/* $Id: context.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ /* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * 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 #include #include #include #include #include "accum.h" #include "alphabuf.h" #include "api.h" #include "clip.h" #include "context.h" #include "cva.h" #include "depth.h" #include "dlist.h" #include "eval.h" #include "enums.h" #include "fog.h" #include "hash.h" #include "light.h" #include "lines.h" #include "dlist.h" #include "macros.h" #include "matrix.h" #include "mmath.h" #include "pb.h" #include "pipeline.h" #include "points.h" #include "pointers.h" #include "quads.h" #include "shade.h" #include "simple_list.h" #include "stencil.h" #include "stages.h" #include "triangle.h" #include "translate.h" #include "teximage.h" #include "texobj.h" #include "texstate.h" #include "texture.h" #include "types.h" #include "varray.h" #include "vb.h" #include "vbcull.h" #include "vbfill.h" #include "vbrender.h" #include "vbxform.h" #include "xform.h" #ifdef XFree86Server #include "GL/xf86glx.h" #endif #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; struct immediate *CURRENT_INPUT = NULL; #endif /*THREADS*/ /**********************************************************************/ /***** Profiling functions *****/ /**********************************************************************/ #ifdef PROFILE #include #include /* * 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 *****/ /**********************************************************************/ /* * This function just calls all the various one-time-init functions in Mesa. */ static void one_time_init( void ) { static GLboolean alreadyCalled = GL_FALSE; if (!alreadyCalled) { gl_init_clip(); gl_init_eval(); gl_init_fog(); gl_init_math(); gl_init_lists(); gl_init_shade(); gl_init_texture(); gl_init_transformation(); gl_init_translate(); gl_init_vbrender(); gl_init_vbxform(); alreadyCalled = GL_TRUE; } #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__) fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__); #endif } /* * 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;iDefaultD[d][i] = gl_alloc_texture_object(ss, 0, d); if (!ss->DefaultD[d][i]) { outOfMemory = GL_TRUE; break; } ss->DefaultD[d][i]->RefCount++; /* don't free if not in use */ } } if (!ss->DisplayList || !ss->TexObjects || outOfMemory) { /* Ran out of memory at some point. Free everything and return NULL */ if (ss->DisplayList) DeleteHashTable(ss->DisplayList); if (ss->TexObjects) DeleteHashTable(ss->TexObjects); for (i=0;iDefaultD[1][i]) gl_free_texture_object(ss, ss->DefaultD[1][i]); if (ss->DefaultD[2][i]) gl_free_texture_object(ss, ss->DefaultD[2][i]); if (ss->DefaultD[3][i]) gl_free_texture_object(ss, ss->DefaultD[3][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 (ctx->Driver.DeleteTexture) (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList ); /* this function removes from linked list too! */ gl_free_texture_object(ss, ss->TexObjectList); } DeleteHashTable(ss->TexObjects); free(ss); } /* * Initialize the nth light. Note that the defaults for light 0 are * different than the other lights. */ static void init_light( struct gl_light *l, GLuint n ) { make_empty_list( l ); ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 ); if (n==0) { ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 ); ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 ); } else { ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 ); } ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 ); ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 ); l->SpotExponent = 0.0; gl_compute_spot_exp_table( l ); l->SpotCutoff = 180.0; l->CosCutoff = 0.0; /* KW: -ve values not admitted */ l->ConstantAttenuation = 1.0; l->LinearAttenuation = 0.0; l->QuadraticAttenuation = 0.0; l->Enabled = GL_FALSE; } static void init_lightmodel( struct gl_lightmodel *lm ) { ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 ); lm->LocalViewer = GL_FALSE; lm->TwoSide = GL_FALSE; lm->ColorControl = GL_SINGLE_COLOR; } static void init_material( struct gl_material *m ) { ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 ); ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 ); ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 ); m->Shininess = 0.0; m->AmbientIndex = 0; m->DiffuseIndex = 1; m->SpecularIndex = 1; } static void init_texture_unit( GLcontext *ctx, GLuint unit ) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; texUnit->EnvMode = GL_MODULATE; ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); texUnit->TexGenEnabled = 0; texUnit->GenModeS = GL_EYE_LINEAR; texUnit->GenModeT = GL_EYE_LINEAR; texUnit->GenModeR = GL_EYE_LINEAR; texUnit->GenModeQ = GL_EYE_LINEAR; /* Yes, these plane coefficients are correct! */ ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 ); ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 ); ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 ); ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 ); ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 ); ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 ); ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 ); ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 ); texUnit->CurrentD[1] = ctx->Shared->DefaultD[1][unit]; texUnit->CurrentD[2] = ctx->Shared->DefaultD[2][unit]; texUnit->CurrentD[3] = ctx->Shared->DefaultD[3][unit]; } static void init_fallback_arrays( GLcontext *ctx ) { struct gl_client_array *cl; GLuint i; cl = &ctx->Fallback.Normal; cl->Size = 3; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.Normal; cl->Enabled = 1; cl = &ctx->Fallback.Color; cl->Size = 4; cl->Type = GL_UNSIGNED_BYTE; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.ByteColor; cl->Enabled = 1; cl = &ctx->Fallback.Index; cl->Size = 1; cl->Type = GL_UNSIGNED_INT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) &ctx->Current.Index; cl->Enabled = 1; for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) { cl = &ctx->Fallback.TexCoord[i]; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.Texcoord[i]; cl->Enabled = 1; } cl = &ctx->Fallback.EdgeFlag; cl->Size = 1; cl->Type = GL_UNSIGNED_BYTE; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) &ctx->Current.EdgeFlag; cl->Enabled = 1; } /* Initialize a 1-D evaluator map */ static void init_1d_map( struct gl_1d_map *map, int n, const float *initial ) { map->Order = 1; map->u1 = 0.0; map->u2 = 1.0; map->Points = (GLfloat *) malloc(n * sizeof(GLfloat)); if (map->Points) { GLint i; for (i=0;iPoints[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 = (GLfloat *) malloc(n * sizeof(GLfloat)); if (map->Points) { GLint i; for (i=0;iPoints[i] = initial[i]; } map->Retain = GL_FALSE; } /* * Initialize a gl_context structure to default values. */ static void initialize_context( GLcontext *ctx ) { GLuint i, j; if (ctx) { /* Constants, may be overriden by device driver */ ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1); ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS; ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE; /* Modelview matrix */ gl_matrix_ctr( &ctx->ModelView ); gl_matrix_alloc_inv( &ctx->ModelView ); ctx->ModelViewStackDepth = 0; for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) { gl_matrix_ctr( &ctx->ModelViewStack[i] ); gl_matrix_alloc_inv( &ctx->ModelViewStack[i] ); } /* Projection matrix - need inv for user clipping in clip space*/ gl_matrix_ctr( &ctx->ProjectionMatrix ); gl_matrix_alloc_inv( &ctx->ProjectionMatrix ); gl_matrix_ctr( &ctx->ModelProjectMatrix ); gl_matrix_ctr( &ctx->ModelProjectWinMatrix ); ctx->ModelProjectWinMatrixUptodate = GL_FALSE; ctx->ProjectionStackDepth = 0; ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */ ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */ for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) { gl_matrix_ctr( &ctx->ProjectionStack[i] ); gl_matrix_alloc_inv( &ctx->ProjectionStack[i] ); } /* Texture matrix */ for (i=0; iTextureMatrix[i] ); ctx->TextureStackDepth[i] = 0; for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) { ctx->TextureStack[i][j].inv = 0; } } /* Accumulate buffer group */ ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 ); /* Color buffer group */ ctx->Color.IndexMask = 0xffffffff; ctx->Color.ColorMask[0] = 0xff; ctx->Color.ColorMask[1] = 0xff; ctx->Color.ColorMask[2] = 0xff; ctx->Color.ColorMask[3] = 0xff; ctx->Color.SWmasking = GL_FALSE; ctx->Color.ClearIndex = 0; ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 ); ctx->Color.DrawBuffer = GL_FRONT; ctx->Color.AlphaEnabled = GL_FALSE; ctx->Color.AlphaFunc = GL_ALWAYS; ctx->Color.AlphaRef = 0; ctx->Color.BlendEnabled = GL_FALSE; ctx->Color.BlendSrcRGB = GL_ONE; ctx->Color.BlendDstRGB = GL_ZERO; ctx->Color.BlendSrcA = GL_ONE; ctx->Color.BlendDstA = GL_ZERO; ctx->Color.BlendEquation = GL_FUNC_ADD_EXT; ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */ ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 ); ctx->Color.IndexLogicOpEnabled = GL_FALSE; ctx->Color.ColorLogicOpEnabled = GL_FALSE; ctx->Color.SWLogicOpEnabled = GL_FALSE; ctx->Color.LogicOp = GL_COPY; ctx->Color.DitherFlag = GL_TRUE; ctx->Color.MultiDrawBuffer = GL_FALSE; /* Current group */ ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255); ctx->Current.Index = 1; for (i=0; iCurrent.Texcoord[i], 0.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 ); ctx->Current.RasterDistance = 0.0; ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 ); ctx->Current.RasterIndex = 1; for (i=0; iCurrent.