/* $Id: context.c,v 1.2 2000/10/27 15:21:40 mholst Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  2.2
 * Copyright (C) 1995-1997  Brian Paul
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the Free
 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 */

/*
 * If multi-threading is enabled (-DTHREADS) then each thread has it's
 * own rendering context.  A thread obtains the pointer to its GLcontext
 * with the gl_get_thread_context() function.  Otherwise, the global
 * pointer, CC, points to the current context used by all threads in
 * the address space.
 */



#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "accum.h"
#include "alphabuf.h"
#include "context.h"
#include "depth.h"
#include "draw.h"
#include "eval.h"
#include "light.h"
#include "lines.h"
#include "dlist.h"
#include "macros.h"
#include "pb.h"
#include "points.h"
#include "pointers.h"
#include "stencil.h"
#include "triangle.h"
#include "teximage.h"
#include "texobj.h"
#include "texture.h"
#include "types.h"
#include "vb.h"
#include "vertex.h"



/**********************************************************************/
/*****                  Context and Thread management             *****/
/**********************************************************************/


#ifdef THREADS

/* A different context may be bound to each thread */

#include <sys/types.h>
#include <unistd.h>

#define MAX_THREADS 20
static pid_t ThreadID[MAX_THREADS];
static GLcontext *ThreadContext[MAX_THREADS];
static int NumThreads = 0;

GLcontext *gl_get_thread_context( void )
{
   pid_t id;
   int i;

   id = getpid();

   for (i=0;i<MAX_THREADS;i++) {
      if (ThreadID[i]==id) {
         return ThreadContext[i];
      }
   }

   /* No context for this thread */
   return NULL;
}

static void set_thread_context( GLcontext *ctx )
{
   pid_t id = getpid();
   int i;

   for (i=0;i<NumThreads;i++) {
      if (ThreadID[i]==id) {
         ThreadContext[i] = c;
         return;
      }
   }
   if (i<MAX_THREADS) {
      ThreadID[i] = getpid();
      ThreadContext[i] = c;
      NumThreads++;
   }
}

#else

/* One Current Context pointer for all threads in the address space */
GLcontext *CC = NULL;

#endif /*THREADS*/




/**********************************************************************/
/*****                   Profiling functions                      *****/
/**********************************************************************/

#ifdef PROFILE

#include <sys/times.h>
#include <sys/param.h>


/*
 * Return system time in seconds.
 * NOTE:  this implementation may not be very portable!
 */
GLdouble gl_time( void )
{
   static GLdouble prev_time = 0.0;
   static GLdouble time;
   struct tms tm;
   clock_t clk;

   clk = times(&tm);

#ifdef CLK_TCK
   time = (double)clk / (double)CLK_TCK;
#else
   time = (double)clk / (double)HZ;
#endif

   if (time>prev_time) {
      prev_time = time;
      return time;
   }
   else {
      return prev_time;
   }
}



/*
 * Reset the timing/profiling counters
 */
static void init_timings( GLcontext *ctx )
{
   ctx->BeginEndCount = 0;
   ctx->BeginEndTime = 0.0;
   ctx->VertexCount = 0;
   ctx->VertexTime = 0.0;
   ctx->PointCount = 0;
   ctx->PointTime = 0.0;
   ctx->LineCount = 0;
   ctx->LineTime = 0.0;
   ctx->PolygonCount = 0;
   ctx->PolygonTime = 0.0;
   ctx->ClearCount = 0;
   ctx->ClearTime = 0.0;
   ctx->SwapCount = 0;
   ctx->SwapTime = 0.0;
}



/*
 * Print the accumulated timing/profiling data.
 */
static void print_timings( GLcontext *ctx )
{
   GLdouble beginendrate;
   GLdouble vertexrate;
   GLdouble pointrate;
   GLdouble linerate;
   GLdouble polygonrate;
   GLdouble overhead;
   GLdouble clearrate;
   GLdouble swaprate;
   GLdouble avgvertices;

   if (ctx->BeginEndTime>0.0) {
      beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
   }
   else {
      beginendrate = 0.0;
   }
   if (ctx->VertexTime>0.0) {
      vertexrate = ctx->VertexCount / ctx->VertexTime;
   }
   else {
      vertexrate = 0.0;
   }
   if (ctx->PointTime>0.0) {
      pointrate = ctx->PointCount / ctx->PointTime;
   }
   else {
      pointrate = 0.0;
   }
   if (ctx->LineTime>0.0) {
      linerate = ctx->LineCount / ctx->LineTime;
   }
   else {
      linerate = 0.0;
   }
   if (ctx->PolygonTime>0.0) {
      polygonrate = ctx->PolygonCount / ctx->PolygonTime;
   }
   else {
      polygonrate = 0.0;
   }
   if (ctx->ClearTime>0.0) {
      clearrate = ctx->ClearCount / ctx->ClearTime;
   }
   else {
      clearrate = 0.0;
   }
   if (ctx->SwapTime>0.0) {
      swaprate = ctx->SwapCount / ctx->SwapTime;
   }
   else {
      swaprate = 0.0;
   }

   if (ctx->BeginEndCount>0) {
      avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
   }
   else {
      avgvertices = 0.0;
   }

   overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
              - ctx->LineTime - ctx->PolygonTime;


   printf("                          Count   Time (s)    Rate (/s) \n");
   printf("--------------------------------------------------------\n");
   printf("glBegin/glEnd           %7d  %8.3f   %10.3f\n",
          ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
   printf("  vertexes transformed  %7d  %8.3f   %10.3f\n",
          ctx->VertexCount, ctx->VertexTime, vertexrate );
   printf("  points rasterized     %7d  %8.3f   %10.3f\n",
          ctx->PointCount, ctx->PointTime, pointrate );
   printf("  lines rasterized      %7d  %8.3f   %10.3f\n",
          ctx->LineCount, ctx->LineTime, linerate );
   printf("  polygons rasterized   %7d  %8.3f   %10.3f\n",
          ctx->PolygonCount, ctx->PolygonTime, polygonrate );
   printf("  overhead                       %8.3f\n", overhead );
   printf("glClear                 %7d  %8.3f   %10.3f\n",
          ctx->ClearCount, ctx->ClearTime, clearrate );
   printf("SwapBuffers             %7d  %8.3f   %10.3f\n",
          ctx->SwapCount, ctx->SwapTime, swaprate );
   printf("\n");

   printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
}
#endif





/**********************************************************************/
/*****       Context allocation, initialization, destroying       *****/
/**********************************************************************/


/*
 * Allocate and initialize a shared context state structure.
 */
static struct gl_shared_state *alloc_shared_state( void )
{
   struct gl_shared_state *ss;
   struct gl_texture_object *t1, *t2, *t3;
   GLuint i;

   ss = (struct gl_shared_state*) malloc( sizeof(struct gl_shared_state) );
   if (!ss)
      return NULL;
   ss->RefCount = 0;

