mesa: refactor: move scissor functions into new scissor.c file
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 #include "glheader.h"
26 #include "imports.h"
27 #include "accum.h"
28 #include "arrayobj.h"
29 #include "attrib.h"
30 #include "blend.h"
31 #include "buffers.h"
32 #include "bufferobj.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "depth.h"
37 #include "enable.h"
38 #include "enums.h"
39 #include "fog.h"
40 #include "hint.h"
41 #include "light.h"
42 #include "lines.h"
43 #include "matrix.h"
44 #include "points.h"
45 #include "polygon.h"
46 #include "scissor.h"
47 #include "simple_list.h"
48 #include "stencil.h"
49 #include "texobj.h"
50 #include "texstate.h"
51 #include "varray.h"
52 #include "mtypes.h"
53 #include "math/m_xform.h"
54
55 /**
56 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
57 */
58 struct texture_state
59 {
60 struct gl_texture_attrib Texture; /**< The usual context state */
61
62 /** to save per texture object state (wrap modes, filters, etc): */
63 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
64
65 /**
66 * To save references to texture objects (so they don't get accidentally
67 * deleted while saved in the attribute stack).
68 */
69 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
70 };
71
72
73 /**
74 * Allocate a new attribute state node. These nodes have a
75 * "kind" value and a pointer to a struct of state data.
76 */
77 static struct gl_attrib_node *
78 new_attrib_node( GLbitfield kind )
79 {
80 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
81 if (an) {
82 an->kind = kind;
83 }
84 return an;
85 }
86
87
88 void GLAPIENTRY
89 _mesa_PushAttrib(GLbitfield mask)
90 {
91 struct gl_attrib_node *newnode;
92 struct gl_attrib_node *head;
93
94 GET_CURRENT_CONTEXT(ctx);
95 ASSERT_OUTSIDE_BEGIN_END(ctx);
96
97 if (MESA_VERBOSE & VERBOSE_API)
98 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
99
100 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
101 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
102 return;
103 }
104
105 /* Build linked list of attribute nodes which save all attribute */
106 /* groups specified by the mask. */
107 head = NULL;
108
109 if (mask & GL_ACCUM_BUFFER_BIT) {
110 struct gl_accum_attrib *attr;
111 attr = MALLOC_STRUCT( gl_accum_attrib );
112 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
113 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
114 newnode->data = attr;
115 newnode->next = head;
116 head = newnode;
117 }
118
119 if (mask & GL_COLOR_BUFFER_BIT) {
120 GLuint i;
121 struct gl_colorbuffer_attrib *attr;
122 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
123 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
124 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
125 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
126 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
127 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
128 newnode->data = attr;
129 newnode->next = head;
130 head = newnode;
131 }
132
133 if (mask & GL_CURRENT_BIT) {
134 struct gl_current_attrib *attr;
135 FLUSH_CURRENT( ctx, 0 );
136 attr = MALLOC_STRUCT( gl_current_attrib );
137 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
138 newnode = new_attrib_node( GL_CURRENT_BIT );
139 newnode->data = attr;
140 newnode->next = head;
141 head = newnode;
142 }
143
144 if (mask & GL_DEPTH_BUFFER_BIT) {
145 struct gl_depthbuffer_attrib *attr;
146 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
147 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
148 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
149 newnode->data = attr;
150 newnode->next = head;
151 head = newnode;
152 }
153
154 if (mask & GL_ENABLE_BIT) {
155 struct gl_enable_attrib *attr;
156 GLuint i;
157 attr = MALLOC_STRUCT( gl_enable_attrib );
158 /* Copy enable flags from all other attributes into the enable struct. */
159 attr->AlphaTest = ctx->Color.AlphaEnabled;
160 attr->AutoNormal = ctx->Eval.AutoNormal;
161 attr->Blend = ctx->Color.BlendEnabled;
162 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
163 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
164 for (i = 0; i < COLORTABLE_MAX; i++) {
165 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
166 }
167 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
168 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
169 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
170 attr->CullFace = ctx->Polygon.CullFlag;
171 attr->DepthTest = ctx->Depth.Test;
172 attr->Dither = ctx->Color.DitherFlag;
173 attr->Fog = ctx->Fog.Enabled;
174 for (i = 0; i < ctx->Const.MaxLights; i++) {
175 attr->Light[i] = ctx->Light.Light[i].Enabled;
176 }
177 attr->Lighting = ctx->Light.Enabled;
178 attr->LineSmooth = ctx->Line.SmoothFlag;
179 attr->LineStipple = ctx->Line.StippleFlag;
180 attr->Histogram = ctx->Pixel.HistogramEnabled;
181 attr->MinMax = ctx->Pixel.MinMaxEnabled;
182 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
