Merge branch 'mesa_7_6_branch'
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "colormac.h"
36 #include "colortab.h"
37 #include "context.h"
38 #include "depth.h"
39 #include "enable.h"
40 #include "enums.h"
41 #include "fog.h"
42 #include "hint.h"
43 #include "light.h"
44 #include "lines.h"
45 #include "matrix.h"
46 #include "multisample.h"
47 #include "points.h"
48 #include "polygon.h"
49 #include "scissor.h"
50 #include "simple_list.h"
51 #include "stencil.h"
52 #include "texenv.h"
53 #include "texgen.h"
54 #include "texobj.h"
55 #include "texparam.h"
56 #include "texstate.h"
57 #include "varray.h"
58 #include "viewport.h"
59 #include "mtypes.h"
60
61
62 /**
63 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
64 */
65 struct gl_enable_attrib
66 {
67 GLboolean AlphaTest;
68 GLboolean AutoNormal;
69 GLboolean Blend;
70 GLbitfield ClipPlanes;
71 GLboolean ColorMaterial;
72 GLboolean ColorTable[COLORTABLE_MAX];
73 GLboolean Convolution1D;
74 GLboolean Convolution2D;
75 GLboolean Separable2D;
76 GLboolean CullFace;
77 GLboolean DepthClamp;
78 GLboolean DepthTest;
79 GLboolean Dither;
80 GLboolean Fog;
81 GLboolean Histogram;
82 GLboolean Light[MAX_LIGHTS];
83 GLboolean Lighting;
84 GLboolean LineSmooth;
85 GLboolean LineStipple;
86 GLboolean IndexLogicOp;
87 GLboolean ColorLogicOp;
88
89 GLboolean Map1Color4;
90 GLboolean Map1Index;
91 GLboolean Map1Normal;
92 GLboolean Map1TextureCoord1;
93 GLboolean Map1TextureCoord2;
94 GLboolean Map1TextureCoord3;
95 GLboolean Map1TextureCoord4;
96 GLboolean Map1Vertex3;
97 GLboolean Map1Vertex4;
98 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
99 GLboolean Map2Color4;
100 GLboolean Map2Index;
101 GLboolean Map2Normal;
102 GLboolean Map2TextureCoord1;
103 GLboolean Map2TextureCoord2;
104 GLboolean Map2TextureCoord3;
105 GLboolean Map2TextureCoord4;
106 GLboolean Map2Vertex3;
107 GLboolean Map2Vertex4;
108 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
109
110 GLboolean MinMax;
111 GLboolean Normalize;
112 GLboolean PixelTexture;
113 GLboolean PointSmooth;
114 GLboolean PolygonOffsetPoint;
115 GLboolean PolygonOffsetLine;
116 GLboolean PolygonOffsetFill;
117 GLboolean PolygonSmooth;
118 GLboolean PolygonStipple;
119 GLboolean RescaleNormals;
120 GLboolean Scissor;
121 GLboolean Stencil;
122 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
123 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
124 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
125 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
126 GLboolean SampleCoverage; /* GL_ARB_multisample */
127 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
128 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
129
130 GLbitfield Texture[MAX_TEXTURE_UNITS];
131 GLbitfield TexGen[MAX_TEXTURE_UNITS];
132
133 /* SGI_texture_color_table */
134 GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
135
136 /* GL_ARB_vertex_program / GL_NV_vertex_program */
137 GLboolean VertexProgram;
138 GLboolean VertexProgramPointSize;
139 GLboolean VertexProgramTwoSide;
140
141 /* GL_ARB_point_sprite / GL_NV_point_sprite */
142 GLboolean PointSprite;
143 GLboolean FragmentShaderATI;
144 };
145
146
147 /**
148 * Node for the attribute stack.
149 */
150 struct gl_attrib_node
151 {
152 GLbitfield kind;
153 void *data;
154 struct gl_attrib_node *next;
155 };
156
157
158
159 /**
160 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
161 */
162 struct texture_state
163 {
164 struct gl_texture_attrib Texture; /**< The usual context state */
165
166 /** to save per texture object state (wrap modes, filters, etc): */
167 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
168
169 /**
170 * To save references to texture objects (so they don't get accidentally
171 * deleted while saved in the attribute stack).
172 */
173 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
174 };
175
176
177 /**
178 * Allocate new attribute node of given type/kind. Attach payload data.
179 * Insert it into the linked list named by 'head'.