   /* Display lists */
   for (i=0;i<MAX_DISPLAYLISTS;i++) {
      ss->List[i] = NULL;
   }

   /* Texture objects
    * There are two default textures, one for the GL_TEXTURE_1D target and
    * one for the GL_TEXTURE_2D target.  Both are named zero!
    */
   t1 = gl_alloc_texture_object();
   if (!t1) {
      free(ss);
      return NULL;
   }
   t1->Dimensions = 1;

   t2 = gl_alloc_texture_object();
   if (!t2) {
      free(ss);
      free(t1);
      return NULL;
   }
   t2->Dimensions = 2;

   t3 = gl_alloc_texture_object();
   if (!t3) {
      free(ss);
      free(t1);
      free(t2);
      return NULL;
   }
   t3->Dimensions = 3;

   ss->TexObjectList = t1;
   ss->TexObjectList->Next = t2;
   ss->TexObjectList->Next->Next = t3;

   return ss;
}


/*
 * Deallocate a shared state context and all children structures.
 */
static void free_shared_state( struct gl_shared_state *ss )
{
   struct gl_texture_object *t, *tnext;

   /* Free the linked list of texture objects */
   t = ss->TexObjectList;
   while (t) {
      tnext = t->Next;
      gl_free_texture_object(t);
      t = tnext;
   }
   free(ss);
}




/*
 * Initialize the nth light.  Note that the defaults for light 0 are
 * different than the other lights.
 */
static void init_light( struct gl_light *l, GLuint n )
{
   ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
   if (n==0) {
      ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
      ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
   }
   else {
      ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
      ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
   }
   ASSIGN_4V( l->Position, 0.0, 0.0, 1.0, 0.0 );
   ASSIGN_3V( l->Direction, 0.0, 0.0, -1.0 );
   l->SpotExponent = 0.0;
   gl_compute_spot_exp_table( l );
   l->SpotCutoff = 180.0;
   l->CosCutoff = -1.0;
   l->ConstantAttenuation = 1.0;
   l->LinearAttenuation = 0.0;
   l->QuadraticAttenuation = 0.0;
   l->Enabled = GL_FALSE;
}



static void init_lightmodel( struct gl_lightmodel *lm )
{
   ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
   lm->LocalViewer = GL_FALSE;
   lm->TwoSide = GL_FALSE;
}


static void init_material( struct gl_material *m )
{
   ASSIGN_4V( m->Ambient,  0.2, 0.2, 0.2, 1.0 );
   ASSIGN_4V( m->Diffuse,  0.8, 0.8, 0.8, 1.0 );
   ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
   ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
   m->Shininess = 0.0;
   m->AmbientIndex = 0;
   m->DiffuseIndex = 1;
   m->SpecularIndex = 1;
   gl_compute_material_shine_table( m );
}



/*
 * Initialize a gl_context structure to default values.
 */
static void initialize_context( GLcontext *ctx )
{
   static GLfloat identity[16] = {
	1.0, 0.0, 0.0, 0.0,
	0.0, 1.0, 0.0, 0.0,
	0.0, 0.0, 1.0, 0.0,
	0.0, 0.0, 0.0, 1.0
   };
   GLuint i;

   if (ctx) {
      /* Transformation matrices and stacks */
      ctx->ModelViewStackDepth = 0;
      MEMCPY( ctx->ModelViewMatrix, identity, 16*sizeof(GLfloat) );
      MEMCPY( ctx->ModelViewInv, identity, 16*sizeof(GLfloat) );
      ctx->ModelViewInvValid = GL_TRUE;

      ctx->ProjectionStackDepth = 0;
      MEMCPY( ctx->ProjectionMatrix, identity, 16*sizeof(GLfloat) );

      ctx->TextureStackDepth = 0;
      MEMCPY( ctx->TextureMatrix, identity, 16*sizeof(GLfloat) );
      ctx->IdentityTexMat = GL_TRUE;

      /* Accumulate buffer group */
      ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );

      /* Color buffer group */
      ctx->Color.IndexMask = 0xffffffff;
      ctx->Color.ColorMask = 0xf;
      ctx->Color.SWmasking = GL_FALSE;
      ctx->Color.ClearIndex = 0;
      ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
      ctx->Color.DrawBuffer = GL_FRONT;
      ctx->Color.AlphaEnabled = GL_FALSE;
      ctx->Color.AlphaFunc = GL_ALWAYS;
      ctx->Color.AlphaRef = 0.0;
      ctx->Color.AlphaRefUbyte = 0;
      ctx->Color.BlendEnabled = GL_FALSE;
      ctx->Color.BlendSrc = GL_ONE;
      ctx->Color.BlendDst = GL_ZERO;
      ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
      ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
      ctx->Color.IndexLogicOpEnabled = GL_FALSE;
      ctx->Color.ColorLogicOpEnabled = GL_FALSE;
      ctx->Color.SWLogicOpEnabled = GL_FALSE;
      ctx->Color.LogicOp = GL_COPY;
      ctx->Color.DitherFlag = GL_TRUE;

      /* Current group */
      ctx->Current.Index = 1;
      ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
      ctx->Current.IntColor[0] = (GLint) ctx->Visual->RedScale;
      ctx->Current.IntColor[1] = (GLint) ctx->Visual->GreenScale;
      ctx->Current.IntColor[2] = (GLint) ctx->Visual->BlueScale;
      ctx->Current.IntColor[3] = (GLint) ctx->Visual->AlphaScale;
      ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
      ctx->Current.RasterPosValid = GL_TRUE;
      ctx->Current.RasterIndex = 1;
      ASSIGN_4V( ctx->Current.TexCoord, 0.0, 0.0, 0.0, 1.0 );
      ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
      ctx->Current.EdgeFlag = GL_TRUE;

      /* Depth buffer group */
      ctx->Depth.Test = GL_FALSE;
      ctx->Depth.Clear = 1.0;
      ctx->Depth.Func = GL_LESS;
      ctx->Depth.Mask = GL_TRUE;