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 ); ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0]; ctx->Current.RasterPosValid = GL_TRUE; ctx->Current.EdgeFlag = GL_TRUE; ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 ); ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1); ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE| VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL); init_fallback_arrays( ctx ); /* Depth buffer group */ ctx->Depth.Test = GL_FALSE; ctx->Depth.Clear = 1.0; ctx->Depth.Func = GL_LESS; ctx->Depth.Mask = GL_TRUE; /* Evaluators group */ ctx->Eval.Map1Color4 = GL_FALSE; ctx->Eval.Map1Index = GL_FALSE; ctx->Eval.Map1Normal = GL_FALSE; ctx->Eval.Map1TextureCoord1 = GL_FALSE; ctx->Eval.Map1TextureCoord2 = GL_FALSE; ctx->Eval.Map1TextureCoord3 = GL_FALSE; ctx->Eval.Map1TextureCoord4 = GL_FALSE; ctx->Eval.Map1Vertex3 = GL_FALSE; ctx->Eval.Map1Vertex4 = GL_FALSE; ctx->Eval.Map2Color4 = GL_FALSE; ctx->Eval.Map2Index = GL_FALSE; ctx->Eval.Map2Normal = GL_FALSE; ctx->Eval.Map2TextureCoord1 = GL_FALSE; ctx->Eval.Map2TextureCoord2 = GL_FALSE; ctx->Eval.Map2TextureCoord3 = GL_FALSE; ctx->Eval.Map2TextureCoord4 = GL_FALSE; ctx->Eval.Map2Vertex3 = GL_FALSE; ctx->Eval.Map2Vertex4 = GL_FALSE; ctx->Eval.AutoNormal = GL_FALSE; ctx->Eval.MapGrid1un = 1; ctx->Eval.MapGrid1u1 = 0.0; ctx->Eval.MapGrid1u2 = 1.0; ctx->Eval.MapGrid2un = 1; ctx->Eval.MapGrid2vn = 1; ctx->Eval.MapGrid2u1 = 0.0; ctx->Eval.MapGrid2u2 = 1.0; ctx->Eval.MapGrid2v1 = 0.0; ctx->Eval.MapGrid2v2 = 1.0; /* Evaluator data */ { static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 }; static GLfloat normal[3] = { 0.0, 0.0, 1.0 }; static GLfloat index[1] = { 1.0 }; static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 }; static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 }; init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex ); init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex ); init_1d_map( &ctx->EvalMap.Map1Index, 1, index ); init_1d_map( &ctx->EvalMap.Map1Color4, 4, color ); init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal ); init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord ); init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord ); init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord ); init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord ); init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex ); init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex ); init_2d_map( &ctx->EvalMap.Map2Index, 1, index ); init_2d_map( &ctx->EvalMap.Map2Color4, 4, color ); init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal ); init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord ); init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord ); init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord ); init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord ); } /* Fog group */ ctx->Fog.Enabled = GL_FALSE; ctx->Fog.Mode = GL_EXP; ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 ); ctx->Fog.Index = 0.0; ctx->Fog.Density = 1.0; ctx->Fog.Start = 0.0; ctx->Fog.End = 1.0; /* Hint group */ ctx->Hint.PerspectiveCorrection = GL_DONT_CARE; ctx->Hint.PointSmooth = GL_DONT_CARE; ctx->Hint.LineSmooth = GL_DONT_CARE; ctx->Hint.PolygonSmooth = GL_DONT_CARE; ctx->Hint.Fog = GL_DONT_CARE; ctx->Hint.AllowDrawWin = GL_TRUE; ctx->Hint.AllowDrawSpn = GL_TRUE; ctx->Hint.AllowDrawMem = GL_TRUE; ctx->Hint.StrictLighting = GL_TRUE; /* Pipeline */ gl_pipeline_init( ctx ); gl_cva_init( ctx ); /* Extensions */ gl_extensions_ctr( ctx ); ctx->AllowVertexCull = 0; /* Lighting group */ for (i=0;iLight.Light[i], i ); } make_empty_list( &ctx->Light.EnabledList ); init_lightmodel( &ctx->Light.Model ); init_material( &ctx->Light.Material[0] ); init_material( &ctx->Light.Material[1] ); ctx->Light.ShadeModel = GL_SMOOTH; ctx->Light.Enabled = GL_FALSE; ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK; ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE; ctx->Light.ColorMaterialBitmask = gl_material_bitmask( ctx, GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, ~0, 0 ); ctx->Light.ColorMaterialEnabled = GL_FALSE; /* Line group */ ctx->Line.SmoothFlag = GL_FALSE; ctx->Line.StippleFlag = GL_FALSE; ctx->Line.Width = 1.0; ctx->Line.StipplePattern = 0xffff; ctx->Line.StippleFactor = 1; /* Display List group */ ctx->List.ListBase = 0; /* Pixel group */ ctx->Pixel.RedBias = 0.0; ctx->Pixel.RedScale = 1.0; ctx->Pixel.GreenBias = 0.0; ctx->Pixel.GreenScale = 1.0; ctx->Pixel.BlueBias = 0.0; ctx->Pixel.BlueScale = 1.0; ctx->Pixel.AlphaBias = 0.0; ctx->Pixel.AlphaScale = 1.0; ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE; ctx->Pixel.DepthBias = 0.0; ctx->Pixel.DepthScale = 1.0; ctx->Pixel.IndexOffset = 0; ctx->Pixel.IndexShift = 0; ctx->Pixel.ZoomX = 1.0; ctx->Pixel.ZoomY = 1.0; ctx->Pixel.MapColorFlag = GL_FALSE; ctx->Pixel.MapStencilFlag = GL_FALSE; ctx->Pixel.MapStoSsize = 1; ctx->Pixel.MapItoIsize = 1; ctx->Pixel.MapItoRsize = 1; ctx->Pixel.MapItoGsize = 1; ctx->Pixel.MapItoBsize = 1; ctx->Pixel.MapItoAsize = 1; ctx->Pixel.MapRtoRsize = 1; ctx->Pixel.MapGtoGsize = 1; ctx->Pixel.MapBtoBsize = 1; ctx->Pixel.MapAtoAsize = 1; ctx->Pixel.MapStoS[0] = 0; ctx->Pixel.MapItoI[0] = 0; ctx->Pixel.MapItoR[0] = 0.0; ctx->Pixel.MapItoG[0] = 0.0; ctx->Pixel.MapItoB[0] = 0.0; ctx->Pixel.MapItoA[0] = 0.0; ctx->Pixel.MapItoR8[0] = 0; ctx->Pixel.MapItoG8[0] = 0; ctx->Pixel.MapItoB8[0] = 0; ctx->Pixel.MapItoA8[0] = 0; ctx->Pixel.MapRtoR[0] = 0.0; ctx->Pixel.MapGtoG[0] = 0.0; ctx->Pixel.MapBtoB[0] = 0.0; ctx->Pixel.MapAtoA[0] = 0.0; /* Point group */ ctx->Point.SmoothFlag = GL_FALSE; ctx->Point.Size = 1.0; ctx->Point.Params[0] = 1.0; ctx->Point.Params[1] = 0.0; ctx->Point.Params[2] = 0.0; ctx->Point.Attenuated = GL_FALSE; ctx->Point.MinSize = 0.0; ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE; ctx->Point.Threshold = 1.0; /* Polygon group */ ctx->Polygon.CullFlag = GL_FALSE; ctx->Polygon.CullFaceMode = GL_BACK; ctx->Polygon.FrontFace = GL_CCW; ctx->Polygon.FrontBit = 0; ctx->Polygon.FrontMode = GL_FILL; ctx->Polygon.BackMode = GL_FILL; ctx->Polygon.Unfilled = GL_FALSE; ctx->Polygon.SmoothFlag = GL_FALSE; ctx->Polygon.StippleFlag = GL_FALSE; ctx->Polygon.OffsetFactor = 0.0F; ctx->Polygon.OffsetUnits = 0.0F; ctx->Polygon.OffsetPoint = GL_FALSE; ctx->Polygon.OffsetLine = GL_FALSE; ctx->Polygon.OffsetFill = GL_FALSE; /* Polygon Stipple group */ MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) ); /* Scissor group */ ctx->Scissor.Enabled = GL_FALSE; ctx->Scissor.X = 0; ctx->Scissor.Y = 0; ctx->Scissor.Width = 0; ctx->Scissor.Height = 0; /* Stencil group */ ctx->Stencil.Enabled = GL_FALSE; ctx->Stencil.Function = GL_ALWAYS; ctx->Stencil.FailFunc = GL_KEEP; ctx->Stencil.ZPassFunc = GL_KEEP; ctx->Stencil.ZFailFunc = GL_KEEP; ctx->Stencil.Ref = 0; ctx->Stencil.ValueMask = 0xff; ctx->Stencil.Clear = 0; ctx->Stencil.WriteMask = 0xff; /* Texture group */ ctx->Texture.CurrentUnit = 0; /* multitexture */ ctx->Texture.CurrentTransformUnit = 0; /* multitexture */ ctx->Texture.Enabled = 0; for (i=0; iTexture.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;iTransform.ClipEnabled[i] = GL_FALSE; ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 ); } ctx->Transform.AnyClip = GL_FALSE; /* Viewport group */ ctx->Viewport.X = 0; ctx->Viewport.Y = 0; ctx->Viewport.Width = 0; ctx->Viewport.Height = 0; ctx->Viewport.Near = 0.0; ctx->Viewport.Far = 1.0; gl_matrix_ctr(&ctx->Viewport.WindowMap); #define Sz 10 #define Tz 14 ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE; ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE; #undef Sz #undef Tz ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION; ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT; /* Vertex arrays */ ctx->Array.Vertex.Size = 4; ctx->Array.Vertex.Type = GL_FLOAT; ctx->Array.Vertex.Stride = 0; ctx->Array.Vertex.StrideB = 0; ctx->Array.Vertex.Ptr = NULL; ctx->Array.Vertex.Enabled = GL_FALSE; ctx->Array.Normal.Type = GL_FLOAT; ctx->Array.Normal.Stride = 0; ctx->Array.Normal.StrideB = 0; ctx->Array.Normal.Ptr = NULL; ctx->Array.Normal.Enabled = GL_FALSE; ctx->Array.Color.Size = 4; ctx->Array.Color.Type = GL_FLOAT; ctx->Array.Color.Stride = 0; ctx->Array.Color.StrideB = 0; ctx->Array.Color.Ptr = NULL; ctx->Array.Color.Enabled = GL_FALSE; ctx->Array.Index.Type = GL_FLOAT; ctx->Array.Index.Stride = 0; ctx->Array.Index.StrideB = 0; ctx->Array.Index.Ptr = NULL; ctx->Array.Index.Enabled = GL_FALSE; for (i = 0; i < MAX_TEXTURE_UNITS; i++) { ctx->Array.TexCoord[i].Size = 4; ctx->Array.TexCoord[i].Type = GL_FLOAT; ctx->Array.TexCoord[i].Stride = 0; ctx->Array.TexCoord[i].StrideB = 0; ctx->Array.TexCoord[i].Ptr = NULL; ctx->Array.TexCoord[i].Enabled = GL_FALSE; } ctx->Array.TexCoordInterleaveFactor = 1; ctx->Array.EdgeFlag.Stride = 0; ctx->Array.EdgeFlag.StrideB = 0; ctx->Array.EdgeFlag.Ptr = NULL; ctx->Array.EdgeFlag.Enabled = GL_FALSE; ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */ /* Pixel transfer */ ctx->Pack.Alignment = 4; ctx->Pack.RowLength = 0; ctx->Pack.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; /* Optimized Accum buffer */ ctx->IntegerAccumMode = GL_TRUE; ctx->IntegerAccumScaler = 0.0; /* multitexture */ ctx->TexCoordUnit = 0; /* Renderer and client attribute stacks */ ctx->AttribStackDepth = 0; ctx->ClientAttribStackDepth = 0; /*** Miscellaneous ***/ ctx->NewState = NEW_ALL; ctx->RenderMode = GL_RENDER; ctx->StippleCounter = 0; ctx->NeedNormals = GL_FALSE; ctx->DoViewportMapping = GL_TRUE; ctx->NeedEyeCoords = GL_FALSE; ctx->NeedEyeNormals = GL_FALSE; ctx->vb_proj_matrix = &ctx->ModelProjectMatrix; /* Display list */ ctx->CallDepth = 0; ctx->ExecuteFlag = GL_TRUE; ctx->CompileFlag = GL_FALSE; ctx->CurrentListPtr = NULL; ctx->CurrentBlock = NULL; ctx->CurrentListNum = 0; ctx->CurrentPos = 0; ctx->ErrorValue = (GLenum) GL_NO_ERROR; ctx->CatchSignals = GL_TRUE; /* 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 (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; vis->SoftwareAlpha = alphaFlag; 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;iTexture.