/16 00:52:22 brianp
- * gl_initialize_api_function_pointers() now gl_init_api_function_pointers()
- *
- * Revision 1.10 1996/10/11 03:41:28 brianp
- * removed Polygon.OffsetBias initialization
- *
- * Revision 1.9 1996/10/11 00:26:34 brianp
- * initialize Point/Line/PolygonZoffset to 0.0
- *
- * Revision 1.8 1996/10/01 01:42:31 brianp
- * moved device driver initialization into gl_update_state()
- *
- * Revision 1.7 1996/09/27 01:24:33 brianp
- * removed unneeded set_thread_context(), added call to gl_init_vb()
- *
- * Revision 1.6 1996/09/25 03:22:53 brianp
- * added NO_DRAW_BIT for glDrawBuffer(GL_NONE)
- *
- * Revision 1.5 1996/09/20 02:55:52 brianp
- * fixed profiling bug
- *
- * Revision 1.4 1996/09/19 03:14:49 brianp
- * now just one parameter for gl_create_framebuffer()
- *
- * Revision 1.3 1996/09/15 14:20:22 brianp
- * added new functions for GLframebuffer and GLvisual support
- *
- * Revision 1.2 1996/09/14 20:12:05 brianp
- * wasn't initializing a few pieces of context state
- *
- * Revision 1.1 1996/09/13 01:38:16 brianp
- * Initial revision
- *
- */
-
-
- /*
- * 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.
- */
-
-
-
- #include <assert.h>
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include "accum.h"
- #include "alphabuf.h"
- #include "context.h"
- #include "depth.h"
- #include "draw.h"
- #include "eval.h"
- #include "light.h"
- #include "lines.h"
- #include "dlist.h"
- #include "macros.h"
- #include "pb.h"
- #include "points.h"
- #include "pointers.h"
- #include "stencil.h"
- #include "triangle.h"
- #include "teximage.h"
- #include "texobj.h"
- #include "texture.h"
- #include "types.h"
- #include "vb.h"
- #include "vertex.h"
-
-
-
- /**********************************************************************/
- /***** Context and Thread management *****/
- /**********************************************************************/
-
-
- #ifdef THREADS
-
- /* A different context may be bound to each thread */
-
- #include <sys/types.h>
- #include <unistd.h>
-
- #define MAX_THREADS 20
- static pid_t ThreadID[MAX_THREADS];
- static GLcontext *ThreadContext[MAX_THREADS];
- static int NumThreads = 0;
-
- GLcontext *gl_get_thread_context( void )
- {
- pid_t id;
- int i;
-
- id = getpid();
-
- for (i=0;i<MAX_THREADS;i++) {
- if (ThreadID[i]==id) {
- return ThreadContext[i];
- }
- }
-
- /* No context for this thread */
- return NULL;
- }
-
- static void set_thread_context( GLcontext *ctx )
- {
- pid_t id = getpid();
- int i;
-
- for (i=0;i<NumThreads;i++) {
- if (ThreadID[i]==id) {
- ThreadContext[i] = c;
- return;
- }
- }
- if (i<MAX_THREADS) {
- ThreadID[i] = getpid();
- ThreadContext[i] = c;
- NumThreads++;
- }
- }
-
- #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 )
- {
- struct gl_shared_state *ss;
- struct gl_texture_object *t1, *t2, *t3;
- GLuint i;
-
- ss = (struct gl_shared_state*) malloc( sizeof(struct gl_shared_state) );
- if (!ss)
- return NULL;
- ss->RefCount = 0;
-
- /* Display lists */
- for (i=0;i<MAX_DISPLAYLISTS;i++) {
- ss->List[i] = NULL;
- }
-
- /* Texture objects
- * There are two default textures, one for the GL_TEXTURE_1D target and
- * one for the GL_TEXTURE_2D target. Both are named zero!
- */
- t1 = gl_alloc_texture_object();
- if (!t1) {
- free(ss);
- return NULL;
- }
- t1->Dimensions = 1;
-
- t2 = gl_alloc_texture_object();
- if (!t2) {
- free(ss);
- free(t1);
- return NULL;
- }
- t2->Dimensions = 2;
-
- t3 = gl_alloc_texture_object();
- if (!t3) {
- free(ss);
- free(t1);
- free(t2);
- return NULL;
- }
- t3->Dimensions = 3;
-
- ss->TexObjectList = t1;
- ss->TexObjectList->Next = t2;
- ss->TexObjectList->Next->Next = t3;
-
- return ss;
- }
-
-
- /*
- * Deallocate a shared state context and all children structures.