      /* Evaluators group */
      ctx->Eval.Map1Color4 = GL_FALSE;
      ctx->Eval.Map1Index = GL_FALSE;
      ctx->Eval.Map1Normal = GL_FALSE;
      ctx->Eval.Map1TextureCoord1 = GL_FALSE;
      ctx->Eval.Map1TextureCoord2 = GL_FALSE;
      ctx->Eval.Map1TextureCoord3 = GL_FALSE;
      ctx->Eval.Map1TextureCoord4 = GL_FALSE;
      ctx->Eval.Map1Vertex3 = GL_FALSE;
      ctx->Eval.Map1Vertex4 = GL_FALSE;
      ctx->Eval.Map2Color4 = GL_FALSE;
      ctx->Eval.Map2Index = GL_FALSE;
      ctx->Eval.Map2Normal = GL_FALSE;
      ctx->Eval.Map2TextureCoord1 = GL_FALSE;
      ctx->Eval.Map2TextureCoord2 = GL_FALSE;
      ctx->Eval.Map2TextureCoord3 = GL_FALSE;
      ctx->Eval.Map2TextureCoord4 = GL_FALSE;
      ctx->Eval.Map2Vertex3 = GL_FALSE;
      ctx->Eval.Map2Vertex4 = GL_FALSE;
      ctx->Eval.AutoNormal = GL_FALSE;
      ctx->Eval.MapGrid1un = 1;
      ctx->Eval.MapGrid1u1 = 0.0;
      ctx->Eval.MapGrid1u2 = 1.0;
      ctx->Eval.MapGrid2un = 1;
      ctx->Eval.MapGrid2vn = 1;
      ctx->Eval.MapGrid2u1 = 0.0;
      ctx->Eval.MapGrid2u2 = 1.0;
      ctx->Eval.MapGrid2v1 = 0.0;
      ctx->Eval.MapGrid2v2 = 1.0;

      /* Fog group */
      ctx->Fog.Enabled = GL_FALSE;
      ctx->Fog.Mode = GL_EXP;
      ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
      ctx->Fog.Index = 0.0;
      ctx->Fog.Density = 1.0;
      ctx->Fog.Start = 0.0;
      ctx->Fog.End = 1.0;

      /* Hint group */
      ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
      ctx->Hint.PointSmooth = GL_DONT_CARE;
      ctx->Hint.LineSmooth = GL_DONT_CARE;
      ctx->Hint.PolygonSmooth = GL_DONT_CARE;
      ctx->Hint.Fog = GL_DONT_CARE;

      /* Lighting group */
      for (i=0;i<MAX_LIGHTS;i++) {
	 init_light( &ctx->Light.Light[i], i );
      }
      init_lightmodel( &ctx->Light.Model );
      init_material( &ctx->Light.Material[0] );
      init_material( &ctx->Light.Material[1] );
      ctx->Light.ShadeModel = GL_SMOOTH;
      ctx->Light.Enabled = GL_FALSE;
      ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
      ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
      ctx->Light.ColorMaterialBitmask
         = gl_material_bitmask( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );

      ctx->Light.ColorMaterialEnabled = GL_FALSE;

      /* Line group */
      ctx->Line.SmoothFlag = GL_FALSE;
      ctx->Line.StippleFlag = GL_FALSE;
      ctx->Line.Width = 1.0;
      ctx->Line.StipplePattern = 0xffff;
      ctx->Line.StippleFactor = 1;

      /* Display List group */
      ctx->List.ListBase = 0;

      /* Pixel group */
      ctx->Pixel.RedBias = 0.0;
      ctx->Pixel.RedScale = 1.0;
      ctx->Pixel.GreenBias = 0.0;
      ctx->Pixel.GreenScale = 1.0;
      ctx->Pixel.BlueBias = 0.0;
      ctx->Pixel.BlueScale = 1.0;
      ctx->Pixel.AlphaBias = 0.0;
      ctx->Pixel.AlphaScale = 1.0;
      ctx->Pixel.DepthBias = 0.0;
      ctx->Pixel.DepthScale = 1.0;
      ctx->Pixel.IndexOffset = 0;
      ctx->Pixel.IndexShift = 0;
      ctx->Pixel.ZoomX = 1.0;
      ctx->Pixel.ZoomY = 1.0;
      ctx->Pixel.MapColorFlag = GL_FALSE;
      ctx->Pixel.MapStencilFlag = GL_FALSE;
      ctx->Pixel.MapStoSsize = 1;
      ctx->Pixel.MapItoIsize = 1;
      ctx->Pixel.MapItoRsize = 1;
      ctx->Pixel.MapItoGsize = 1;
      ctx->Pixel.MapItoBsize = 1;
      ctx->Pixel.MapItoAsize = 1;
      ctx->Pixel.MapRtoRsize = 1;
      ctx->Pixel.MapGtoGsize = 1;
      ctx->Pixel.MapBtoBsize = 1;
      ctx->Pixel.MapAtoAsize = 1;
      ctx->Pixel.MapStoS[0] = 0;
      ctx->Pixel.MapItoI[0] = 0;
      ctx->Pixel.MapItoR[0] = 0.0;
      ctx->Pixel.MapItoG[0] = 0.0;
      ctx->Pixel.MapItoB[0] = 0.0;
      ctx->Pixel.MapItoA[0] = 0.0;
      ctx->Pixel.MapRtoR[0] = 0.0;
      ctx->Pixel.MapGtoG[0] = 0.0;
      ctx->Pixel.MapBtoB[0] = 0.0;
      ctx->Pixel.MapAtoA[0] = 0.0;

      /* Point group */
      ctx->Point.SmoothFlag = GL_FALSE;
      ctx->Point.Size = 1.0;

      /* Polygon group */
      ctx->Polygon.CullFlag = GL_FALSE;
      ctx->Polygon.CullFaceMode = GL_BACK;
      ctx->Polygon.FrontFace = GL_CCW;
      ctx->Polygon.FrontMode = GL_FILL;
      ctx->Polygon.BackMode = GL_FILL;
      ctx->Polygon.Unfilled = GL_FALSE;
      ctx->Polygon.SmoothFlag = GL_FALSE;
      ctx->Polygon.StippleFlag = GL_FALSE;
      ctx->Polygon.OffsetFactor = 0.0F;
      ctx->Polygon.OffsetUnits = 0.0F;
      ctx->Polygon.OffsetPoint = GL_FALSE;
      ctx->Polygon.OffsetLine = GL_FALSE;
      ctx->Polygon.OffsetFill = GL_FALSE;
      ctx->Polygon.OffsetAny = GL_FALSE;

      /* Polygon Stipple group */
      MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );

      /* Scissor group */
      ctx->Scissor.Enabled = GL_FALSE;
      ctx->Scissor.X = 0;
      ctx->Scissor.Y = 0;
      ctx->Scissor.Width = 0;
      ctx->Scissor.Height = 0;

      /* Stencil group */
      ctx->Stencil.Enabled = GL_FALSE;
      ctx->Stencil.Function = GL_ALWAYS;
      ctx->Stencil.FailFunc = GL_KEEP;
      ctx->Stencil.ZPassFunc = GL_KEEP;
      ctx->Stencil.ZFailFunc = GL_KEEP;
      ctx->Stencil.Ref = 0;
      ctx->Stencil.ValueMask = 0xff;
      ctx->Stencil.Clear = 0;
      ctx->Stencil.WriteMask = 0xff;

