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context.c
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1999-02-04
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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
#ifdef __PPC__ /* additional profiling */
extern GLdouble prof1_time,prof2_time,prof3_time,prof4_time,prof5_time,prof6_time,prof7_time,prof8_time,profrender_time;
#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
#ifndef AMIGA
#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;
}
}
#else
#ifdef __PPC__
#include <devices/timer.h>
#include <clib/powerpc_protos.h>
GLdouble gl_time( void )
{
static GLdouble prev_time = 0.0;
static GLdouble time;
struct timeval tv;
GetSysTimePPC(&tv);
time = ((GLdouble)tv.tv_secs + (GLdouble)tv.tv_micro / 1000000);
if (time>prev_time) {
prev_time = time;
return time;
}
else {
return prev_time;
}
}
#endif
#endif
/*
* 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(" transformation %8.3f\n",prof1_time);
printf(" clipping %8.3f\n",prof2_time);
printf(" projection %8.3f\n",prof3_time);
printf(" lighting %8.3f\n",prof4_time);
printf(" per-vertex fogging %8.3f\n",prof5_time);
printf(" texcoord transformation %8.3f\n",prof6_time);
printf(" viewport calculations %8.3f\n",prof7_time);
printf(" raster setup %8.3f\n",prof8_time);
printf(" render vertex buffer %8.3f\n",profrender_time);
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)
{
#if 0 /* dangerous! */
/* tell device driver to delete texture */
if (ctx->Driver.DeleteTexture) {
(*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
}
#endif
/* 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;
#ifdef DRIVEREXT
ctx->Driver.LineStripFunc = NULL;
ctx->Driver.TriStripFunc = NULL;
ctx->Driver.TriFanFunc = NULL;
#endif
/*
* 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;
}