- */
- static void free_shared_state( struct gl_shared_state *ss )
- {
- struct gl_texture_object *t, *tnext;
-
- /* Free the linked list of texture objects */
- t = ss->TexObjectList;
- while (t) {
- tnext = t->Next;
- gl_free_texture_object(t);
- t = tnext;
- }
- 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;
- }
-
-
- 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 );
- }
-
-
-
- /*
- * 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) {
- /* Transformation matrices and stacks */
- ctx->ModelViewStackDepth = 0;
- MEMCPY( ctx->ModelViewMatrix, identity, 16*sizeof(GLfloat) );
- MEMCPY( ctx->ModelViewInv, identity, 16*sizeof(GLfloat) );
- ctx->ModelViewInvValid = GL_TRUE;
-
- ctx->ProjectionStackDepth = 0;
- MEMCPY( ctx->ProjectionMatrix, identity, 16*sizeof(GLfloat) );
-
- ctx->TextureStackDepth = 0;
- MEMCPY( ctx->TextureMatrix, identity, 16*sizeof(GLfloat) );
- ctx->IdentityTexMat = GL_TRUE;
-
- /* 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 = 0xf;
- 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 = 0.0;
- ctx->Color.AlphaRefUbyte = 0;
- ctx->Color.BlendEnabled = GL_FALSE;
- ctx->Color.BlendSrc = GL_ONE;
- ctx->Color.BlendDst = 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.SWLogicOpEnabled = GL_FALSE;
- ctx->Color.LogicOp = GL_COPY;
- ctx->Color.DitherFlag = GL_TRUE;
-
- /* Current group */
- ctx->Current.Index = 1;
- ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
- ctx->Current.IntColor[0] = (GLint) ctx->Visual->RedScale;
- ctx->Current.IntColor[1] = (GLint) ctx->Visual->GreenScale;
- ctx->Current.IntColor[2] = (GLint) ctx->Visual->BlueScale;
- ctx->Current.IntColor[3] = (GLint) ctx->Visual->AlphaScale;
- ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
- ctx->Current.RasterPosValid = GL_TRUE;
- ctx->Current.RasterIndex = 1;
- ASSIGN_4V( ctx->Current.TexCoord, 0.0, 0.0, 0.0, 1.0 );
- ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
- 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;
-
- /* 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.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.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;
-
- /* 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.Enabled = 0;
- ctx->Texture.EnvMode = GL_MODULATE;
- ASSIGN_4V( ctx->Texture.EnvColor, 0.0, 0.0, 0.0, 0.0 );
- ctx->Texture.TexGenEnabled = 0;
- ctx->Texture.GenModeS = GL_EYE_LINEAR;
- ctx->Texture.GenModeT = GL_EYE_LINEAR;
- ctx->Texture.GenModeR = GL_EYE_LINEAR;
- ctx->Texture.GenModeQ = GL_EYE_LINEAR;
- ASSIGN_4V( ctx->Texture.ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Texture.ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Texture.ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Texture.ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Texture.EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Texture.EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Texture.EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Texture.EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
-
- assert( ctx->Shared->TexObjectList );
- assert( ctx->Shared->TexObjectList->Next );
- ctx->Texture.Current1D = ctx->Shared->TexObjectList;
- ctx->Texture.Current2D = ctx->Shared->TexObjectList->Next;
- ctx->Texture.Current3D = ctx->Shared->TexObjectList->Next->Next;
-
- /* Transformation group */
- ctx->Transform.MatrixMode = GL_MODELVIEW;
- ctx->Transform.Normalize = 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;
-
- /* 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;
-
- /* 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;
-
- if ( ctx->Visual->RedScale==255.0F
- && ctx->Visual->GreenScale==255.0F
- && ctx->Visual->BlueScale==255.0F
- && ctx->Visual->AlphaScale==255.0F) {
- ctx->Visual->EightBitColor = GL_TRUE;
- }
- else {
- ctx->Visual->EightBitColor = GL_FALSE;
- }
- ctx->FastDrawPixels = ctx->Visual->RGBAflag && ctx->Visual->EightBitColor;
-
- ctx->PointsFunc = NULL;
- ctx->LineFunc = NULL;
- ctx->TriangleFunc = NULL;
-
- ctx->CallDepth = 0;
- ctx->ExecuteFlag = GL_TRUE;
- ctx->CompileFlag = GL_FALSE;
-
- ctx->ErrorValue = GL_NO_ERROR;
-
- /* For debug/development only */
- ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
- }
- }
-
-
-
- /*
- * Allocate a new GLvisual object.