180 */
181 static void
182 save_attrib_data(struct gl_attrib_node **head,
183 GLbitfield kind, void *payload)
184 {
185 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
186 if (n) {
187 n->kind = kind;
188 n->data = payload;
189 /* insert at head */
190 n->next = *head;
191 *head = n;
192 }
193 else {
194 /* out of memory! */
195 }
196 }
197
198
199 void GLAPIENTRY
200 _mesa_PushAttrib(GLbitfield mask)
201 {
202 struct gl_attrib_node *head;
203
204 GET_CURRENT_CONTEXT(ctx);
205 ASSERT_OUTSIDE_BEGIN_END(ctx);
206
207 if (MESA_VERBOSE & VERBOSE_API)
208 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
209
210 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
211 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
212 return;
213 }
214
215 /* Build linked list of attribute nodes which save all attribute */
216 /* groups specified by the mask. */
217 head = NULL;
218
219 if (mask & GL_ACCUM_BUFFER_BIT) {
220 struct gl_accum_attrib *attr;
221 attr = MALLOC_STRUCT( gl_accum_attrib );
222 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
223 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
224 }
225
226 if (mask & GL_COLOR_BUFFER_BIT) {
227 GLuint i;
228 struct gl_colorbuffer_attrib *attr;
229 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
230 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
231 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
232 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
233 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
234 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
235 }
236
237 if (mask & GL_CURRENT_BIT) {
238 struct gl_current_attrib *attr;
239 FLUSH_CURRENT( ctx, 0 );
240 attr = MALLOC_STRUCT( gl_current_attrib );
241 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
242 save_attrib_data(&head, GL_CURRENT_BIT, attr);
243 }
244
245 if (mask & GL_DEPTH_BUFFER_BIT) {
246 struct gl_depthbuffer_attrib *attr;
247 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
248 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
249 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
250 }
251
252 if (mask & GL_ENABLE_BIT) {
253 struct gl_enable_attrib *attr;
254 GLuint i;
255 attr = MALLOC_STRUCT( gl_enable_attrib );
256 /* Copy enable flags from all other attributes into the enable struct. */
257 attr->AlphaTest = ctx->Color.AlphaEnabled;
258 attr->AutoNormal = ctx->Eval.AutoNormal;
259 attr->Blend = ctx->Color.BlendEnabled;
260 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
261 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
262 for (i = 0; i < COLORTABLE_MAX; i++) {
263 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
264 }
265 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
266 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
267 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
268 attr->CullFace = ctx->Polygon.CullFlag;
269 attr->DepthClamp = ctx->Transform.DepthClamp;
270 attr->DepthTest = ctx->Depth.Test;
271 attr->Dither = ctx->Color.DitherFlag;
272 attr->Fog = ctx->Fog.Enabled;
273 for (i = 0; i < ctx->Const.MaxLights; i++) {
274 attr->Light[i] = ctx->Light.Light[i].Enabled;
275 }
276 attr->Lighting = ctx->Light.Enabled;
277 attr->LineSmooth = ctx->Line.SmoothFlag;
278 attr->LineStipple = ctx->Line.StippleFlag;
279 attr->Histogram = ctx->Pixel.HistogramEnabled;
280 attr->MinMax = ctx->Pixel.MinMaxEnabled;
281 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
282 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
283 attr->Map1Color4 = ctx->Eval.Map1Color4;
284 attr->Map1Index = ctx->Eval.Map1Index;
285 attr->Map1Normal = ctx->Eval.Map1Normal;
286 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
287 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
288 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
289 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
290 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
291 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
292 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
293 attr->Map2Color4 = ctx->Eval.Map2Color4;
294 attr->Map2Index = ctx->Eval.Map2Index;
295 attr->Map2Normal = ctx->Eval.Map2Normal;
296 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
297 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
298 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
299 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
300 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
301 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
302 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
303 attr->Normalize = ctx->Transform.Normalize;
304 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
305 attr->PointSmooth = ctx->Point.SmoothFlag;
306 attr->PointSprite = ctx->Point.PointSprite;
307 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
308 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
309 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
310 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
311 attr->PolygonStipple = ctx->Polygon.StippleFlag;
312 attr->RescaleNormals = ctx->Transform.RescaleNormals;
313 attr->Scissor = ctx->Scissor.Enabled;
314 attr->Stencil = ctx->Stencil.Enabled;
315 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
316 attr->MultisampleEnabled = ctx->Multisample.Enabled;
317 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
318 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
319 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
320 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
321 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
322 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
323 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
324 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
325 }
326 /* GL_NV_vertex_program */
327 attr->VertexProgram = ctx->VertexProgram.Enabled;
328 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
329 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
330 save_attrib_data(&head, GL_ENABLE_BIT, attr);
331 }
332
333 if (mask & GL_EVAL_BIT) {
334 struct gl_eval_attrib *attr;
335 attr = MALLOC_STRUCT( gl_eval_attrib );
336 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
337 save_attrib_data(&head, GL_EVAL_BIT, attr);
338 }
339
340 if (mask & GL_FOG_BIT) {
341 struct gl_fog_attrib *attr;
342 attr = MALLOC_STRUCT( gl_fog_attrib );
343 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
344 save_attrib_data(&head, GL_FOG_BIT, attr);
345 }
346
347 if (mask & GL_HINT_BIT) {
348 struct gl_hint_attrib *attr;
349 attr = MALLOC_STRUCT( gl_hint_attrib );
350 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
351 save_attrib_data(&head, GL_HINT_BIT, attr);
352 }
353
354 if (mask & GL_LIGHTING_BIT) {
355 struct gl_light_attrib *attr;
356 FLUSH_CURRENT(ctx, 0); /* flush material changes */
357 attr = MALLOC_STRUCT( gl_light_attrib );
358 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
359 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
360 }
361
362 if (mask & GL_LINE_BIT) {
363 struct gl_line_attrib *attr;
364 attr = MALLOC_STRUCT( gl_line_attrib );
365 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
366 save_attrib_data(&head, GL_LINE_BIT, attr);
367 }
368
369 if (mask & GL_LIST_BIT) {
370 struct gl_list_attrib *attr;
371 attr = MALLOC_STRUCT( gl_list_attrib );
372 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
373 save_attrib_data(&head, GL_LIST_BIT, attr);
374 }
375
376 if (mask & GL_PIXEL_MODE_BIT) {
377 struct gl_pixel_attrib *attr;
378 attr = MALLOC_STRUCT( gl_pixel_attrib );
379 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
380 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
381 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
382 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
383 }
384
385 if (mask & GL_POINT_BIT) {
386 struct gl_point_attrib *attr;
387 attr = MALLOC_STRUCT( gl_point_attrib );
388 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
389 save_attrib_data(&head, GL_POINT_BIT, attr);
390 }
391
392 if (mask & GL_POLYGON_BIT) {
393 struct gl_polygon_attrib *attr;
394 attr = MALLOC_STRUCT( gl_polygon_attrib );