      /* Texture group */
      ctx->Texture.Enabled = 0;
      ctx->Texture.EnvMode = GL_MODULATE;
      ASSIGN_4V( ctx->Texture.EnvColor, 0.0, 0.0, 0.0, 0.0 );
      ctx->Texture.TexGenEnabled = 0;
      ctx->Texture.GenModeS = GL_EYE_LINEAR;
      ctx->Texture.GenModeT = GL_EYE_LINEAR;
      ctx->Texture.GenModeR = GL_EYE_LINEAR;
      ctx->Texture.GenModeQ = GL_EYE_LINEAR;
      ASSIGN_4V( ctx->Texture.ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
      ASSIGN_4V( ctx->Texture.ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
      ASSIGN_4V( ctx->Texture.ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
      ASSIGN_4V( ctx->Texture.ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
      ASSIGN_4V( ctx->Texture.EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
      ASSIGN_4V( ctx->Texture.EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
      ASSIGN_4V( ctx->Texture.EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
      ASSIGN_4V( ctx->Texture.EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );

      assert( ctx->Shared->TexObjectList );
      assert( ctx->Shared->TexObjectList->Next );
      ctx->Texture.Current1D = ctx->Shared->TexObjectList;
      ctx->Texture.Current2D = ctx->Shared->TexObjectList->Next;
      ctx->Texture.Current3D = ctx->Shared->TexObjectList->Next->Next;

      /* Transformation group */
      ctx->Transform.MatrixMode = GL_MODELVIEW;
      ctx->Transform.Normalize = GL_FALSE;
      for (i=0;i<MAX_CLIP_PLANES;i++) {
	 ctx->Transform.ClipEnabled[i] = GL_FALSE;
         ASSIGN_4V( ctx->Transform.ClipEquation[i], 0.0, 0.0, 0.0, 0.0 );
      }
      ctx->Transform.AnyClip = GL_FALSE;

      /* Viewport group */
      ctx->Viewport.X = 0;
      ctx->Viewport.Y = 0;
      ctx->Viewport.Width = 0;
      ctx->Viewport.Height = 0;   
      ctx->Viewport.Near = 0.0;
      ctx->Viewport.Far = 1.0;
      ctx->Viewport.Sx = 0.0;  /* Sx, Tx, Sy, Ty are computed later */
      ctx->Viewport.Tx = 0.0;
      ctx->Viewport.Sy = 0.0;
      ctx->Viewport.Ty = 0.0;
      ctx->Viewport.Sz = 0.5 * DEPTH_SCALE;
      ctx->Viewport.Tz = 0.5 * DEPTH_SCALE;

      /* Pixel transfer */
      ctx->Pack.Alignment = 4;
      ctx->Pack.RowLength = 0;
      ctx->Pack.SkipPixels = 0;
      ctx->Pack.SkipRows = 0;
      ctx->Pack.SwapBytes = GL_FALSE;
      ctx->Pack.LsbFirst = GL_FALSE;
      ctx->Unpack.Alignment = 4;
      ctx->Unpack.RowLength = 0;
      ctx->Unpack.SkipPixels = 0;
      ctx->Unpack.SkipRows = 0;
      ctx->Unpack.SwapBytes = GL_FALSE;
      ctx->Unpack.LsbFirst = GL_FALSE;

      /* Feedback */
      ctx->Feedback.Type = GL_2D;   /* TODO: verify */
      ctx->Feedback.Buffer = NULL;
      ctx->Feedback.BufferSize = 0;
      ctx->Feedback.Count = 0;

      /* Selection/picking */
      ctx->Select.Buffer = NULL;
      ctx->Select.BufferSize = 0;
      ctx->Select.BufferCount = 0;
      ctx->Select.Hits = 0;
      ctx->Select.NameStackDepth = 0;

      /* Renderer and client attribute stacks */
      ctx->AttribStackDepth = 0;
      ctx->ClientAttribStackDepth = 0;

      /*** Miscellaneous ***/
      ctx->NewState = NEW_ALL;
      ctx->RenderMode = GL_RENDER;
      ctx->Primitive = GL_BITMAP;

      ctx->StippleCounter = 0;
      ctx->NeedNormals = GL_FALSE;

      if (   ctx->Visual->RedScale==255.0F
          && ctx->Visual->GreenScale==255.0F
          && ctx->Visual->BlueScale==255.0F
          && ctx->Visual->AlphaScale==255.0F) {
         ctx->Visual->EightBitColor = GL_TRUE;
      }
      else {
         ctx->Visual->EightBitColor = GL_FALSE;
      }
      ctx->FastDrawPixels = ctx->Visual->RGBAflag && ctx->Visual->EightBitColor;

      ctx->PointsFunc = NULL;
      ctx->LineFunc = NULL;
      ctx->TriangleFunc = NULL;

      ctx->CallDepth = 0;
      ctx->ExecuteFlag = GL_TRUE;
      ctx->CompileFlag = GL_FALSE;

      ctx->ErrorValue = GL_NO_ERROR;

      /* For debug/development only */
      ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
   }
}



/*
 * Allocate a new GLvisual object.
 * Input:  rgb_flag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
 *         alpha_flag - alloc software alpha buffers?
 *         db_flag - double buffering?
 *         depth_bits - requested minimum bits per depth buffer value
 *         stencil_bits - requested minimum bits per stencil buffer value
 *         accum_bits - requested minimum bits per accum buffer component
 *         index_bits - number of bits per pixel if rgb_flag==GL_FALSE
 *         red, green, blue_scale - float-to-int color scaling
 *         alpha_scale - ignored if alpha_flag is true
 */
GLvisual *gl_create_visual( GLboolean rgb_flag,
                            GLboolean alpha_flag,
                            GLboolean db_flag,
                            GLint depth_bits,
                            GLint stencil_bits,
                            GLint accum_bits,
                            GLint index_bits,
                            GLfloat red_scale,
                            GLfloat green_scale,
                            GLfloat blue_scale,
                            GLfloat alpha_scale )
{
   GLvisual *vis;

   /* Can't do better than 8-bit/channel color at this time */
   assert( red_scale<=255.0 );
   assert( green_scale<=255.0 );
   assert( blue_scale<=255.0 );
   assert( alpha_scale<=255.0 );

   if (depth_bits > 8*sizeof(GLdepth)) {
      /* can't meet depth buffer requirements */
      return NULL;
   }
   if (stencil_bits > 8*sizeof(GLstencil)) {
      /* can't meet stencil buffer requirements */
      return NULL;
   }
   if (accum_bits > 8*sizeof(GLaccum)) {
      /* can't meet accum buffer requirements */
      return NULL;
   }

   vis = (GLvisual *) calloc( 1, sizeof(GLvisual) );
   if (!vis) {
      return NULL;
   }

   vis->RGBAflag      = rgb_flag;
   vis->DBflag        = db_flag;
   vis->RedScale      = red_scale;
   vis->GreenScale    = green_scale;
   vis->BlueScale     = blue_scale;
   vis->AlphaScale    = alpha_scale;
   if (red_scale) {
      vis->InvRedScale   = 1.0F / red_scale;
   }
   if (green_scale) {
      vis->InvGreenScale = 1.0F / green_scale;
   }
   if (blue_scale) {
      vis->InvBlueScale  = 1.0F / blue_scale;
   }
   if (alpha_scale) {
      vis->InvAlphaScale = 1.0F / alpha_scale;
   }
   vis->IndexBits     = index_bits;
   vis->DepthBits     = depth_bits;
   vis->AccumBits     = accum_bits;
   vis->StencilBits   = stencil_bits;

   if (red_scale==255.0F && green_scale==255.0F
       && blue_scale==255.0F && alpha_scale==255.0F) {
      vis->EightBitColor = GL_TRUE;
   }
   else {
      vis->EightBitColor = GL_FALSE;
   }

