From: Brian Paul Date: Fri, 14 Jan 2000 04:45:47 +0000 (+0000) Subject: added gl_initialize_context_data(), gl_free_context_data(). code clean-up X-Git-Tag: mesa-7.8~15090 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=4d053ddae8cc48dd29a75e67290cd09ed995f5c3;p=platform%2Fupstream%2Fmesa.git added gl_initialize_context_data(), gl_free_context_data(). code clean-up --- diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 2858f20..2b2e887 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1,4 +1,4 @@ -/* $Id: context.c,v 1.30 1999/12/17 17:00:32 brianp Exp $ */ +/* $Id: context.c,v 1.31 2000/01/14 04:45:47 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -249,6 +249,176 @@ static void print_timings( GLcontext *ctx ) /**********************************************************************/ +/***** GL Visual allocation/destruction *****/ +/**********************************************************************/ + + +/* + * 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( 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 ); +} + + + +/**********************************************************************/ +/***** GL Framebuffer allocation/destruction *****/ +/**********************************************************************/ + + +/* + * Create a new framebuffer. A GLframebuffer is a struct which + * encapsulates the depth, stencil and accum buffers and related + * parameters. + * Input: visual - a GLvisual pointer + * softwareDepth - create/use a software depth buffer? + * softwareStencil - create/use a software stencil buffer? + * softwareAccum - create/use a software accum buffer? + * softwareAlpha - create/use a software alpha buffer? + + * Return: pointer to new GLframebuffer struct or NULL if error. + */ +GLframebuffer *gl_create_framebuffer( GLvisual *visual, + GLboolean softwareDepth, + GLboolean softwareStencil, + GLboolean softwareAccum, + GLboolean softwareAlpha ) +{ + GLframebuffer *buffer; + + buffer = CALLOC_STRUCT(gl_frame_buffer); + if (!buffer) { + return NULL; + } + + /* sanity checks */ + if (softwareDepth ) { + assert(visual->DepthBits > 0); + } + if (softwareStencil) { + assert(visual->StencilBits > 0); + } + if (softwareAccum) { + assert(visual->RGBAflag); + assert(visual->AccumBits > 0); + } + if (softwareAlpha) { + assert(visual->RGBAflag); + assert(visual->AlphaBits > 0); + } + + buffer->Visual = visual; + buffer->UseSoftwareDepthBuffer = softwareDepth; + buffer->UseSoftwareStencilBuffer = softwareStencil; + buffer->UseSoftwareAccumBuffer = softwareAccum; + buffer->UseSoftwareAlphaBuffers = softwareAlpha; + + 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); + } +} + + + +/**********************************************************************/ /***** Context allocation, initialization, destroying *****/ /**********************************************************************/ @@ -260,6 +430,14 @@ static void one_time_init( void ) { static GLboolean alreadyCalled = GL_FALSE; if (!alreadyCalled) { + /* do some implementation tests */ + assert( sizeof(GLbyte) == 1 ); + assert( sizeof(GLshort) >= 2 ); + assert( sizeof(GLint) >= 4 ); + assert( sizeof(GLubyte) == 1 ); + assert( sizeof(GLushort) >= 2 ); + assert( sizeof(GLuint) >= 4 ); + gl_init_clip(); gl_init_eval(); gl_init_fog(); @@ -280,6 +458,7 @@ static void one_time_init( void ) } + /* * Allocate and initialize a shared context state structure. */ @@ -361,9 +540,6 @@ static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss ) - - - /* * Initialize the nth light. Note that the defaults for light 0 are * different than the other lights. @@ -493,6 +669,7 @@ static void init_fallback_arrays( GLcontext *ctx ) cl->Enabled = 1; } + /* Initialize a 1-D evaluator map */ static void init_1d_map( struct gl_1d_map *map, int n, const float *initial ) { @@ -539,637 +716,489 @@ static void