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Diffstat (limited to 'xc/extras/Mesa/src/context.c')
-rw-r--r--xc/extras/Mesa/src/context.c292
1 files changed, 215 insertions, 77 deletions
diff --git a/xc/extras/Mesa/src/context.c b/xc/extras/Mesa/src/context.c
index 48e92df60..04c3e1c05 100644
--- a/xc/extras/Mesa/src/context.c
+++ b/xc/extras/Mesa/src/context.c
@@ -31,6 +31,7 @@
#include "accum.h"
#include "alphabuf.h"
#include "clip.h"
+#include "colortab.h"
#include "context.h"
#include "cva.h"
#include "depth.h"
@@ -251,43 +252,61 @@ static void print_timings( GLcontext *ctx )
/*
* 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.
+ * depthBits - requested bits per depth buffer value
+ * Any value in [0, 32] is acceptable but the actual
+ * depth type will be GLushort or GLuint as needed.
+ * stencilBits - requested minimum bits per stencil buffer value
+ * accumBits - requested minimum bits per accum buffer component
+ * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
+ * red/green/blue/alphaBits - number of bits per color component
+ * in frame buffer for RGB(A) mode.
+ * We always use 8 in core Mesa though.
* 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 *
+_mesa_create_visual( GLboolean rgbFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint indexBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
{
GLvisual *vis;
- if (depthBits > (GLint) (8*sizeof(GLdepth))) {
- /* can't meet depth buffer requirements */
+ /* This is to catch bad values from device drivers not updated for
+ * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
+ * bad value now (a 1-bit depth buffer!?!).
+ */
+ assert(depthBits == 0 || depthBits > 1);
+
+ if (depthBits < 0 || depthBits > 32) {
+ return NULL;
+ }
+ if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
return NULL;
}
- if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
- /* can't meet stencil buffer requirements */
+ if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
return NULL;
}
- if (accumBits > (GLint) (8*sizeof(GLaccum))) {
- /* can't meet accum buffer requirements */
+ if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
+ return NULL;
+ }
+ if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
+ return NULL;
+ }
+ if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
return NULL;
}
@@ -302,23 +321,72 @@ GLvisual *gl_create_visual( GLboolean rgbFlag,
vis->RedBits = redBits;
vis->GreenBits = greenBits;
vis->BlueBits = blueBits;
- vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
+ vis->AlphaBits = alphaBits;
+
+ vis->IndexBits = indexBits;
+ vis->DepthBits = depthBits;
+ vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
+
+ if (depthBits == 0) {
+ /* Special case. Even if we don't have a depth buffer we need
+ * good values for DepthMax for Z vertex transformation purposes.
+ */
+ vis->DepthMax = 1;
+ vis->DepthMaxF = 1.0F;
+ }
+ else if (depthBits < 32) {
+ vis->DepthMax = (1 << depthBits) - 1;
+ vis->DepthMaxF = (GLfloat) vis->DepthMax;
+ }
+ else {
+ /* Special case since shift values greater than or equal to the
+ * number of bits in the left hand expression's type are
+ * undefined.
+ */
+ vis->DepthMax = 0xffffffff;
+ vis->DepthMaxF = (GLfloat) vis->DepthMax;
+ }
- 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;
+ return vis;
+}
- vis->SoftwareAlpha = alphaFlag;
- return vis;
+/* This function should no longer be used. Use _mesa_create_visual() instead */
+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 )
+{
+ return _mesa_create_visual(rgbFlag, dbFlag, stereoFlag,
+ redBits, greenBits, blueBits, alphaBits,
+ indexBits, depthBits, stencilBits,
+ accumBits, accumBits, accumBits, accumBits, 0);
}
+void
+_mesa_destroy_visual( GLvisual *vis )
+{
+ FREE(vis);
+}
+
+/* obsolete */
void gl_destroy_visual( GLvisual *vis )
{
- FREE( vis );
+ _mesa_destroy_visual(vis);
}
@@ -362,7 +430,9 @@ GLframebuffer *gl_create_framebuffer( GLvisual *visual,
}
if (softwareAccum) {
assert(visual->RGBAflag);
- assert(visual->AccumBits > 0);
+ assert(visual->AccumRedBits > 0);
+ assert(visual->AccumGreenBits > 0);
+ assert(visual->AccumBlueBits > 0);
}
if (softwareAlpha) {
assert(visual->RGBAflag);
@@ -386,8 +456,8 @@ GLframebuffer *gl_create_framebuffer( GLvisual *visual,
void gl_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
- if (buffer->Depth) {
- FREE( buffer->Depth );
+ if (buffer->DepthBuffer) {
+ FREE( buffer->DepthBuffer );
}
if (buffer->Accum) {
FREE( buffer->Accum );
@@ -440,7 +510,7 @@ static void one_time_init( void )
gl_init_clip();
gl_init_eval();
_mesa_init_fog();
- gl_init_math();
+ _mesa_init_math();
gl_init_lists();
gl_init_shade();
gl_init_texture();
@@ -712,18 +782,6 @@ static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
}
-static void init_color_table( struct gl_color_table *p )
-{
- p->Table[0] = 255;
- p->Table[1] = 255;
- p->Table[2] = 255;
- p->Table[3] = 255;
- p->Size = 1;
- p->IntFormat = GL_RGBA;
- p->Format = GL_RGBA;
-}
-
-
/*
* Initialize the attribute groups in a GLcontext.