   /* software alpha buffers */
   if (alpha_flag) {
      vis->FrontAlphaEnabled = GL_TRUE;
      if (db_flag) {
         vis->BackAlphaEnabled = GL_TRUE;
      }
   }

   return vis;
}




void gl_destroy_visual( GLvisual *vis )
{
   free( vis );
}



/*
 * Allocate the proxy textures.  If we run out of memory part way through
 * the allocations clean up and return GL_FALSE.
 * Return:  GL_TRUE=success, GL_FALSE=failure
 */
static GLboolean alloc_proxy_textures( GLcontext *ctx )
{
   GLboolean out_of_memory;
   GLint i;

   ctx->Texture.Proxy1D = gl_alloc_texture_object();
   if (!ctx->Texture.Proxy1D) {
      return GL_FALSE;
   }

   ctx->Texture.Proxy2D = gl_alloc_texture_object();
   if (!ctx->Texture.Proxy2D) {
      gl_free_texture_object(ctx->Texture.Proxy1D);
      return GL_FALSE;
   }

   ctx->Texture.Proxy2D = gl_alloc_texture_object();
   if (!ctx->Texture.Proxy2D) {
      gl_free_texture_object(ctx->Texture.Proxy1D);
      return GL_FALSE;
   }

   ctx->Texture.Proxy3D = gl_alloc_texture_object();
   if (!ctx->Texture.Proxy3D) {
      gl_free_texture_object(ctx->Texture.Proxy1D);
      gl_free_texture_object(ctx->Texture.Proxy2D);
      return GL_FALSE;
   }

   out_of_memory = GL_FALSE;
   for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
      ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
      ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
      ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
      if (!ctx->Texture.Proxy1D->Image[i]
          || !ctx->Texture.Proxy2D->Image[i]
          || !ctx->Texture.Proxy3D->Image[i]) {
         out_of_memory = GL_TRUE;
      }
   }
   if (out_of_memory) {
      for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
         if (ctx->Texture.Proxy1D->Image[i]) {
            gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
         }
         if (ctx->Texture.Proxy2D->Image[i]) {
            gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
         }
         if (ctx->Texture.Proxy3D->Image[i]) {
            gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
         }
      }
      gl_free_texture_object(ctx->Texture.Proxy1D);
      gl_free_texture_object(ctx->Texture.Proxy2D);
      gl_free_texture_object(ctx->Texture.Proxy3D);
      return GL_FALSE;
   }
   else {
      return GL_TRUE;
   }
}



/*
 * Allocate and initialize a GLcontext structure.
 * Input:  visual - a GLvisual pointer
 *         sharelist - another context to share display lists with or NULL
 *         driver_ctx - pointer to device driver's context state struct
 * Return:  pointer to a new gl_context struct or NULL if error.
 */
GLcontext *gl_create_context( GLvisual *visual,
                              GLcontext *share_list,
                              void *driver_ctx )
{
   GLcontext *ctx;

   /* do some implementation tests */
   assert( sizeof(GLbyte) == 1 );
   assert( sizeof(GLshort) >= 2 );
   assert( sizeof(GLint) >= 4 );
   assert( sizeof(GLubyte) == 1 );
   assert( sizeof(GLushort) >= 2 );
   assert( sizeof(GLuint) >= 4 );

   ctx = (GLcontext *) calloc( 1, sizeof(GLcontext) );
   if (!ctx) {
      return NULL;
   }

   ctx->DriverCtx = driver_ctx;

   ctx->Visual = visual;
   ctx->Buffer = NULL;

   gl_init_lists();
   gl_init_eval(ctx);

   ctx->VB = (struct vertex_buffer *) malloc(sizeof(struct vertex_buffer));
   if (!ctx->VB) {
      free( ctx );
      return NULL;
   }
   gl_init_vb( ctx->VB );

   ctx->PB = (struct pixel_buffer *) malloc(sizeof(struct pixel_buffer));
   if (!ctx->PB) {
      free( ctx->VB );
      free( ctx );
      return NULL;
   }
   PB_INIT( ctx->PB, GL_BITMAP );

   if (share_list) {
      /* share the group of display lists of another context */
      ctx->Shared = share_list->Shared;
   }
   else {
      /* allocate new group of display lists */
      ctx->Shared = alloc_shared_state();
      if (!ctx->Shared) {
         free(ctx->VB);
         free(ctx->PB);
         free(ctx);
         return NULL;
      }
   }
   ctx->Shared->RefCount++;

   initialize_context( ctx );

   if (visual->DBflag) {
      ctx->Color.DrawBuffer = GL_BACK;
      ctx->Pixel.ReadBuffer = GL_BACK;
   }
   else {
      ctx->Color.DrawBuffer = GL_FRONT;
      ctx->Pixel.ReadBuffer = GL_FRONT;
   }

#ifdef PROFILE
   init_timings( ctx );
#endif

#ifdef GL_VERSION_1_1
   if (!alloc_proxy_textures(ctx)) {
      free_shared_state(ctx->Shared);
      free(ctx->VB);
      free(ctx->PB);
      free(ctx);
      return NULL;
   }
#endif

   gl_init_api_function_pointers( ctx );
   ctx->API = ctx->Exec;   /* GL_EXECUTE is default */

   return ctx;
}




/*
 * Destroy a gl_context structure.
 */
void gl_destroy_context( GLcontext *ctx )
{
   if (ctx) {
      GLint i;

#ifdef PROFILE
      if (getenv("MESA_PROFILE")) {
         print_timings( ctx );
      }
#endif

      free( ctx->PB );
      free( ctx->VB );

      ctx->Shared->RefCount--;
      assert(ctx->Shared->RefCount>=0);
      if (ctx->Shared->RefCount==0) {
	 /* free shared state */
	 free_shared_state( ctx->Shared );
      }

      /* Free proxy texture info */
      for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
         free( ctx->Texture.Proxy1D->Image[i] );
         free( ctx->Texture.Proxy2D->Image[i] );
         free( ctx->Texture.Proxy3D->Image[i] );
      }
      free( ctx->Texture.Proxy1D );
      free( ctx->Texture.Proxy2D );
      free( ctx->Texture.Proxy3D );

      free( (void *) ctx );