395 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
396 save_attrib_data(&head, GL_POLYGON_BIT, attr);
397 }
398
399 if (mask & GL_POLYGON_STIPPLE_BIT) {
400 GLuint *stipple;
401 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
402 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
403 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
404 }
405
406 if (mask & GL_SCISSOR_BIT) {
407 struct gl_scissor_attrib *attr;
408 attr = MALLOC_STRUCT( gl_scissor_attrib );
409 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
410 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
411 }
412
413 if (mask & GL_STENCIL_BUFFER_BIT) {
414 struct gl_stencil_attrib *attr;
415 attr = MALLOC_STRUCT( gl_stencil_attrib );
416 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
417 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
418 }
419
420 if (mask & GL_TEXTURE_BIT) {
421 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
422 GLuint u, tex;
423
424 if (!texstate) {
425 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
426 goto end;
427 }
428
429 _mesa_lock_context_textures(ctx);
430
431 /* copy/save the bulk of texture state here */
432 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
433
434 /* Save references to the currently bound texture objects so they don't
435 * accidentally get deleted while referenced in the attribute stack.
436 */
437 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
438 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
439 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
440 ctx->Texture.Unit[u].CurrentTex[tex]);
441 }
442 }
443
444 /* copy state/contents of the currently bound texture objects */
445 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
446 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
447 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
448 ctx->Texture.Unit[u].CurrentTex[tex]);
449 }
450 }
451
452 _mesa_unlock_context_textures(ctx);
453
454 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
455 }
456
457 if (mask & GL_TRANSFORM_BIT) {
458 struct gl_transform_attrib *attr;
459 attr = MALLOC_STRUCT( gl_transform_attrib );
460 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
461 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
462 }
463
464 if (mask & GL_VIEWPORT_BIT) {
465 struct gl_viewport_attrib *attr;
466 attr = MALLOC_STRUCT( gl_viewport_attrib );
467 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
468 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
469 }
470
471 /* GL_ARB_multisample */
472 if (mask & GL_MULTISAMPLE_BIT_ARB) {
473 struct gl_multisample_attrib *attr;
474 attr = MALLOC_STRUCT( gl_multisample_attrib );
475 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
476 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
477 }
478
479 end:
480 ctx->AttribStack[ctx->AttribStackDepth] = head;
481 ctx->AttribStackDepth++;
482 }
483
484
485
486 static void
487 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
488 {
489 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
490 GLuint i;
491
492 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
493 if ((VALUE) != (NEWVALUE)) { \
494 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
495 }
496
497 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
498 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
499
500 for (i=0;i<MAX_CLIP_PLANES;i++) {
501 const GLuint mask = 1 << i;
502 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
503 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
504 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
505 }
506
507 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
508 GL_COLOR_MATERIAL);
509 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
510 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
511 GL_COLOR_TABLE);
512 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
513 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
514 GL_POST_CONVOLUTION_COLOR_TABLE);
515 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
516 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
517 GL_POST_COLOR_MATRIX_COLOR_TABLE);
518 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
519 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
520 GL_DEPTH_CLAMP);
521 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
522 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
523 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
524 GL_CONVOLUTION_1D);
525 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
526 GL_CONVOLUTION_2D);
527 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
528 GL_SEPARABLE_2D);
529 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
530 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
531 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
532 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
533 GL_LINE_STIPPLE);
534 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
535 GL_INDEX_LOGIC_OP);
536 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
537 GL_COLOR_LOGIC_OP);
538
539 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
540 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
541 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
542 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
543 GL_MAP1_TEXTURE_COORD_1);
544 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
545 GL_MAP1_TEXTURE_COORD_2);
546 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
547 GL_MAP1_TEXTURE_COORD_3);
548 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
549 GL_MAP1_TEXTURE_COORD_4);
550 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
551 GL_MAP1_VERTEX_3);
552 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
553 GL_MAP1_VERTEX_4);
554 for (i = 0; i < 16; i++) {
555 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
556 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
557 }
558
559 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
560 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
561 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
562 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
563 GL_MAP2_TEXTURE_COORD_1);
564 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
565 GL_MAP2_TEXTURE_COORD_2);
566 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
567 GL_MAP2_TEXTURE_COORD_3);
568 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
569 GL_MAP2_TEXTURE_COORD_4);
570 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
571 GL_MAP2_VERTEX_3);
572 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
573 GL_MAP2_VERTEX_4);
574 for (i = 0; i < 16; i++) {
575 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
576 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
577 }
578
579 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
580 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
581 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
582 GL_RESCALE_NORMAL_EXT);
583 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
584 enable->RasterPositionUnclipped,
585 GL_RASTER_POSITION_UNCLIPPED_IBM);
586 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
587 GL_POINT_SMOOTH);
588 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
589 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
590 GL_POINT_SPRITE_NV);
591 }
592 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
593 GL_POLYGON_OFFSET_POINT);
594 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
595 GL_POLYGON_OFFSET_LINE);
596 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
597 GL_POLYGON_OFFSET_FILL);
598 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
599 GL_POLYGON_SMOOTH);
600 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
601 GL_POLYGON_STIPPLE);
602 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
603 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
604 if (ctx->Extensions.EXT_stencil_two_side) {
605 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
606 }
607 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
608 GL_MULTISAMPLE_ARB);
609 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