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;iTexture.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; } } #define MALLOC_STRUCT(T) (struct T *) malloc( sizeof(struct T) ) /* * 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; GLuint i; (void) direct; /* not used */ /* 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 */ one_time_init(); ctx = (GLcontext *) calloc( 1, sizeof(GLcontext) ); if (!ctx) { return NULL; } ctx->DriverCtx = driver_ctx; ctx->Visual = visual; ctx->Buffer = NULL; ctx->VB = gl_vb_create_for_immediate( ctx ); if (!ctx->VB) { free( ctx ); return NULL; } ctx->input = ctx->VB->IM; 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 ); gl_reset_vb( ctx->VB ); gl_reset_input( ctx ); ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab ); make_empty_list( ctx->ShineTabList ); for (i = 0 ; i < 10 ; i++) { struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab ); s->shininess = -1; s->refcount = 0; insert_at_tail( ctx->ShineTabList, s ); } for (i = 0 ; i < 4 ; i++) { ctx->ShineTable[i] = ctx->ShineTabList->prev; ctx->ShineTable[i]->refcount++; } if (visual->DBflag) { ctx->Color.DrawBuffer = GL_BACK; ctx->Color.DriverDrawBuffer = GL_BACK_LEFT; ctx->Color.DrawDestMask = BACK_LEFT_BIT; ctx->Pixel.ReadBuffer = GL_BACK; ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT; } else { ctx->Color.DrawBuffer = GL_FRONT; ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT; ctx->Color.DrawDestMask = FRONT_LEFT_BIT; ctx->Pixel.ReadBuffer = GL_FRONT; ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT; } #ifdef PROFILE init_timings( ctx ); #endif #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; } /* Just reads the config files... */ void gl_context_initialize( GLcontext *ctx ) { gl_read_config_file( ctx ); } /* * Destroy a gl_context structure. */ void gl_destroy_context( GLcontext *ctx ) { if (ctx) { GLuint i; struct gl_shine_tab *s, *tmps; #ifdef PROFILE if (getenv("MESA_PROFILE")) { print_timings( ctx ); } #endif gl_matrix_dtr( &ctx->ModelView ); for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) { gl_matrix_dtr( &ctx->ModelViewStack[i] ); } 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 ); } foreach_s( s, tmps, ctx->ShineTabList ) { free( s ); } free( ctx->ShineTabList ); /* Free proxy texture objects */ gl_free_texture_object( NULL, ctx->Texture.Proxy1D ); gl_free_texture_object( NULL, ctx->Texture.Proxy2D ); gl_free_texture_object( NULL, ctx->Texture.Proxy3D ); /* Free evaluator data */ if (ctx->EvalMap.Map1Vertex3.Points) free( ctx->EvalMap.Map1Vertex3.Points ); if (ctx->EvalMap.Map1Vertex4.Points) free( ctx->EvalMap.Map1Vertex4.Points ); if (ctx->EvalMap.Map1Index.Points) free( ctx->EvalMap.Map1Index.Points ); if (ctx->EvalMap.Map1Color4.Points) free( ctx->EvalMap.Map1Color4.Points ); if (ctx->EvalMap.Map1Normal.Points) free( ctx->EvalMap.Map1Normal.Points ); if (ctx->EvalMap.Map1Texture1.Points) free( ctx->EvalMap.Map1Texture1.Points ); if (ctx->EvalMap.Map1Texture2.Points) free( ctx->EvalMap.Map1Texture2.Points ); if (ctx->EvalMap.Map1Texture3.Points) free( ctx->EvalMap.Map1Texture3.Points ); if (ctx->EvalMap.Map1Texture4.Points) free( ctx->EvalMap.Map1Texture4.Points ); if (ctx->EvalMap.Map2Vertex3.Points) free( ctx->EvalMap.Map2Vertex3.Points ); if (ctx->EvalMap.Map2Vertex4.Points) free( ctx->EvalMap.Map2Vertex4.Points ); if (ctx->EvalMap.Map2Index.Points) free( ctx->EvalMap.Map2Index.Points ); if (ctx->EvalMap.Map2Color4.Points) free( ctx->EvalMap.Map2Color4.Points ); if (ctx->EvalMap.Map2Normal.Points) free( ctx->EvalMap.Map2Normal.Points ); if (ctx->EvalMap.Map2Texture1.Points) free( ctx->EvalMap.Map2Texture1.Points ); if (ctx->EvalMap.Map2Texture2.Points) free( ctx->EvalMap.Map2Texture2.Points ); if (ctx->EvalMap.Map2Texture3.Points) free( ctx->EvalMap.Map2Texture3.Points ); if (ctx->EvalMap.Map2Texture4.Points) free( ctx->EvalMap.Map2Texture4.Points ); free( (void *) ctx ); #ifndef THREADS if (ctx==CC) { CC = NULL; CURRENT_INPUT = 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->FrontLeftAlpha) { free( buffer->FrontLeftAlpha ); } if (buffer->BackLeftAlpha) { free( buffer->BackLeftAlpha ); } if (buffer->FrontRightAlpha) { free( buffer->FrontRightAlpha ); } if (buffer->BackRightAlpha) { free( buffer->BackRightAlpha ); } free(buffer); } } /* * Set the