- * Input: rgb_flag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
- * alpha_flag - alloc software alpha buffers?
- * db_flag - double buffering?
- * depth_bits - requested minimum bits per depth buffer value
- * stencil_bits - requested minimum bits per stencil buffer value
- * accum_bits - requested minimum bits per accum buffer component
- * index_bits - number of bits per pixel if rgb_flag==GL_FALSE
- * red, green, blue_scale - float-to-int color scaling
- * alpha_scale - ignored if alpha_flag is true
- */
- GLvisual *gl_create_visual( GLboolean rgb_flag,
- GLboolean alpha_flag,
- GLboolean db_flag,
- GLint depth_bits,
- GLint stencil_bits,
- GLint accum_bits,
- GLint index_bits,
- GLfloat red_scale,
- GLfloat green_scale,
- GLfloat blue_scale,
- GLfloat alpha_scale )
- {
- GLvisual *vis;
-
- /* Can't do better than 8-bit/channel color at this time */
- assert( red_scale<=255.0 );
- assert( green_scale<=255.0 );
- assert( blue_scale<=255.0 );
- assert( alpha_scale<=255.0 );
-
- if (depth_bits > 8*sizeof(GLdepth)) {
- /* can't meet depth buffer requirements */
- return NULL;
- }
- if (stencil_bits > 8*sizeof(GLstencil)) {
- /* can't meet stencil buffer requirements */
- return NULL;
- }
- if (accum_bits > 8*sizeof(GLaccum)) {
- /* can't meet accum buffer requirements */
- return NULL;
- }
-
- vis = (GLvisual *) calloc( 1, sizeof(GLvisual) );
- if (!vis) {
- return NULL;
- }
-
- vis->RGBAflag = rgb_flag;
- vis->DBflag = db_flag;
- vis->RedScale = red_scale;
- vis->GreenScale = green_scale;
- vis->BlueScale = blue_scale;
- vis->AlphaScale = alpha_scale;
- if (red_scale) {
- vis->InvRedScale = 1.0F / red_scale;
- }
- if (green_scale) {
- vis->InvGreenScale = 1.0F / green_scale;
- }
- if (blue_scale) {
- vis->InvBlueScale = 1.0F / blue_scale;
- }
- if (alpha_scale) {
- vis->InvAlphaScale = 1.0F / alpha_scale;
- }
- vis->IndexBits = index_bits;
- vis->DepthBits = depth_bits;
- vis->AccumBits = accum_bits;
- vis->StencilBits = stencil_bits;
-
- if (red_scale==255.0F && green_scale==255.0F
- && blue_scale==255.0F && alpha_scale==255.0F) {
- vis->EightBitColor = GL_TRUE;
- }
- else {
- vis->EightBitColor = GL_FALSE;
- }
-
- /* software alpha buffers */
- if (alpha_flag) {
- vis->FrontAlphaEnabled = GL_TRUE;
- if (db_flag) {
- 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();
- if (!ctx->Texture.Proxy1D) {
- return GL_FALSE;
- }
-
- ctx->Texture.Proxy2D = gl_alloc_texture_object();
- if (!ctx->Texture.Proxy2D) {
- gl_free_texture_object(ctx->Texture.Proxy1D);
- return GL_FALSE;
- }
-
- ctx->Texture.Proxy2D = gl_alloc_texture_object();
- if (!ctx->Texture.Proxy2D) {
- gl_free_texture_object(ctx->Texture.Proxy1D);
- return GL_FALSE;
- }
-
- ctx->Texture.Proxy3D = gl_alloc_texture_object();
- if (!ctx->Texture.Proxy3D) {
- gl_free_texture_object(ctx->Texture.Proxy1D);
- gl_free_texture_object(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(ctx->Texture.Proxy1D);
- gl_free_texture_object(ctx->Texture.Proxy2D);
- gl_free_texture_object(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 )
- {
- 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 );
-
- ctx = (GLcontext *) calloc( 1, sizeof(GLcontext) );
- if (!ctx) {
- return NULL;
- }
-
- ctx->DriverCtx = driver_ctx;
-
- ctx->Visual = visual;
- ctx->Buffer = NULL;
-
- gl_init_lists();
- gl_init_eval(ctx);
-
- ctx->VB = (struct vertex_buffer *) malloc(sizeof(struct vertex_buffer));
- if (!ctx->VB) {
- free( ctx );
- return NULL;
- }
- gl_init_vb( ctx->VB );
-
- ctx->PB = (struct pixel_buffer *) malloc(sizeof(struct pixel_buffer));
- if (!ctx->PB) {
- free( ctx->VB );
- free( ctx );
- return NULL;
- }
- PB_INIT( ctx->PB, GL_BITMAP );
-
- 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 );
-
- 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->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) {
- GLint i;
-
- #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->Shared );
- }
-
- /* Free proxy texture info */
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- free( ctx->Texture.Proxy1D->Image[i] );