#ifndef THREADS
      if (ctx==CC) {
         CC = NULL;
      }
#endif

   }
}




/*
 * Create a new framebuffer.  A GLframebuffer is a struct which
 * encapsulates the depth, stencil and accum buffers and related
 * parameters.
 * Input:  visual - a GLvisual pointer
 * Return:  pointer to new GLframebuffer struct or NULL if error.
 */
GLframebuffer *gl_create_framebuffer( GLvisual *visual )
{
   GLframebuffer *buffer;

   buffer = (GLframebuffer *) calloc( 1, sizeof(GLframebuffer) );
   if (!buffer) {
      return NULL;
   }

   buffer->Visual = visual;

   return buffer;
}



/*
 * Free a framebuffer struct and its buffers.
 */
void gl_destroy_framebuffer( GLframebuffer *buffer )
{
   if (buffer) {
      if (buffer->Depth) {
         free( buffer->Depth );
      }
      if (buffer->Accum) {
         free( buffer->Accum );
      }
      if (buffer->Stencil) {
         free( buffer->Stencil );
      }
      if (buffer->FrontAlpha) {
         free( buffer->FrontAlpha );
      }
      if (buffer->BackAlpha) {
         free( buffer->BackAlpha );
      }
      free(buffer);
   }
}





/*
 * Set the current context, binding the given frame buffer to the context.
 */
void gl_make_current( GLcontext *ctx, GLframebuffer *buffer )
{
#ifdef THREADS
   /* TODO: unbind old buffer from context? */
   set_thread_context( ctx );
#else
   if (CC && CC->Buffer) {
      /* unbind frame buffer from context */
      CC->Buffer = NULL;
   }
   CC = ctx;
#endif

   if (ctx && buffer) {
      /* TODO: check if ctx and buffer's visual match??? */
      ctx->Buffer = buffer;      /* Bind the frame buffer to the context */
      ctx->NewState = NEW_ALL;   /* just to be safe */
      gl_update_state( ctx );
   }
}



/**********************************************************************/
/*****                Miscellaneous functions                     *****/
/**********************************************************************/


/*
 * Copy attribute groups from one context to another.
 * Input:  src - source context
 *         dst - destination context
 *         mask - bitwise OR of GL_*_BIT flags
 */
void gl_copy_context( GLcontext *src, GLcontext *dst, GLuint mask )
{
   if (mask & GL_ACCUM_BUFFER_BIT) {
      MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
   }
   if (mask & GL_COLOR_BUFFER_BIT) {
      MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
   }
   if (mask & GL_CURRENT_BIT) {
      MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
   }
   if (mask & GL_DEPTH_BUFFER_BIT) {
      MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
   }
   if (mask & GL_ENABLE_BIT) {
      /* no op */
   }
   if (mask & GL_EVAL_BIT) {
      MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
   }
   if (mask & GL_FOG_BIT) {
      MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
   }
   if (mask & GL_HINT_BIT) {
      MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
   }
   if (mask & GL_LIGHTING_BIT) {
      MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
   }
   if (mask & GL_LINE_BIT) {
      MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
   }
   if (mask & GL_LIST_BIT) {
      MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
   }
   if (mask & GL_PIXEL_MODE_BIT) {
      MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
   }
   if (mask & GL_POINT_BIT) {
      MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
   }
   if (mask & GL_POLYGON_BIT) {
      MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
   }
   if (mask & GL_POLYGON_STIPPLE_BIT) {
      MEMCPY( &dst->PolygonStipple, &src->PolygonStipple, 32*sizeof(GLuint) );
   }
   if (mask & GL_SCISSOR_BIT) {
      MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
   }
   if (mask & GL_STENCIL_BUFFER_BIT) {
      MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
   }
   if (mask & GL_TEXTURE_BIT) {
      MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
   }
   if (mask & GL_TRANSFORM_BIT) {
      MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
   }
   if (mask & GL_VIEWPORT_BIT) {
      MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
   }
}



/*
 * This function is called when the Mesa user has stumbled into a code
 * path which may not be implemented fully or correctly.
 */
void gl_problem( GLcontext *ctx, const char *s )
{
   fprintf( stderr, "Mesa implementation error: %s\n", s );
   fprintf( stderr, "Report to Mesa author.\n" );
}



/*
 * This is called to inform the user that he or she has tried to do
 * something illogical or if there's likely a bug in their program
 * (like enabled depth testing without a depth buffer).
 */
void gl_warning( GLcontext *ctx, const char *s )
{
   GLboolean debug;
#ifdef DEBUG
   debug = GL_TRUE;
#else
   if (getenv("MESA_DEBUG")) {
      debug = GL_TRUE;
   }
   else {
      debug = GL_FALSE;
   }
#endif
   if (debug) {
      fprintf( stderr, "Mesa warning: %s\n", s );
   }
}



/*
 * This is Mesa's error handler.  Normally, all that's done is the updating
 * of the current error value.  If Mesa is compiled with -DDEBUG or if the
 * environment variable "MESA_DEBUG" is defined then a real error message
 * is printed to stderr.
 * Input:  error - the error value
 *         s - a diagnostic string
 */
void gl_error( GLcontext *ctx, GLenum error, const char *s )
{
   GLboolean debug;

#ifdef DEBUG
   debug = GL_TRUE;
#else
   if (getenv("MESA_DEBUG")) {
      debug = GL_TRUE;
   }
   else {
      debug = GL_FALSE;
   }
#endif

   if (debug) {
      char errstr[1000];

      switch (error) {
	 case GL_NO_ERROR:
	    strcpy( errstr, "GL_NO_ERROR" );
	    break;
	 case GL_INVALID_VALUE:
	    strcpy( errstr, "GL_INVALID_VALUE" );
	    break;
	 case GL_INVALID_ENUM:
	    strcpy( errstr, "GL_INVALID_ENUM" );
	    break;
	 case GL_INVALID_OPERATION:
	    strcpy( errstr, "GL_INVALID_OPERATION" );
	    break;
	 case GL_STACK_OVERFLOW:
	    strcpy( errstr, "GL_STACK_OVERFLOW" );
	    break;
	 case GL_STACK_UNDERFLOW:
	    strcpy( errstr, "GL_STACK_UNDERFLOW" );
	    break;
	 case GL_OUT_OF_MEMORY:
	    strcpy( errstr, "GL_OUT_OF_MEMORY" );
	    break;
	 default:
	    strcpy( errstr, "unknown" );
	    break;
      }
      fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
   }

   if (ctx->ErrorValue==GL_NO_ERROR) {
      ctx->ErrorValue = error;
   }

   /* Call device driver's error handler, if any.  This is used on the Mac. */
   if (ctx->Driver.Error) {
      (*ctx->Driver.Error)( ctx );
   }
}




GLenum gl_GetError( GLcontext *ctx )
{
   GLenum e;

   if (INSIDE_BEGIN_END(ctx)) {
      gl_error( ctx, GL_INVALID_OPERATION, "glGetError" );
      return GL_INVALID_OPERATION;
   }

   e = ctx->ErrorValue;
   ctx->ErrorValue = GL_NO_ERROR;
   return e;
}



void gl_ResizeBuffersMESA( GLcontext *ctx )
{
   GLint newsize;
   GLuint buf_width, buf_height;
   