current context, binding the given frame buffer to the context. */ void gl_make_current( GLcontext *ctx, GLframebuffer *buffer ) { GET_CONTEXT; /* Flush the old context */ if (CC) { ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(CC, "gl_make_current"); } #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; if (ctx) { SET_IMMEDIATE(ctx, ctx->input); } #endif if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n"); 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) ); /* gl_reinit_light_attrib( &dst->Light ); */ } if (mask & GL_LINE_BIT) { MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) ); } if (mask & GL_LIST_BIT) { MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) ); } if (mask & GL_PIXEL_MODE_BIT) { MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) ); } if (mask & GL_POINT_BIT) { MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) ); } if (mask & GL_POLYGON_BIT) { MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) ); } if (mask & GL_POLYGON_STIPPLE_BIT) { /* Use loop instead of MEMCPY due to problem with Portland Group's * C compiler. Reported by John Stone. */ int i; for (i=0;i<32;i++) { dst->PolygonStipple[i] = src->PolygonStipple[i]; } } if (mask & GL_SCISSOR_BIT) { MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) ); } if (mask & GL_STENCIL_BUFFER_BIT) { MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) ); } if (mask & GL_TEXTURE_BIT) { MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) ); } if (mask & GL_TRANSFORM_BIT) { MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) ); } if (mask & GL_VIEWPORT_BIT) { MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) ); } } /* * 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-bugs@mesa3d.org\n" ); (void) ctx; } /* * This is called to inform the user that he or she has tried to do * something illogical or if there's likely a bug in their program * (like enabled depth testing without a depth buffer). */ void gl_warning( const GLcontext *ctx, const char *s ) { GLboolean debug; #ifdef DEBUG debug = GL_TRUE; #else if (getenv("MESA_DEBUG")) { debug = GL_TRUE; } else { debug = GL_FALSE; } #endif if (debug) { fprintf( stderr, "Mesa warning: %s\n", s ); } (void) ctx; } void gl_compile_error( GLcontext *ctx, GLenum error, const char *s ) { if (ctx->CompileFlag) gl_save_error( ctx, error, s ); if (ctx->ExecuteFlag) gl_error( ctx, error, s ); } /* * This is Mesa's error handler. Normally, all that's done is the updating * of the current error value. If Mesa is compiled with -DDEBUG or if the * environment variable "MESA_DEBUG" is defined then a real error message * is printed to stderr. * Input: error - the error value * s - a diagnostic string */ void gl_error( GLcontext *ctx, GLenum error, const char *s ) { GLboolean debug; #ifdef DEBUG debug = GL_TRUE; #else if (getenv("MESA_DEBUG")) { debug = GL_TRUE; } else { debug = GL_FALSE; } #endif if (debug) { char errstr[1000]; switch (error) { case GL_NO_ERROR: strcpy( errstr, "GL_NO_ERROR" ); break; case GL_INVALID_VALUE: strcpy( errstr, "GL_INVALID_VALUE" ); break; case GL_INVALID_ENUM: strcpy( errstr, "GL_INVALID_ENUM" ); break; case GL_INVALID_OPERATION: strcpy( errstr, "GL_INVALID_OPERATION" ); break; case GL_STACK_OVERFLOW: strcpy( errstr, "GL_STACK_OVERFLOW" ); break; case GL_STACK_UNDERFLOW: strcpy( errstr, "GL_STACK_UNDERFLOW" ); break; case GL_OUT_OF_MEMORY: strcpy( errstr, "GL_OUT_OF_MEMORY" ); break; default: strcpy( errstr, "unknown" ); break; } fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s ); } if (ctx->ErrorValue==GL_NO_ERROR) { ctx->ErrorValue = error; } /* Call device driver's error handler, if any. This is used on the Mac. */ if (ctx->Driver.Error) { (*ctx->Driver.Error)( ctx ); } } /* * Execute a glGetError command */ GLenum gl_GetError( GLcontext *ctx ) { GLenum e = ctx->ErrorValue; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, "glGetError", 0); if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glGetError <-- %s\n", gl_lookup_enum_by_nr(e)); ctx->ErrorValue = (GLenum) GL_NO_ERROR; return e; } void gl_ResizeBuffersMESA( GLcontext *ctx ) { GLuint buf_width, buf_height; if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glResizeBuffersMESA\n"); /* 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 */ if (ctx->Buffer->Width == (GLint) buf_width && ctx->Buffer->Height == (GLint) buf_height) return; ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */ /* save buffer size */ ctx->Buffer->Width = buf_width; ctx->Buffer->Height = buf_height; /* Reallocate other buffers if needed. */ if (ctx->Visual->DepthBits>0) { /* reallocate depth buffer */ (*ctx->Driver.AllocDepthBuffer)( ctx ); } if (ctx->Visual->StencilBits>0) { /* reallocate stencil buffer */ gl_alloc_stencil_buffer( ctx ); } if (ctx->Visual->AccumBits>0) { /* reallocate accum buffer */ gl_alloc_accum_buffer( ctx ); } if (ctx->Visual->SoftwareAlpha) { 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->SoftwareAlpha && ctx->Color.ColorMask[ACOMP] && ctx->Color.DrawBuffer != GL_NONE) 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; } /* If we're not drawing to exactly one color buffer set the * MULTI_DRAW_BIT flag. Also set it if we're drawing to no * buffers or the RGBA or CI mask disables all writes. */ ctx->TriangleCaps &= ~DD_MULTIDRAW; if (ctx->Color.MultiDrawBuffer) { ctx->RasterMask |= MULTI_DRAW_BIT; ctx->TriangleCaps |= DD_MULTIDRAW; } else if (ctx->Color.DrawBuffer==GL_NONE) { ctx->RasterMask |= MULTI_DRAW_BIT; ctx->TriangleCaps |= DD_MULTIDRAW; } else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) { /* all RGBA channels disabled */ ctx->RasterMask |= MULTI_DRAW_BIT; ctx->TriangleCaps |= DD_MULTIDRAW; ctx->Color.DrawDestMask = 0; } else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) { /* all color index bits disabled */ ctx->RasterMask |= MULTI_DRAW_BIT; ctx->TriangleCaps |= DD_MULTIDRAW; ctx->Color.DrawDestMask = 0; } } void gl_print_state( const char *msg, GLuint state ) { fprintf(stderr, "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n", msg, state, (state & NEW_LIGHTING) ? "lighting, " : "", (state & NEW_RASTER_OPS) ? "raster-ops, " : "", (state & NEW_TEXTURING) ? "texturing, " : "", (state & NEW_POLYGON) ? "polygon, " : "", (state & NEW_DRVSTATE0) ? "driver-0, " : "", (state & NEW_DRVSTATE1) ? "driver-1, " : "", (state & NEW_DRVSTATE2) ? "driver-2, " : "", (state & NEW_DRVSTATE3) ? "driver-3, " : "", (state & NEW_MODELVIEW) ? "modelview, " : "", (state & NEW_PROJECTION) ? "projection, " : "", (state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "", (state & NEW_USER_CLIP) ? "user-clip, " : "", (state & NEW_TEXTURE_ENV) ? "texture-env, " : "", (state & NEW_CLIENT_STATE) ? "client-state, " : "", (state & NEW_FOG) ? "fog, " : "", (state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "", (state & NEW_VIEWPORT) ? "viewport, " : "", (state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : ""); } void gl_print_enable_flags( const char *msg, GLuint flags ) { fprintf(stderr, "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n", msg, flags, (flags & ENABLE_TEX0) ? "tex-0, " : "", (flags & ENABLE_TEX1) ? "tex-1, " : "", (flags & ENABLE_LIGHT) ? "light, " : "", (flags & ENABLE_FOG) ? "fog, " : "", (flags & ENABLE_USERCLIP) ? "userclip, " : "", (flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "", (flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "", (flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "", (flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "", (flags & ENABLE_NORMALIZE) ? "normalize, " : "", (flags & ENABLE_RESCALE) ? "rescale, " : ""); } /* * 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 ) { GLuint i; if (MESA_VERBOSE & VERBOSE_STATE) gl_print_state("", ctx->NewState); if (ctx->NewState & NEW_CLIENT_STATE) gl_update_client_state( ctx ); if ((ctx->NewState & NEW_TEXTURE_ENABLE) && (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled) ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS; if (ctx->NewState & NEW_TEXTURE_ENV) { if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode && ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode) ctx->NewState &= ~NEW_TEXTURE_ENV; ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode; ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode; } if ((ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE)) == 0) goto finished; if (ctx->NewState & NEW_TEXTURE_MATRIX) { ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1); for (i=0; i < MAX_TEXTURE_UNITS; i++) { if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER) { gl_matrix_analyze( &ctx->TextureMatrix[i] ); ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS; if (ctx->Texture.Unit[i].Enabled && ctx->TextureMatrix[i].type != MATRIX_IDENTITY) ctx->Enabled |= ENABLE_TEXMAT0 << i; } } } if (ctx->NewState & NEW_TEXTURING) { ctx->Texture.NeedNormals = GL_FALSE; gl_update_dirty_texobjs(ctx); ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1); ctx->Texture.ReallyEnabled = 0; for (i=0; i < MAX_TEXTURE_UNITS; i++) { if (ctx->Texture.Unit[i].Enabled) { gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] ); ctx->Texture.ReallyEnabled |= ctx->Texture.Unit[i].ReallyEnabled<<(i*4); if (ctx->Texture.Unit[i].GenFlags != 0) { ctx->Enabled |= ENABLE_TEXGEN0 << i; if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS) { ctx->Texture.NeedNormals = GL_TRUE; ctx->Texture.NeedEyeCoords = GL_TRUE; } if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD) { ctx->Texture.NeedEyeCoords = GL_TRUE; } } } } ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY; ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals); } if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING)) { 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 ); } /* 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; } /* 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 */ 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; } if (ctx->NewState & NEW_LIGHTING) { ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_EARLY_CULL); if (ctx->Light.Enabled) { if (ctx->Light.Model.TwoSide) ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_EARLY_CULL); gl_update_lighting(ctx); } } } if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) { if (ctx->NewState & NEW_POLYGON) { /* Setup CullBits bitmask */ if (ctx->Polygon.CullFlag) { switch(ctx->Polygon.CullFaceMode) { case GL_FRONT: ctx->Polygon.CullBits = 2; break; case GL_BACK: ctx->Polygon.CullBits = 1; break; default: case GL_FRONT_AND_BACK: ctx->Polygon.CullBits = 3; break; } } else ctx->Polygon.CullBits = 3; /* Any Polygon offsets enabled? */ ctx->TriangleCaps &= ~DD_TRI_OFFSET; if (ctx->Polygon.OffsetPoint || ctx->Polygon.OffsetLine || ctx->Polygon.OffsetFill) ctx->TriangleCaps |= DD_TRI_OFFSET; /* reset Z offsets now */ ctx->PointZoffset = 0.0; ctx->LineZoffset = 0.0; ctx->PolygonZoffset = 0.0; } } if (ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE| NEW_DRIVER_STATE|NEW_USER_CLIP| NEW_POLYGON)) gl_update_clipmask(ctx); if (ctx->NewState & (NEW_LIGHTING| NEW_RASTER_OPS| NEW_TEXTURING| NEW_TEXTURE_ENV| NEW_POLYGON| NEW_DRVSTATE0| NEW_DRVSTATE1| NEW_DRVSTATE2| NEW_DRVSTATE3| NEW_USER_CLIP)) { ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps; ctx->IndirectTriangles |= DD_SW_RASTERIZE; ctx->Driver.PointsFunc = NULL; ctx->Driver.LineFunc = NULL; ctx->Driver.TriangleFunc = NULL; ctx->Driver.QuadFunc = NULL; ctx->Driver.RectFunc = NULL; ctx->Driver.RenderVBClippedTab = NULL; ctx->Driver.RenderVBCulledTab = NULL; ctx->Driver.RenderVBRawTab = NULL; /* * 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. */ if (ctx->IndirectTriangles & DD_SW_RASTERIZE) { gl_set_point_function(ctx); gl_set_line_function(ctx); gl_set_triangle_function(ctx); gl_set_quad_function(ctx); } gl_set_render_vb_function(ctx); } /* Should only be calc'd when !need_eye_coords and not culling. */ if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) { if (ctx->NewState & NEW_MODELVIEW) { gl_matrix_analyze( &ctx->ModelView ); ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS; } if (ctx->NewState & NEW_PROJECTION) { gl_matrix_analyze( &ctx->ProjectionMatrix ); ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS; if (ctx->Transform.AnyClip) { gl_update_userclip( ctx ); } } gl_calculate_model_project_matrix( ctx ); ctx->ModelProjectWinMatrixUptodate = 0; } /* Figure out whether we can light in object space or not. If we * can, find the current positions of the lights in object space */ if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) && (ctx->NewState & (NEW_LIGHTING | NEW_MODELVIEW | NEW_PROJECTION | NEW_TEXTURING | NEW_RASTER_OPS | NEW_USER_CLIP))) { GLboolean oldcoord, oldnorm; oldcoord = ctx->NeedEyeCoords; oldnorm = ctx->NeedEyeNormals; ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals); ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) || ctx->Point.Attenuated); ctx->NeedEyeNormals = GL_FALSE; if (ctx->Light.Enabled) { if (ctx->Light.Flags & LIGHT_POSITIONAL) { /* Need length for attenuation */ if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING)) ctx->NeedEyeCoords = GL_TRUE; } else if (ctx->Light.NeedVertices) { /* Need angle for spot calculations */ if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING)) ctx->NeedEyeCoords = GL_TRUE; } ctx->NeedEyeNormals = ctx->NeedEyeCoords; } if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) { if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE; if (ctx->Texture.NeedNormals) ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE; } ctx->vb_proj_matrix = &ctx->ModelProjectMatrix; if (ctx->NeedEyeCoords) ctx->vb_proj_matrix = &ctx->ProjectionMatrix; if (ctx->Light.Enabled) { gl_update_lighting_function(ctx); if ( (ctx->NewState & NEW_LIGHTING) || ((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) && !ctx->NeedEyeCoords) || oldcoord != ctx->NeedEyeCoords || oldnorm != ctx->NeedEyeNormals) { gl_compute_light_positions(ctx); } ctx->rescale_factor = 1.0F; if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE | MAT_FLAG_GENERAL_SCALE | MAT_FLAG_GENERAL_3D | MAT_FLAG_GENERAL) ) { GLfloat *m = ctx->ModelView.inv; GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10]; if (f > 1e-12 && (f-1)*(f-1) > 1e-12) ctx->rescale_factor = 1.0/GL_SQRT(f); } } gl_update_normal_transform( ctx ); } finished: gl_update_pipelines(ctx); ctx->NewState = 0; }