init_color_table( struct gl_color_table *p ) /* - * Initialize a gl_context structure to default values. + * Initialize the attribute groups in a GLcontext. */ -static void initialize_context( GLcontext *ctx ) +static void init_attrib_groups( 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 = CLIP_CULLED_BIT; - - /* 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 = STENCIL_MAX; - ctx->Stencil.Clear = 0; - ctx->Stencil.WriteMask = STENCIL_MAX; - - /* Texture group */ - ctx->Texture.CurrentUnit = 0; /* multitexture */ - ctx->Texture.CurrentTransformUnit = 0; /* multitexture */ - ctx->Texture.Enabled = 0; - - for (i=0; iTexture.Palette); - - /* 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.ImageHeight = 0; - ctx->Pack.SkipPixels = 0; - ctx->Pack.SkipRows = 0; - ctx->Pack.SkipImages = 0; - ctx->Pack.SwapBytes = GL_FALSE; - ctx->Pack.LsbFirst = GL_FALSE; - ctx->Unpack.Alignment = 4; - ctx->Unpack.RowLength = 0; - ctx->Unpack.ImageHeight = 0; - ctx->Unpack.SkipPixels = 0; - ctx->Unpack.SkipRows = 0; - ctx->Unpack.SkipImages = 0; - ctx->Unpack.SwapBytes = GL_FALSE; - ctx->Unpack.LsbFirst = GL_FALSE; - - /* Feedback */ - ctx->Feedback.Type = GL_2D; /* TODO: verify */ - ctx->Feedback.Buffer = NULL; - ctx->Feedback.BufferSize = 0; - ctx->Feedback.Count = 0; - - /* Selection/picking */ - ctx->Select.Buffer = NULL; - ctx->Select.BufferSize = 0; - ctx->Select.BufferCount = 0; - ctx->Select.Hits = 0; - ctx->Select.NameStackDepth = 0; - - /* Optimized Accum buffer */ - ctx->IntegerAccumMode = GL_TRUE; - ctx->IntegerAccumScaler = 0.0; - - /* 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; + assert(ctx); - /* 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; + /* 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; - ctx->ErrorValue = (GLenum) GL_NO_ERROR; + /* Modelview matrix */ + gl_matrix_ctr( &ctx->ModelView ); + gl_matrix_alloc_inv( &ctx->ModelView ); - ctx->CatchSignals = GL_TRUE; - - /* For debug/development only */ - ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE; - ctx->FirstTimeCurrent = GL_TRUE; - - /* 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; - } + 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; -/* - * 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; - } + ctx->ProjectionStackDepth = 0; + ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */ + ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */ - vis = (GLvisual *) CALLOC( sizeof(GLvisual) ); - if (!vis) { - return NULL; + for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) { + gl_matrix_ctr( &ctx->ProjectionStack[i] ); + gl_matrix_alloc_inv( &ctx->ProjectionStack[i] ); } - 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 ); -} - - - - -/* - * 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 - * softwareDepth - create/use a software depth buffer? - * softwareStencil - create/use a software stencil buffer? - * softwareAccum - create/use a software accum buffer? - * softwareAlpha - create/use a software alpha buffer? - - * Return: pointer to new GLframebuffer struct or NULL if error. - */ -GLframebuffer *gl_create_framebuffer( GLvisual *visual, - GLboolean softwareDepth, - GLboolean softwareStencil, - GLboolean softwareAccum, - GLboolean softwareAlpha ) -{ - GLframebuffer *buffer; - - buffer = CALLOC_STRUCT(gl_frame_buffer); - if (!buffer) { - return NULL; + /* 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; + } } - /* sanity checks */ - if (softwareDepth ) { - assert(visual->DepthBits > 0); - } - if (softwareStencil) { - assert(visual->StencilBits > 0); - } - if (softwareAccum) { - assert(visual->RGBAflag); - assert(visual->AccumBits > 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 = CLIP_CULLED_BIT; + + /* 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; + + /* Lighting miscellaneous */ + ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab ); + make_empty_list( ctx->ShineTabList ); + for (i = 0 ; i < 10 ; i++) { + struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab ); + s->shininess = -1; + s->refcount = 0; + insert_at_tail( ctx->ShineTabList, s ); } - if (softwareAlpha) { - assert(visual->RGBAflag); - assert(visual->AlphaBits > 0); + for (i = 0 ; i < 4 ; i++) { + ctx->ShineTable[i] = ctx->ShineTabList->prev; + ctx->ShineTable[i]->refcount++; } - buffer->Visual = visual; - buffer->UseSoftwareDepthBuffer = softwareDepth; - buffer->UseSoftwareStencilBuffer = softwareStencil; - buffer->UseSoftwareAccumBuffer = softwareAccum; - buffer->UseSoftwareAlphaBuffers = softwareAlpha; - - return buffer; -} + /* 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 = STENCIL_MAX; + ctx->Stencil.Clear = 0; + ctx->Stencil.WriteMask = STENCIL_MAX; + + /* Texture group */ + ctx->Texture.CurrentUnit = 0; /* multitexture */ + ctx->Texture.CurrentTransformUnit = 0; /* multitexture */ + ctx->Texture.Enabled = 0; + for (i=0; iTexture.Palette); + + /* 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 -/* - * 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 ); + 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.ImageHeight = 0; + ctx->Pack.SkipPixels = 0; + ctx->Pack.SkipRows = 0; + ctx->Pack.SkipImages = 0; + ctx->Pack.SwapBytes = GL_FALSE; + ctx->Pack.LsbFirst = GL_FALSE; + ctx->Unpack.Alignment = 4; + ctx->Unpack.RowLength = 0; + ctx->Unpack.ImageHeight = 0; + ctx->Unpack.SkipPixels = 0; + ctx->Unpack.SkipRows = 0; + ctx->Unpack.SkipImages = 0; + ctx->Unpack.SwapBytes = GL_FALSE; + ctx->Unpack.LsbFirst = GL_FALSE; + + /* Feedback */ + ctx->Feedback.Type = GL_2D; /* TODO: verify */ + ctx->Feedback.Buffer = NULL; + ctx->Feedback.BufferSize = 0; + ctx->Feedback.Count = 0; + + /* Selection/picking */ + ctx->Select.Buffer = NULL; + ctx->Select.BufferSize = 0; + ctx->Select.BufferCount = 0; + ctx->Select.Hits = 0; + ctx->Select.NameStackDepth = 0; + + /* Optimized Accum buffer */ + ctx->IntegerAccumMode = GL_TRUE; + ctx->IntegerAccumScaler = 0.0; + + /* 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; + ctx->FirstTimeCurrent = GL_TRUE; + + /* 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"); } - FREE(buffer); + ctx->Color.DitherFlag = GL_FALSE; } } @@ -1240,38 +1269,19 @@ static GLboolean alloc_proxy_textures( GLcontext *ctx ) /* - * 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. + * Initialize a GLcontext struct. */ -GLcontext *gl_create_context( GLvisual *visual, - GLcontext *share_list, - void *driver_ctx, - GLboolean direct ) +GLboolean gl_initialize_context_data( GLcontext *ctx, + 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( sizeof(GLcontext) ); - if (!ctx) { - return NULL; - } - ctx->DriverCtx = driver_ctx; ctx->Visual = visual; ctx->DrawBuffer = NULL; @@ -1280,7 +1290,7 @@ GLcontext *gl_create_context( GLvisual *visual, ctx->VB = gl_vb_create_for_immediate( ctx ); if (!ctx->VB) { FREE( ctx ); - return NULL; + return GL_FALSE; } ctx->input = ctx->VB->IM; @@ -1288,7 +1298,7 @@ GLcontext *gl_create_context( GLvisual *visual, if (!ctx->PB) { FREE( ctx->VB ); FREE( ctx ); - return NULL; + return GL_FALSE; } if (share_list) { @@ -1302,31 +1312,16 @@ GLcontext *gl_create_context( GLvisual *visual, FREE(ctx->VB); FREE(ctx->PB); FREE(ctx); - return NULL; + return GL_FALSE; } } ctx->Shared->RefCount++; - initialize_context( ctx ); + init_attrib_groups( 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; @@ -1342,7 +1337,6 @@ GLcontext *gl_create_context( GLvisual *visual, ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT; } - #ifdef PROFILE init_timings( ctx ); #endif @@ -1352,7 +1346,7 @@ GLcontext *gl_create_context( GLvisual *visual, FREE(ctx->VB); FREE(ctx->PB); FREE(ctx); - return NULL; + return GL_FALSE; } /* setup API dispatch tables */ @@ -1360,112 +1354,150 @@ GLcontext *gl_create_context( GLvisual *visual, _mesa_init_dlist_table( &ctx->Save ); ctx->CurrentDispatch = &ctx->Exec; - return ctx; + return GL_TRUE; } /* - * Destroy a gl_context structure. + * 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. */ -void gl_destroy_context( GLcontext *ctx ) +GLcontext *gl_create_context( GLvisual *visual, + GLcontext *share_list, + void *driver_ctx, + GLboolean direct ) { - if (ctx) { + GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) ); + if (!ctx) { + return NULL; + } - GLuint i; - struct gl_shine_tab *s, *tmps; + if (gl_initialize_context_data(ctx, visual, share_list, + driver_ctx, direct)) { + return ctx; + } + else { + FREE(ctx); + return NULL; + } +} - /* if we're destroying the current context, unbind it first */ - if (ctx == gl_get_current_context()) { - gl_make_current(NULL, NULL); - } -#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] ); - } - gl_matrix_dtr( &ctx->ProjectionMatrix ); - for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) { - gl_matrix_dtr( &ctx->ProjectionStack[i] ); - } +/* + * Free the data associated with the given context. + * But don't free() the GLcontext struct itself! + */ +void gl_free_context_data( GLcontext *ctx ) +{ + GLuint i; + struct gl_shine_tab *s, *tmps; - FREE( ctx->PB ); + /* if we're destroying the current context, unbind it first */ + if (ctx == gl_get_current_context()) { + gl_make_current(NULL, NULL); + } - if(ctx->input != ctx->VB->IM) - gl_immediate_free( ctx->input ); +#ifdef PROFILE + if (getenv("MESA_PROFILE")) { + print_timings( ctx ); + } +#endif - gl_vb_free( ctx->VB ); + gl_matrix_dtr( &ctx->ModelView ); + for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) { + gl_matrix_dtr( &ctx->ModelViewStack[i] ); + } + gl_matrix_dtr( &ctx->ProjectionMatrix ); + for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) { + gl_matrix_dtr( &ctx->ProjectionStack[i] ); + } + + FREE( ctx->PB ); + + if(ctx->input != ctx->VB->IM) + gl_immediate_free( ctx->input ); + + gl_vb_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 cache of immediate buffers. */ + while (ctx->nr_im_queued-- > 0) { + struct immediate * next = ctx->freed_im_queue->next; + FREE( ctx->freed_im_queue ); + ctx->freed_im_queue = next; + } + gl_extensions_dtr(ctx); +} - 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 cache of immediate buffers. */ - while (ctx->nr_im_queued-- > 0) { - struct immediate * next = ctx->freed_im_queue->next; - FREE( ctx->freed_im_queue ); - ctx->freed_im_queue = next; - } - gl_extensions_dtr(ctx); +/* + * Destroy a GLcontext structure. + */ +void gl_destroy_context( GLcontext *ctx ) +{ + if (ctx) { + gl_free_context_data(ctx); FREE( (void *) ctx ); } } @@ -1473,7 +1505,8 @@ void gl_destroy_context( GLcontext *ctx ) /* - * Just reads the config files... + * Called by the driver after both the context and driver are fully + * initialized. Currently just reads the config file. */ void gl_context_initialize( GLcontext *ctx ) { diff --git a/src/mesa/main/context.h b/src/mesa/main/context.h index c31f524..237b318 100644 --- a/src/mesa/main/context.h +++ b/src/mesa/main/context.h @@ -1,4 +1,4 @@ -/* $Id: context.h,v 1.9 2000/01/05 04:36:17 brianp Exp $ */ +/* $Id: context.h,v 1.10 2000/01/14 04:45:47 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -97,11 +97,17 @@ extern GLcontext *gl_create_context( GLvisual *visual, void *driver_ctx, GLboolean direct); +extern GLboolean gl_initialize_context_data( GLcontext *ctx, + GLvisual *visual, + GLcontext *share_list, + void *driver_ctx, + GLboolean direct ); + +extern void gl_free_context_data( GLcontext *ctx ); + extern void gl_destroy_context( GLcontext *ctx ); -/* Called by the driver after both the context and driver are fully - * initialized. Currently just reads the config file. - */ + extern void gl_context_initialize( GLcontext *ctx );