- free( ctx->Texture.Proxy2D->Image[i] );
- free( ctx->Texture.Proxy3D->Image[i] );
- }
- free( ctx->Texture.Proxy1D );
- free( ctx->Texture.Proxy2D );
- free( ctx->Texture.Proxy3D );
-
- 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 );
- }
- }
-
-
-
- /**********************************************************************/
- /***** Miscellaneous functions *****/
- /**********************************************************************/
-
-
- /*
- * 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( 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) {
- MEMCPY( &dst->PolygonStipple, &src->PolygonStipple, 32*sizeof(GLuint) );
- }
- 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) );
- }
- }
-
-
-
- /*
- * 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( GLcontext *ctx, const char *s )
- {
- fprintf( stderr, "Mesa implementation error: %s\n", s );
- fprintf( stderr, "Report to Mesa author.\n" );
- }
-
-
-
- /*
- * 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( 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 );
- }
- }
-
-
-
- /*
- * 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 = GL_NO_ERROR;
- return e;
- }
-
-
-
- void gl_ResizeBuffersMESA( GLcontext *ctx )
- {
- GLint newsize;
- GLuint buf_width, buf_height;
-
- /* 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!=buf_width || ctx->Buffer->Height!=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 );
- (*ctx->Driver.ClearDepthBuffer)( 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) {
- if (ctx->Color.ColorMask==0xf) {
- /* 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 & 8) ? GL_TRUE : GL_FALSE;
- GLboolean green = (ctx->Color.ColorMask & 4) ? GL_TRUE : GL_FALSE;
- GLboolean blue = (ctx->Color.ColorMask & 2) ? GL_TRUE : GL_FALSE;
- GLboolean alpha = (ctx->Color.ColorMask & 1) ? 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;
- }
- }
- }
- }
-
-
-
- /*
- * Recompute the value of ctx->RasterMask, ctx->ClipMask, 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->Fog.Enabled) 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 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->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_rasterflags(ctx);
- }
-
- if (ctx->NewState & NEW_LIGHTING) {
- gl_update_lighting(ctx);
- if (ctx->Light.ColorMaterialEnabled) {
- ctx->Exec.Color4f = gl_ColorMat4f;
- ctx->Exec.Color4ub = gl_ColorMat4ub;
- }
- else {
- ctx->Exec.Color4f = gl_Color4f;
- if (ctx->Visual->EightBitColor) {
- ctx->Exec.Color4ub = gl_Color4ub8bit;
- }
- else {
- ctx->Exec.Color4ub = gl_Color4ub;
- }
- }
- if (!ctx->CompileFlag) {
- ctx->API.Color4f = ctx->Exec.Color4f;
- ctx->API.Color4ub = ctx->Exec.Color4ub;
- }
- }
-
- if (ctx->NewState & NEW_TEXTURING) {
- gl_update_texture_state(ctx);
- }
-
- if (ctx->NewState & (NEW_LIGHTING | NEW_TEXTURING)) {
- /* Check if normal vectors are needed */
- if (ctx->Light.Enabled
- || (ctx->Texture.GenModeS==GL_SPHERE_MAP
- && (ctx->Texture.TexGenEnabled & S_BIT))
- || (ctx->Texture.GenModeT==GL_SPHERE_MAP
- && (ctx->Texture.TexGenEnabled & T_BIT))) {
- 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_RASTER_OPS) {
- /* 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_RASTER_OPS | 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;
- ctx->Driver.ClearDepthBuffer = gl_clear_depth_buffer;
- if (ctx->Depth.Mask) {
- switch (ctx->Depth.Func) {
- case GL_LESS:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
- break;
- case GL_GREATER:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
- break;
- default:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- }
- else {
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
- ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
- }
- if (ctx->Driver.UpdateState) {
- (*ctx->Driver.UpdateState)(ctx);
- }
-
- gl_set_point_function(ctx);
- gl_set_line_function(ctx);
- gl_set_triangle_function(ctx);
-
- gl_set_vertex_function(ctx);
-
- ctx->NewState = 0;
- }
-
-