   /* ask device driver for size of output buffer */
   (*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );

   /* see if size of device driver's color buffer (window) has changed */
   newsize = ctx->Buffer->Width!=buf_width || ctx->Buffer->Height!=buf_height;

   /* save buffer size */
   ctx->Buffer->Width = buf_width;
   ctx->Buffer->Height = buf_height;

   /* Reallocate other buffers if needed. */
   if (newsize && ctx->Visual->DepthBits>0) {
      /* reallocate depth buffer */
      (*ctx->Driver.AllocDepthBuffer)( ctx );
      (*ctx->Driver.ClearDepthBuffer)( ctx );
   }
   if (newsize && ctx->Visual->StencilBits>0) {
      /* reallocate stencil buffer */
      gl_alloc_stencil_buffer( ctx );
   }
   if (newsize && ctx->Visual->AccumBits>0) {
      /* reallocate accum buffer */
      gl_alloc_accum_buffer( ctx );
   }
   if (newsize
       && (ctx->Visual->FrontAlphaEnabled || ctx->Visual->BackAlphaEnabled)) {
      gl_alloc_alpha_buffers( ctx );
   }
}




/**********************************************************************/
/*****                   State update logic                       *****/
/**********************************************************************/


/*
 * Since the device driver may or may not support pixel logic ops we
 * have to make some extensive tests to determine whether or not
 * software-implemented logic operations have to be used.
 */
static void update_pixel_logic( GLcontext *ctx )
{
   if (ctx->Visual->RGBAflag) {
      /* RGBA mode blending w/ Logic Op */
      if (ctx->Color.ColorLogicOpEnabled) {
	 if (ctx->Driver.LogicOp
             && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
	    /* Device driver can do logic, don't have to do it in software */
	    ctx->Color.SWLogicOpEnabled = GL_FALSE;
	 }
	 else {
	    /* Device driver can't do logic op so we do it in software */
	    ctx->Color.SWLogicOpEnabled = GL_TRUE;
	 }
      }
      else {
	 /* no logic op */
	 if (ctx->Driver.LogicOp) {
            (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
         }
	 ctx->Color.SWLogicOpEnabled = GL_FALSE;
      }
   }
   else {
      /* CI mode Logic Op */
      if (ctx->Color.IndexLogicOpEnabled) {
	 if (ctx->Driver.LogicOp
             && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
	    /* Device driver can do logic, don't have to do it in software */
	    ctx->Color.SWLogicOpEnabled = GL_FALSE;
	 }
	 else {
	    /* Device driver can't do logic op so we do it in software */
	    ctx->Color.SWLogicOpEnabled = GL_TRUE;
	 }
      }
      else {
	 /* no logic op */
	 if (ctx->Driver.LogicOp) {
            (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
         }
	 ctx->Color.SWLogicOpEnabled = GL_FALSE;
      }
   }
}



/*
 * Check if software implemented RGBA or Color Index masking is needed.
 */
static void update_pixel_masking( GLcontext *ctx )
{
   if (ctx->Visual->RGBAflag) {
      if (ctx->Color.ColorMask==0xf) {
         /* disable masking */
         if (ctx->Driver.ColorMask) {
            (void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
         }
         ctx->Color.SWmasking = GL_FALSE;
      }
      else {
         /* Ask driver to do color masking, if it can't then
          * do it in software
          */
         GLboolean red   = (ctx->Color.ColorMask & 8) ? GL_TRUE : GL_FALSE;
         GLboolean green = (ctx->Color.ColorMask & 4) ? GL_TRUE : GL_FALSE;
         GLboolean blue  = (ctx->Color.ColorMask & 2) ? GL_TRUE : GL_FALSE;
         GLboolean alpha = (ctx->Color.ColorMask & 1) ? GL_TRUE : GL_FALSE;
         if (ctx->Driver.ColorMask
             && (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
            ctx->Color.SWmasking = GL_FALSE;
         }
         else {
            ctx->Color.SWmasking = GL_TRUE;
         }
      }
   }
   else {
      if (ctx->Color.IndexMask==0xffffffff) {
         /* disable masking */
         if (ctx->Driver.IndexMask) {
            (void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
         }
         ctx->Color.SWmasking = GL_FALSE;
      }
      else {
         /* Ask driver to do index masking, if it can't then
          * do it in software
          */
         if (ctx->Driver.IndexMask
             && (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
            ctx->Color.SWmasking = GL_FALSE;
         }
         else {
            ctx->Color.SWmasking = GL_TRUE;
         }
      }
   }
}



/*
 * Recompute the value of ctx->RasterMask, ctx->ClipMask, etc. according to
 * the current context.
 */
static void update_rasterflags( GLcontext *ctx )
{
   ctx->RasterMask = 0;

   if (ctx->Color.AlphaEnabled)		ctx->RasterMask |= ALPHATEST_BIT;
   if (ctx->Color.BlendEnabled)		ctx->RasterMask |= BLEND_BIT;
   if (ctx->Depth.Test)			ctx->RasterMask |= DEPTH_BIT;
   if (ctx->Fog.Enabled)		ctx->RasterMask |= FOG_BIT;
   if (ctx->Color.SWLogicOpEnabled)	ctx->RasterMask |= LOGIC_OP_BIT;
   if (ctx->Scissor.Enabled)		ctx->RasterMask |= SCISSOR_BIT;
   if (ctx->Stencil.Enabled)		ctx->RasterMask |= STENCIL_BIT;
   if (ctx->Color.SWmasking)		ctx->RasterMask |= MASKING_BIT;
   if (ctx->Visual->FrontAlphaEnabled)	ctx->RasterMask |= ALPHABUF_BIT;
   if (ctx->Visual->BackAlphaEnabled)	ctx->RasterMask |= ALPHABUF_BIT;

   if (   ctx->Viewport.X<0
       || ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
       || ctx->Viewport.Y<0
       || ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
      ctx->RasterMask |= WINCLIP_BIT;
   }

   /* check if drawing to front and back buffers */
   if (ctx->Color.DrawBuffer==GL_FRONT_AND_BACK) {
      ctx->RasterMask |= FRONT_AND_BACK_BIT;
   }

   /* check if writing to color buffer(s) is disabled */
   if (ctx->Color.DrawBuffer==GL_NONE) {
      ctx->RasterMask |= NO_DRAW_BIT;
   }
   else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
      ctx->RasterMask |= NO_DRAW_BIT;
   }
   else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
      ctx->RasterMask |= NO_DRAW_BIT;
   }