*/
@@ -750,13 +808,14 @@ static void init_attrib_groups( GLcontext *ctx )
ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
+ ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_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++) {
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ModelViewStack[i] );
gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
}
@@ -773,7 +832,7 @@ static void init_attrib_groups( GLcontext *ctx )
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++) {
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ProjectionStack[i] );
gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
}
@@ -782,11 +841,18 @@ static void init_attrib_groups( GLcontext *ctx )
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
gl_matrix_ctr( &ctx->TextureMatrix[i] );
ctx->TextureStackDepth[i] = 0;
- for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
ctx->TextureStack[i][j].inv = 0;
}
}
+ /* Color matrix */
+ gl_matrix_ctr(&ctx->ColorMatrix);
+ ctx->ColorStackDepth = 0;
+ for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
+ gl_matrix_ctr(&ctx->ColorStack[j]);
+ }
+
/* Accumulate buffer group */
ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
@@ -845,6 +911,7 @@ static void init_attrib_groups( GLcontext *ctx )
ctx->Depth.Clear = 1.0;
ctx->Depth.Func = GL_LESS;
ctx->Depth.Mask = GL_TRUE;
+ ctx->Depth.OcclusionTest = GL_FALSE;
/* Evaluators group */
ctx->Eval.Map1Color4 = GL_FALSE;
@@ -922,10 +989,36 @@ static void init_attrib_groups( GLcontext *ctx )
ctx->Hint.Fog = GL_DONT_CARE;
ctx->Hint.AllowDrawWin = GL_TRUE;
- ctx->Hint.AllowDrawSpn = GL_TRUE;
+ ctx->Hint.AllowDrawFrg = GL_TRUE;
ctx->Hint.AllowDrawMem = GL_TRUE;
ctx->Hint.StrictLighting = GL_TRUE;
+ /* Histogram group */
+ ctx->Histogram.Width = 0;
+ ctx->Histogram.Format = GL_RGBA;
+ ctx->Histogram.Sink = GL_FALSE;
+ ctx->Histogram.RedSize = 0xffffffff;
+ ctx->Histogram.GreenSize = 0xffffffff;
+ ctx->Histogram.BlueSize = 0xffffffff;
+ ctx->Histogram.AlphaSize = 0xffffffff;
+ ctx->Histogram.LuminanceSize = 0xffffffff;
+ for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
+ ctx->Histogram.Count[i][0] = 0;
+ ctx->Histogram.Count[i][1] = 0;
+ ctx->Histogram.Count[i][2] = 0;
+ ctx->Histogram.Count[i][3] = 0;
+ }
+
+ /* Min/Max group */
+ ctx->MinMax.Format = GL_RGBA;
+ ctx->MinMax.Sink = GL_FALSE;
+ ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
+ ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
+ ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
+ ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
+
+
+
/* Pipeline */
gl_pipeline_init( ctx );
gl_cva_init( ctx );
@@ -1022,6 +1115,30 @@ static void init_attrib_groups( GLcontext *ctx )
ctx->Pixel.MapGtoG[0] = 0.0;
ctx->Pixel.MapBtoB[0] = 0.0;
ctx->Pixel.MapAtoA[0] = 0.0;
+ ctx->Pixel.HistogramEnabled = GL_FALSE;
+ ctx->Pixel.MinMaxEnabled = GL_FALSE;
+ ctx->Pixel.PixelTextureEnabled = GL_FALSE;
+ ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
+ ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
+ ctx->Pixel.PostColorMatrixRedBias = 0.0;
+ ctx->Pixel.PostColorMatrixRedScale = 1.0;
+ ctx->Pixel.PostColorMatrixGreenBias = 0.0;
+ ctx->Pixel.PostColorMatrixGreenScale = 1.0;
+ ctx->Pixel.PostColorMatrixBlueBias = 0.0;
+ ctx->Pixel.PostColorMatrixBlueScale = 1.0;
+ ctx->Pixel.PostColorMatrixAlphaBias = 0.0;
+ ctx->Pixel.PostColorMatrixAlphaScale = 1.0;
+ ctx->Pixel.ColorTableScale[0] = 1.0F;
+ ctx->Pixel.ColorTableScale[1] = 1.0F;
+ ctx->Pixel.ColorTableScale[2] = 1.0F;
+ ctx->Pixel.ColorTableScale[3] = 1.0F;
+ ctx->Pixel.ColorTableBias[0] = 0.0F;
+ ctx->Pixel.ColorTableBias[1] = 0.0F;
+ ctx->Pixel.ColorTableBias[2] = 0.0F;
+ ctx->Pixel.ColorTableBias[3] = 0.0F;
+ ctx->Pixel.ColorTableEnabled = GL_FALSE;
+ ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
+ ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
/* Point group */
ctx->Point.SmoothFlag = GL_FALSE;
@@ -1077,7 +1194,7 @@ static void init_attrib_groups( GLcontext *ctx )
ctx->Texture.Enabled = 0;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
init_texture_unit( ctx, i );
- init_color_table(&ctx->Texture.Palette);