610 enable->SampleAlphaToCoverage,
611 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
612 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
613 enable->SampleAlphaToOne,
614 GL_SAMPLE_ALPHA_TO_ONE_ARB);
615 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
616 enable->SampleCoverage,
617 GL_SAMPLE_COVERAGE_ARB);
618 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
619 enable->SampleCoverageInvert,
620 GL_SAMPLE_COVERAGE_INVERT_ARB);
621 /* GL_ARB_vertex_program, GL_NV_vertex_program */
622 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
623 enable->VertexProgram,
624 GL_VERTEX_PROGRAM_ARB);
625 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
626 enable->VertexProgramPointSize,
627 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
628 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
629 enable->VertexProgramTwoSide,
630 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
631
632 #undef TEST_AND_UPDATE
633
634 /* texture unit enables */
635 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
636 const GLbitfield enabled = enable->Texture[i];
637 const GLbitfield genEnabled = enable->TexGen[i];
638
639 if (ctx->Texture.Unit[i].Enabled != enabled) {
640 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
641
642 _mesa_set_enable(ctx, GL_TEXTURE_1D,
643 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
644 _mesa_set_enable(ctx, GL_TEXTURE_2D,
645 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
646 _mesa_set_enable(ctx, GL_TEXTURE_3D,
647 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
648 if (ctx->Extensions.NV_texture_rectangle) {
649 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
650 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
651 }
652 if (ctx->Extensions.ARB_texture_cube_map) {
653 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
654 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
655 }
656 if (ctx->Extensions.MESA_texture_array) {
657 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
658 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
659 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
660 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
661 }
662 }
663
664 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
665 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
666 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
667 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
668 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
669 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
670 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
671 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
672 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
673 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
674 }
675
676 /* GL_SGI_texture_color_table */
677 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
678 }
679
680 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
681 }
682
683
684 /**
685 * Pop/restore texture attribute/group state.
686 */
687 static void
688 pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
689 {
690 GLuint u;
691
692 _mesa_lock_context_textures(ctx);
693
694 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
695 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
696 GLuint tgt;
697
698 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
699 _mesa_set_enable(ctx, GL_TEXTURE_1D,
700 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
701 _mesa_set_enable(ctx, GL_TEXTURE_2D,
702 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
703 _mesa_set_enable(ctx, GL_TEXTURE_3D,
704 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
705 if (ctx->Extensions.ARB_texture_cube_map) {
706 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
707 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
708 }
709 if (ctx->Extensions.NV_texture_rectangle) {
710 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
711 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
712 }
713 if (ctx->Extensions.MESA_texture_array) {
714 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
715 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
716 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
717 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
718 }
719
720 if (ctx->Extensions.SGI_texture_color_table) {
721 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
722 unit->ColorTableEnabled);
723 }
724 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
725 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
726 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
727 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
728 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
729 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
730 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
731 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
732 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
733 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
734 /* Eye plane done differently to avoid re-transformation */
735 {
736 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
737 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
738 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
739 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
740 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
741 if (ctx->Driver.TexGen) {
742 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
743 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
744 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
745 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
746 }
747 }
748 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
749 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
750 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
751 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
752 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
753 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
754 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
755 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
756 if (ctx->Extensions.EXT_texture_lod_bias) {
757 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
758 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
759 }
760 if (ctx->Extensions.EXT_texture_env_combine ||
761 ctx->Extensions.ARB_texture_env_combine) {
762 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
763 unit->Combine.ModeRGB);
764 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
765 unit->Combine.ModeA);
766 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
767 unit->Combine.SourceRGB[0]);
768 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
769 unit->Combine.SourceRGB[1]);
770 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
771 unit->Combine.SourceRGB[2]);
772 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
773 unit->Combine.SourceA[0]);
774 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
775 unit->Combine.SourceA[1]);
776 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
777 unit->Combine.SourceA[2]);
778 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
779 unit->Combine.OperandRGB[0]);
780 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
781 unit->Combine.OperandRGB[1]);
782 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
783 unit->Combine.OperandRGB[2]);
784 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
785 unit->Combine.OperandA[0]);
786 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
787 unit->Combine.OperandA[1]);
788 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
789 unit->Combine.OperandA[2]);
790 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
791 1 << unit->Combine.ScaleShiftRGB);
792 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
793 1 << unit->Combine.ScaleShiftA);
794 }
795
796 /* Restore texture object state for each target */
797 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
798 const struct gl_texture_object *obj = NULL;
799 GLenum target;
800
801 obj = &texstate->SavedObj[u][tgt];
802
803 /* don't restore state for unsupported targets to prevent
804 * raising GL errors.