   /* Recompute ClipMask (what has to be interpolated when clipping) */
   ctx->ClipMask = 0;
   if (ctx->Texture.Enabled) {
      ctx->ClipMask |= CLIP_TEXTURE_BIT;
   }
   if (ctx->Light.ShadeModel==GL_SMOOTH) {
      if (ctx->Visual->RGBAflag) {
	 ctx->ClipMask |= CLIP_FCOLOR_BIT;
	 if (ctx->Light.Model.TwoSide) {
	    ctx->ClipMask |= CLIP_BCOLOR_BIT;
	 }
      }
      else {
	 ctx->ClipMask |= CLIP_FINDEX_BIT;
	 if (ctx->Light.Model.TwoSide) {
	    ctx->ClipMask |= CLIP_BINDEX_BIT;
	 }
      }
   }
}



/*
 * If ctx->NewState is non-zero then this function MUST be called before
 * rendering any primitive.  Basically, function pointers and miscellaneous
 * flags are updated to reflect the current state of the state machine.
 */
void gl_update_state( GLcontext *ctx )
{
   if (ctx->NewState & NEW_RASTER_OPS) {
      update_pixel_logic(ctx);
      update_pixel_masking(ctx);
      update_rasterflags(ctx);
   }

   if (ctx->NewState & NEW_LIGHTING) {
      gl_update_lighting(ctx);
      if (ctx->Light.ColorMaterialEnabled) {
         ctx->Exec.Color4f = gl_ColorMat4f;
         ctx->Exec.Color4ub = gl_ColorMat4ub;
      }
      else {
         ctx->Exec.Color4f = gl_Color4f;
         if (ctx->Visual->EightBitColor) {
            ctx->Exec.Color4ub = gl_Color4ub8bit;
         }
         else {
            ctx->Exec.Color4ub = gl_Color4ub;
         }
      }
      if (!ctx->CompileFlag) {
         ctx->API.Color4f = ctx->Exec.Color4f;
         ctx->API.Color4ub = ctx->Exec.Color4ub;
      }
   }

   if (ctx->NewState & NEW_TEXTURING) {
      gl_update_texture_state(ctx);
   }

   if (ctx->NewState & (NEW_LIGHTING | NEW_TEXTURING)) {
      /* Check if normal vectors are needed */
      if (ctx->Light.Enabled
          || (ctx->Texture.GenModeS==GL_SPHERE_MAP
              && (ctx->Texture.TexGenEnabled & S_BIT))
          || (ctx->Texture.GenModeT==GL_SPHERE_MAP
              && (ctx->Texture.TexGenEnabled & T_BIT))) {
         ctx->NeedNormals = GL_TRUE;
      }
      else {
         ctx->NeedNormals = GL_FALSE;
      }
   }

   if (ctx->NewState & NEW_RASTER_OPS) {
      /* Check if incoming colors can be modified during rasterization */
      if (ctx->Fog.Enabled ||
          ctx->Texture.Enabled ||
          ctx->Color.BlendEnabled ||
          ctx->Color.SWmasking ||
          ctx->Color.SWLogicOpEnabled) {
         ctx->MutablePixels = GL_TRUE;
      }
      else {
         ctx->MutablePixels = GL_FALSE;
      }
   }

   if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING)) {
      /* Check if all pixels generated are likely to be the same color */
      if (ctx->Light.ShadeModel==GL_SMOOTH ||
          ctx->Light.Enabled ||
          ctx->Fog.Enabled ||
          ctx->Texture.Enabled ||
          ctx->Color.BlendEnabled ||
          ctx->Color.SWmasking ||
          ctx->Color.SWLogicOpEnabled) {
         ctx->MonoPixels = GL_FALSE;       /* pixels probably multicolored */
      }
      else {
         /* pixels will all be same color,
          * only glColor() can invalidate this.
          */
         ctx->MonoPixels = GL_TRUE;
      }
   }

   if (ctx->NewState & NEW_RASTER_OPS) {
      /* Setup CullBits bitmask */
      ctx->Polygon.CullBits = 0;
      if (ctx->Polygon.CullFlag) {
         if (ctx->Polygon.CullFaceMode==GL_FRONT ||
             ctx->Polygon.CullFaceMode==GL_FRONT_AND_BACK) {
            ctx->Polygon.CullBits |= 1;
         }
         if (ctx->Polygon.CullFaceMode==GL_BACK ||
             ctx->Polygon.CullFaceMode==GL_FRONT_AND_BACK) {
            ctx->Polygon.CullBits |= 2;
         }
      }
      /* Any Polygon offsets enabled? */
      ctx->Polygon.OffsetAny = ctx->Polygon.OffsetPoint ||
                               ctx->Polygon.OffsetLine ||
                               ctx->Polygon.OffsetFill;
      /* reset Z offsets now */
      ctx->PointZoffset   = 0.0;
      ctx->LineZoffset    = 0.0;
      ctx->PolygonZoffset = 0.0;
   }

   if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING)) {
      /* Determine if we can directly call the triangle rasterizer */
      if (   ctx->Polygon.Unfilled
          || ctx->Polygon.OffsetAny
          || ctx->Polygon.CullFlag
          || ctx->Light.Model.TwoSide
          || ctx->RenderMode!=GL_RENDER) {
         ctx->DirectTriangles = GL_FALSE;
      }
      else {
         ctx->DirectTriangles = GL_TRUE;
      }
   }

   /* update scissor region */
   ctx->Buffer->Xmin = 0;
   ctx->Buffer->Ymin = 0;
   ctx->Buffer->Xmax = ctx->Buffer->Width-1;
   ctx->Buffer->Ymax = ctx->Buffer->Height-1;
   if (ctx->Scissor.Enabled) {
      if (ctx->Scissor.X > ctx->Buffer->Xmin) {
         ctx->Buffer->Xmin = ctx->Scissor.X;
      }
      if (ctx->Scissor.Y > ctx->Buffer->Ymin) {
         ctx->Buffer->Ymin = ctx->Scissor.Y;
      }
      if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->Buffer->Xmax) {
         ctx->Buffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
      }
      if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->Buffer->Ymax) {
         ctx->Buffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
      }
   }

   /*
    * Update Device Driver interface
    */
   if (ctx->NewState & NEW_RASTER_OPS) {
      ctx->Driver.AllocDepthBuffer = gl_alloc_depth_buffer;
      ctx->Driver.ClearDepthBuffer = gl_clear_depth_buffer;
      if (ctx->Depth.Mask) {
         switch (ctx->Depth.Func) {
            case GL_LESS:
               ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
               ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
               break;
            case GL_GREATER:
               ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
               ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
               break;
            default:
               ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
               ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
         }
      }
      else {
         ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
         ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
      }
      ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
      ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
   }
   if (ctx->Driver.UpdateState) {
      (*ctx->Driver.UpdateState)(ctx);
   }

   gl_set_point_function(ctx);
   gl_set_line_function(ctx);
   gl_set_triangle_function(ctx);

   gl_set_vertex_function(ctx);

   ctx->NewState = 0;
}