+ _mesa_init_colortable(&ctx->Texture.Palette);
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
@@ -1100,8 +1217,8 @@ static void init_attrib_groups( GLcontext *ctx )
#define Sz 10
#define Tz 14
- ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
- ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
+ ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
+ ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
#undef Sz
#undef Tz
@@ -1185,6 +1302,23 @@ static void init_attrib_groups( GLcontext *ctx )
ctx->AttribStackDepth = 0;
ctx->ClientAttribStackDepth = 0;
+ /* 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;
+
+ /* Color tables */
+ _mesa_init_colortable(&ctx->ColorTable);
+ _mesa_init_colortable(&ctx->ProxyColorTable);
+ _mesa_init_colortable(&ctx->PostConvolutionColorTable);
+ _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
+ _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
+ _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
+
/* Miscellaneous */
ctx->NewState = NEW_ALL;
ctx->RenderMode = GL_RENDER;
@@ -1196,18 +1330,11 @@ static void init_attrib_groups( GLcontext *ctx )
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;
+ ctx->OcclusionResult = GL_FALSE;
+ ctx->OcclusionResultSaved = GL_FALSE;
/* For debug/development only */
ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
@@ -1256,9 +1383,9 @@ static GLboolean alloc_proxy_textures( GLcontext *ctx )
out_of_memory = GL_FALSE;
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
+ ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
+ ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
+ ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
if (!ctx->Texture.Proxy1D->Image[i]
|| !ctx->Texture.Proxy2D->Image[i]
|| !ctx->Texture.Proxy3D->Image[i]) {
@@ -1268,13 +1395,13 @@ static GLboolean alloc_proxy_textures( GLcontext *ctx )
if (out_of_memory) {
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
if (ctx->Texture.Proxy1D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
}
if (ctx->Texture.Proxy2D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
}
if (ctx->Texture.Proxy3D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
}
}
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
@@ -1373,8 +1500,8 @@ GLboolean gl_initialize_context_data( GLcontext *ctx,
}
/* setup API dispatch tables */
- ctx->Exec = CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
- ctx->Save = CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
+ ctx->Exec = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
+ ctx->Save = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
if (!ctx->Exec || !ctx->Save) {
free_shared_state(ctx, ctx->Shared);
FREE(ctx->VB);
@@ -1427,8 +1554,8 @@ GLcontext *gl_create_context( GLvisual *visual,
*/
void gl_free_context_data( GLcontext *ctx )
{
- GLuint i;
struct gl_shine_tab *s, *tmps;
+ GLuint i, j;
/* if we're destroying the current context, unbind it first */
if (ctx == gl_get_current_context()) {
@@ -1442,17 +1569,23 @@ void gl_free_context_data( GLcontext *ctx )
#endif
gl_matrix_dtr( &ctx->ModelView );
- for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ModelViewStack[i] );
}
gl_matrix_dtr( &ctx->ProjectionMatrix );
- for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ProjectionStack[i] );
}
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ gl_matrix_dtr( &ctx->TextureMatrix[i] );
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
+ gl_matrix_dtr( &ctx->TextureStack[i][j] );
+ }
+ }
FREE( ctx->PB );
- if(ctx->input != ctx->VB->IM)
+ if (ctx->input != ctx->VB->IM)
gl_immediate_free( ctx->input );
gl_vb_free( ctx->VB );
@@ -1515,6 +1648,11 @@ void gl_free_context_data( GLcontext *ctx )
if (ctx->EvalMap.Map2Texture4.Points)
FREE( ctx->EvalMap.Map2Texture4.Points );
+ _mesa_free_colortable_data( &ctx->ColorTable );
+ _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
+ _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
+ _mesa_free_colortable_data( &ctx->Texture.Palette );
+
/* Free cache of immediate buffers. */
while (ctx->nr_im_queued-- > 0) {
struct immediate * next = ctx->freed_im_queue->next;