805 */
806 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
807 !ctx->Extensions.ARB_texture_cube_map) {
808 continue;
809 }
810 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
811 !ctx->Extensions.NV_texture_rectangle) {
812 continue;
813 }
814 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
815 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
816 !ctx->Extensions.MESA_texture_array) {
817 continue;
818 }
819
820 target = obj->Target;
821
822 _mesa_BindTexture(target, obj->Name);
823
824 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor);
825 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
826 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
827 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
828 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
829 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
830 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
831 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
832 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
833 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
834 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
835 if (target != GL_TEXTURE_RECTANGLE_ARB)
836 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
837 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
838 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
839 obj->MaxAnisotropy);
840 }
841 if (ctx->Extensions.ARB_shadow_ambient) {
842 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
843 obj->CompareFailValue);
844 }
845 }
846
847 /* remove saved references to the texture objects */
848 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
849 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
850 }
851 }
852
853 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
854
855 _mesa_unlock_context_textures(ctx);
856 }
857
858
859 /*
860 * This function is kind of long just because we have to call a lot
861 * of device driver functions to update device driver state.
862 *
863 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
864 * in order to restore GL state. This isn't terribly efficient but it
865 * ensures that dirty flags and any derived state gets updated correctly.
866 * We could at least check if the value to restore equals the current value
867 * and then skip the Mesa call.
868 */
869 void GLAPIENTRY
870 _mesa_PopAttrib(void)
871 {
872 struct gl_attrib_node *attr, *next;
873 GET_CURRENT_CONTEXT(ctx);
874 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
875
876 if (ctx->AttribStackDepth == 0) {
877 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
878 return;
879 }
880
881 ctx->AttribStackDepth--;
882 attr = ctx->AttribStack[ctx->AttribStackDepth];
883
884 while (attr) {
885
886 if (MESA_VERBOSE & VERBOSE_API) {
887 _mesa_debug(ctx, "glPopAttrib %s\n",
888 _mesa_lookup_enum_by_nr(attr->kind));
889 }
890
891 switch (attr->kind) {
892 case GL_ACCUM_BUFFER_BIT:
893 {
894 const struct gl_accum_attrib *accum;
895 accum = (const struct gl_accum_attrib *) attr->data;
896 _mesa_ClearAccum(accum->ClearColor[0],
897 accum->ClearColor[1],
898 accum->ClearColor[2],
899 accum->ClearColor[3]);
900 }
901 break;
902 case GL_COLOR_BUFFER_BIT:
903 {
904 const struct gl_colorbuffer_attrib *color;
905 color = (const struct gl_colorbuffer_attrib *) attr->data;
906 _mesa_ClearIndex((GLfloat) color->ClearIndex);
907 _mesa_ClearColor(color->ClearColor[0],
908 color->ClearColor[1],
909 color->ClearColor[2],
910 color->ClearColor[3]);
911 _mesa_IndexMask(color->IndexMask);
912 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
913 (GLboolean) (color->ColorMask[1] != 0),
914 (GLboolean) (color->ColorMask[2] != 0),
915 (GLboolean) (color->ColorMask[3] != 0));
916 {
917 /* Need to determine if more than one color output is
918 * specified. If so, call glDrawBuffersARB, else call
919 * glDrawBuffer(). This is a subtle, but essential point
920 * since GL_FRONT (for example) is illegal for the former
921 * function, but legal for the later.
922 */
923 GLboolean multipleBuffers = GL_FALSE;
924 GLuint i;
925
926 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
927 if (color->DrawBuffer[i] != GL_NONE) {
928 multipleBuffers = GL_TRUE;
929 break;
930 }
931 }
932 /* Call the API_level functions, not _mesa_drawbuffers()
933 * since we need to do error checking on the pop'd
934 * GL_DRAW_BUFFER.
935 * Ex: if GL_FRONT were pushed, but we're popping with a
936 * user FBO bound, GL_FRONT will be illegal and we'll need
937 * to record that error. Per OpenGL ARB decision.
938 */
939 if (multipleBuffers)
940 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
941 color->DrawBuffer);
942 else
943 _mesa_DrawBuffer(color->DrawBuffer[0]);
944 }
945 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
946 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
947 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
948 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
949 color->BlendDstRGB,
950 color->BlendSrcA,
951 color->BlendDstA);
952 /* This special case is because glBlendEquationSeparateEXT
953 * cannot take GL_LOGIC_OP as a parameter.
954 */
955 if ( color->BlendEquationRGB == color->BlendEquationA ) {
956 _mesa_BlendEquation(color->BlendEquationRGB);
957 }
958 else {
959 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
960 color->BlendEquationA);
961 }
962 _mesa_BlendColor(color->BlendColor[0],
963 color->BlendColor[1],
964 color->BlendColor[2],
965 color->BlendColor[3]);
966 _mesa_LogicOp(color->LogicOp);
967 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
968 color->ColorLogicOpEnabled);
969 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
970 color->IndexLogicOpEnabled);
971 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
972 }
973 break;
974 case GL_CURRENT_BIT:
975 FLUSH_CURRENT( ctx, 0 );
976 MEMCPY( &ctx->Current, attr->data,
977 sizeof(struct gl_current_attrib) );
978 break;
979 case GL_DEPTH_BUFFER_BIT:
980 {
981 const struct gl_depthbuffer_attrib *depth;
982 depth = (const struct gl_depthbuffer_attrib *) attr->data;
983 _mesa_DepthFunc(depth->Func);
984 _mesa_ClearDepth(depth->Clear);
985 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
986 _mesa_DepthMask(depth->Mask);
987 }
988 break;
989 case GL_ENABLE_BIT:
990 {
991 const struct gl_enable_attrib *enable;
992 enable = (const struct gl_enable_attrib *) attr->data;
993 pop_enable_group(ctx, enable);
994 ctx->NewState |= _NEW_ALL;
995 }
996 break;
997 case GL_EVAL_BIT:
998 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
999 ctx->NewState |= _NEW_EVAL;
1000 break;
1001 case GL_FOG_BIT:
1002 {
1003 const struct gl_fog_attrib *fog;
1004 fog = (const struct gl_fog_attrib *) attr->data;
1005 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1006 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1007 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1008 _mesa_Fogf(GL_FOG_START, fog->Start);
1009 _mesa_Fogf(GL_FOG_END, fog->End);
1010 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1011 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1012 }
1013 break;
1014 case GL_HINT_BIT:
1015 {
1016 const struct gl_hint_attrib *hint;
1017 hint = (const struct gl_hint_attrib *) attr->data;
1018 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1019 hint->PerspectiveCorrection );
1020 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1021 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1022 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1023 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1024 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1025 hint->ClipVolumeClipping);
1026 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1027 hint->TextureCompression);
1028 }
1029 break;
1030 case GL_LIGHTING_BIT:
1031 {
1032 GLuint i;
1033 const struct gl_light_attrib *light;
1034 light = (const struct gl_light_attrib *) attr->data;
1035 /* lighting enable */
1036 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1037 /* per-light state */
1038 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1039 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1040
1041 for (i = 0; i < ctx->Const.MaxLights; i++) {
1042 const struct gl_light *l = &light->Light[i];
1043 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1044 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1045 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1046 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1047 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1048 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1049 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1050 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1051 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1052 &l->ConstantAttenuation);
1053 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1054 &l->LinearAttenuation);
1055 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1056 &l->QuadraticAttenuation);
1057 }
1058 /* light model */
1059 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1060 light->Model.Ambient);
1061 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1062 (GLfloat) light->Model.LocalViewer);
1063 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1064 (GLfloat) light->Model.TwoSide);
1065 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1066 (GLfloat) light->Model.ColorControl);
1067 /* shade model */
1068 _mesa_ShadeModel(light->ShadeModel);
1069 /* color material */
1070 _mesa_ColorMaterial(light->ColorMaterialFace,
1071 light->ColorMaterialMode);
1072 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1073 light->ColorMaterialEnabled);
1074 /* materials */
1075 MEMCPY(&ctx->Light.Material, &light->Material,
1076 sizeof(struct gl_material));
1077 }
1078 break;
1079 case GL_LINE_BIT:
1080 {
1081 const struct gl_line_attrib *line;
1082 line = (const struct gl_line_attrib *) attr->data;
1083 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1084 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1085 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1086 _mesa_LineWidth(line->Width);
1087 }
1088 break;
1089 case GL_LIST_BIT:
1090 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1091 break;
1092 case GL_PIXEL_MODE_BIT:
1093 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1094 /* XXX what other pixel state needs to be set by function calls? */
1095 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1096 ctx->NewState |= _NEW_PIXEL;
1097 break;
1098 case GL_POINT_BIT:
1099 {
1100 const struct gl_point_attrib *point;
1101 point = (const struct gl_point_attrib *) attr->data;
1102 _mesa_PointSize(point->Size);
1103 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1104 if (ctx->Extensions.EXT_point_parameters) {
1105 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1106 point->Params);
1107 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1108 point->MinSize);
1109 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1110 point->MaxSize);
1111 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1112 point->Threshold);
1113 }
1114 if (ctx->Extensions.NV_point_sprite
1115 || ctx->Extensions.ARB_point_sprite) {
1116 GLuint u;
1117 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1118 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1119 (GLint) point->CoordReplace[u]);
1120 }
1121 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1122 if (ctx->Extensions.NV_point_sprite)
1123 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1124 ctx->Point.SpriteRMode);
1125 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1126 (GLfloat)ctx->Point.SpriteOrigin);
1127 }
1128 }
1129 break;
1130 case GL_POLYGON_BIT:
1131 {
1132 const struct gl_polygon_attrib *polygon;
1133 polygon = (const struct gl_polygon_attrib *) attr->data;
1134 _mesa_CullFace(polygon->CullFaceMode);
1135 _mesa_FrontFace(polygon->FrontFace);
1136 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1137 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1138 _mesa_PolygonOffset(polygon->OffsetFactor,
1139 polygon->OffsetUnits);
1140 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1141 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1142 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1143 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1144 polygon->OffsetPoint);
1145 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1146 polygon->OffsetLine);
1147 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1148 polygon->OffsetFill);
1149 }
1150 break;
1151 case GL_POLYGON_STIPPLE_BIT:
1152 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1153 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1154 if (ctx->Driver.PolygonStipple)
1155 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1156 break;
1157 case GL_SCISSOR_BIT:
1158 {
1159 const struct gl_scissor_attrib *scissor;
1160 scissor = (const struct gl_scissor_attrib *) attr->data;
1161 _mesa_Scissor(scissor->X, scissor->Y,
1162 scissor->Width, scissor->Height);
1163 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1164 }
1165 break;
1166 case GL_STENCIL_BUFFER_BIT:
1167 {
1168 const struct gl_stencil_attrib *stencil;
1169 stencil = (const struct gl_stencil_attrib *) attr->data;
1170 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1171 _mesa_ClearStencil(stencil->Clear);
1172 if (ctx->Extensions.EXT_stencil_two_side) {
1173 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1174 stencil->TestTwoSide);
1175 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1176 ? GL_BACK : GL_FRONT);
1177 }
1178 /* front state */
1179 _mesa_StencilFuncSeparate(GL_FRONT,
1180 stencil->Function[0],
1181 stencil->Ref[0],
1182 stencil->ValueMask[0]);
1183 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1184 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1185 stencil->ZFailFunc[0],
1186 stencil->ZPassFunc[0]);
1187 /* back state */
1188 _mesa_StencilFuncSeparate(GL_BACK,
1189 stencil->Function[1],
1190 stencil->Ref[1],
1191 stencil->ValueMask[1]);
1192 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1193 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1194 stencil->ZFailFunc[1],
1195 stencil->ZPassFunc[1]);
1196 }
1197 break;
1198 case GL_TRANSFORM_BIT:
1199 {
1200 GLuint i;
1201 const struct gl_transform_attrib *xform;
1202 xform = (const struct gl_transform_attrib *) attr->data;
1203 _mesa_MatrixMode(xform->MatrixMode);
1204 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1205 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1206
1207 /* restore clip planes */
1208 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1209 const GLuint mask = 1 << i;
1210 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1211 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1212 if (xform->ClipPlanesEnabled & mask) {
1213 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1214 }
1215 else {
1216 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1217 }
1218 if (ctx->Driver.ClipPlane)
1219 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1220 }
1221
1222 /* normalize/rescale */
1223 if (xform->Normalize != ctx->Transform.Normalize)
1224 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1225 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1226 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1227 ctx->Transform.RescaleNormals);
1228 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1229 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1230 ctx->Transform.DepthClamp);
1231 }
1232 break;
1233 case GL_TEXTURE_BIT:
1234 /* Take care of texture object reference counters */
1235 {
1236 struct texture_state *texstate
1237 = (struct texture_state *) attr->data;
1238 pop_texture_group(ctx, texstate);
1239 ctx->NewState |= _NEW_TEXTURE;
1240 }
1241 break;
1242 case GL_VIEWPORT_BIT:
1243 {
1244 const struct gl_viewport_attrib *vp;
1245 vp = (const struct gl_viewport_attrib *) attr->data;
1246 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1247 _mesa_DepthRange(vp->Near, vp->Far);
1248 }
1249 break;
1250 case GL_MULTISAMPLE_BIT_ARB:
1251 {
1252 const struct gl_multisample_attrib *ms;
1253 ms = (const struct gl_multisample_attrib *) attr->data;
1254 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1255 ms->SampleCoverageInvert);
1256 }
1257 break;
1258
1259 default:
1260 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1261 break;
1262 }
1263
1264 next = attr->next;
1265 FREE( attr->data );
1266 FREE( attr );
1267 attr = next;
1268 }
1269 }
1270
1271
1272 /**
1273 * Helper for incrementing/decrementing vertex buffer object reference
1274 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1275 */
1276 static void
1277 adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
1278 {
1279 GLuint i;
1280
1281 arrayObj->Vertex.BufferObj->RefCount += step;
1282 arrayObj->Weight.BufferObj->RefCount += step;
1283 arrayObj->Normal.BufferObj->RefCount += step;
1284 arrayObj->Color.BufferObj->RefCount += step;
1285 arrayObj->SecondaryColor.BufferObj->RefCount += step;
1286 arrayObj->FogCoord.BufferObj->RefCount += step;
1287 arrayObj->Index.BufferObj->RefCount += step;
1288 arrayObj->EdgeFlag.BufferObj->RefCount += step;
1289 for (i = 0; i < Elements(arrayObj->TexCoord); i++)
1290 arrayObj->TexCoord[i].BufferObj->RefCount += step;
1291 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
1292 arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1293 }
1294
1295
1296 /**
1297 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1298 * object refcounts.
1299 */
1300 static void
1301 copy_pixelstore(GLcontext *ctx,
1302 struct gl_pixelstore_attrib *dst,
1303 const struct gl_pixelstore_attrib *src)
1304 {
1305 dst->Alignment = src->Alignment;
1306 dst->RowLength = src->RowLength;
1307 dst->SkipPixels = src->SkipPixels;
1308 dst->SkipRows = src->SkipRows;
1309 dst->ImageHeight = src->ImageHeight;
1310 dst->SkipImages = src->SkipImages;
1311 dst->SwapBytes = src->SwapBytes;
1312 dst->LsbFirst = src->LsbFirst;
1313 dst->ClientStorage = src->ClientStorage;
1314 dst->Invert = src->Invert;
1315 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1316 }
1317
1318
1319 #define GL_CLIENT_PACK_BIT (1<<20)
1320 #define GL_CLIENT_UNPACK_BIT (1<<21)
1321
1322
1323 void GLAPIENTRY
1324 _mesa_PushClientAttrib(GLbitfield mask)
1325 {
1326 struct gl_attrib_node *head;
1327
1328 GET_CURRENT_CONTEXT(ctx);
1329 ASSERT_OUTSIDE_BEGIN_END(ctx);
1330
1331 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1332 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1333 return;
1334 }
1335
1336 /* Build linked list of attribute nodes which save all attribute
1337 * groups specified by the mask.
1338 */
1339 head = NULL;
1340
1341 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1342 struct gl_pixelstore_attrib *attr;
1343 /* packing attribs */
1344 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1345 copy_pixelstore(ctx, attr, &ctx->Pack);
1346 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1347 /* unpacking attribs */
1348 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1349 copy_pixelstore(ctx, attr, &ctx->Unpack);
1350 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1351 }
1352
1353 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1354 struct gl_array_attrib *attr;
1355 struct gl_array_object *obj;
1356
1357 attr = MALLOC_STRUCT( gl_array_attrib );
1358 obj = MALLOC_STRUCT( gl_array_object );
1359
1360 #if FEATURE_ARB_vertex_buffer_object
1361 /* increment ref counts since we're copying pointers to these objects */
1362 ctx->Array.ArrayBufferObj->RefCount++;
1363 ctx->Array.ElementArrayBufferObj->RefCount++;
1364 #endif
1365
1366 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1367 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1368
1369 attr->ArrayObj = obj;
1370
1371 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1372
1373 /* bump reference counts on buffer objects */
1374 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
1375 }
1376
1377 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1378 ctx->ClientAttribStackDepth++;
1379 }
1380
1381
1382
1383
1384 void GLAPIENTRY
1385 _mesa_PopClientAttrib(void)
1386 {
1387 struct gl_attrib_node *node, *next;
1388
1389 GET_CURRENT_CONTEXT(ctx);
1390 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1391
1392 if (ctx->ClientAttribStackDepth == 0) {
1393 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1394 return;
1395 }
1396
1397 ctx->ClientAttribStackDepth--;
1398 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1399
1400 while (node) {
1401 switch (node->kind) {
1402 case GL_CLIENT_PACK_BIT:
1403 {
1404 struct gl_pixelstore_attrib *store =
1405 (struct gl_pixelstore_attrib *) node->data;
1406 copy_pixelstore(ctx, &ctx->Pack, store);
1407 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1408 }
1409 ctx->NewState |= _NEW_PACKUNPACK;
1410 break;
1411 case GL_CLIENT_UNPACK_BIT:
1412 {
1413 struct gl_pixelstore_attrib *store =
1414 (struct gl_pixelstore_attrib *) node->data;
1415 copy_pixelstore(ctx, &ctx->Unpack, store);
1416 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1417 }
1418 ctx->NewState |= _NEW_PACKUNPACK;
1419 break;
1420 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1421 struct gl_array_attrib * data =
1422 (struct gl_array_attrib *) node->data;
1423
1424 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
1425
1426 ctx->Array.ActiveTexture = data->ActiveTexture;
1427 if (data->LockCount != 0)
1428 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1429 else if (ctx->Array.LockCount)
1430 _mesa_UnlockArraysEXT();
1431
1432 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1433
1434 #if FEATURE_ARB_vertex_buffer_object
1435 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1436 data->ArrayBufferObj->Name);
1437 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1438 data->ElementArrayBufferObj->Name);
1439 #endif
1440
1441 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1442 sizeof( struct gl_array_object ) );
1443
1444 FREE( data->ArrayObj );
1445
1446 /* FIXME: Should some bits in ctx->Array->NewState also be set
1447 * FIXME: here? It seems like it should be set to inclusive-or
1448 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1449 */
1450
1451 ctx->NewState |= _NEW_ARRAY;
1452 break;
1453 }
1454 default:
1455 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1456 break;
1457 }
1458
1459 next = node->next;
1460 FREE( node->data );
1461 FREE( node );
1462 node = next;
1463 }
1464 }
1465
1466
1467 /**
1468 * Free any attribute state data that might be attached to the context.
1469 */
1470 void
1471 _mesa_free_attrib_data(GLcontext *ctx)
1472 {
1473 while (ctx->AttribStackDepth > 0) {
1474 struct gl_attrib_node *attr, *next;
1475
1476 ctx->AttribStackDepth--;
1477 attr = ctx->AttribStack[ctx->AttribStackDepth];
1478
1479 while (attr) {
1480 if (attr->kind == GL_TEXTURE_BIT) {
1481 struct texture_state *texstate = (struct texture_state*)attr->data;
1482 GLuint u, tgt;
1483 /* clear references to the saved texture objects */
1484 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1485 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1486 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1487 }
1488 }
1489 }
1490 else {
1491 /* any other chunks of state that requires special handling? */
1492 }
1493
1494 next = attr->next;
1495 _mesa_free(attr->data);
1496 _mesa_free(attr);
1497 attr = next;
1498 }
1499 }
1500 }
1501
1502
1503 void _mesa_init_attrib( GLcontext *ctx )
1504 {
1505 /* Renderer and client attribute stacks */
1506 ctx->AttribStackDepth = 0;
1507 ctx->ClientAttribStackDepth = 0;
1508 }