183 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
184 attr->Map1Color4 = ctx->Eval.Map1Color4;
185 attr->Map1Index = ctx->Eval.Map1Index;
186 attr->Map1Normal = ctx->Eval.Map1Normal;
187 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
188 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
189 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
190 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
191 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
192 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
193 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
194 attr->Map2Color4 = ctx->Eval.Map2Color4;
195 attr->Map2Index = ctx->Eval.Map2Index;
196 attr->Map2Normal = ctx->Eval.Map2Normal;
197 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
198 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
199 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
200 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
201 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
202 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
203 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
204 attr->Normalize = ctx->Transform.Normalize;
205 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
206 attr->PointSmooth = ctx->Point.SmoothFlag;
207 attr->PointSprite = ctx->Point.PointSprite;
208 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
209 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
210 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
211 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
212 attr->PolygonStipple = ctx->Polygon.StippleFlag;
213 attr->RescaleNormals = ctx->Transform.RescaleNormals;
214 attr->Scissor = ctx->Scissor.Enabled;
215 attr->Stencil = ctx->Stencil.Enabled;
216 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
217 attr->MultisampleEnabled = ctx->Multisample.Enabled;
218 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
219 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
220 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
221 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
222 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
223 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
224 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
225 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
226 }
227 /* GL_NV_vertex_program */
228 attr->VertexProgram = ctx->VertexProgram.Enabled;
229 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
230 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
231 newnode = new_attrib_node( GL_ENABLE_BIT );
232 newnode->data = attr;
233 newnode->next = head;
234 head = newnode;
235 }
236
237 if (mask & GL_EVAL_BIT) {
238 struct gl_eval_attrib *attr;
239 attr = MALLOC_STRUCT( gl_eval_attrib );
240 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
241 newnode = new_attrib_node( GL_EVAL_BIT );
242 newnode->data = attr;
243 newnode->next = head;
244 head = newnode;
245 }
246
247 if (mask & GL_FOG_BIT) {
248 struct gl_fog_attrib *attr;
249 attr = MALLOC_STRUCT( gl_fog_attrib );
250 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
251 newnode = new_attrib_node( GL_FOG_BIT );
252 newnode->data = attr;
253 newnode->next = head;
254 head = newnode;
255 }
256
257 if (mask & GL_HINT_BIT) {
258 struct gl_hint_attrib *attr;
259 attr = MALLOC_STRUCT( gl_hint_attrib );
260 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
261 newnode = new_attrib_node( GL_HINT_BIT );
262 newnode->data = attr;
263 newnode->next = head;
264 head = newnode;
265 }
266
267 if (mask & GL_LIGHTING_BIT) {
268 struct gl_light_attrib *attr;
269 FLUSH_CURRENT(ctx, 0); /* flush material changes */
270 attr = MALLOC_STRUCT( gl_light_attrib );
271 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
272 newnode = new_attrib_node( GL_LIGHTING_BIT );
273 newnode->data = attr;
274 newnode->next = head;
275 head = newnode;
276 }
277
278 if (mask & GL_LINE_BIT) {
279 struct gl_line_attrib *attr;
280 attr = MALLOC_STRUCT( gl_line_attrib );
281 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
282 newnode = new_attrib_node( GL_LINE_BIT );
283 newnode->data = attr;
284 newnode->next = head;
285 head = newnode;
286 }
287
288 if (mask & GL_LIST_BIT) {
289 struct gl_list_attrib *attr;
290 attr = MALLOC_STRUCT( gl_list_attrib );
291 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
292 newnode = new_attrib_node( GL_LIST_BIT );
293 newnode->data = attr;
294 newnode->next = head;
295 head = newnode;
296 }
297
298 if (mask & GL_PIXEL_MODE_BIT) {
299 struct gl_pixel_attrib *attr;
300 attr = MALLOC_STRUCT( gl_pixel_attrib );
301 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
302 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
303 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
304 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
305 newnode->data = attr;
306 newnode->next = head;
307 head = newnode;
308 }
309
310 if (mask & GL_POINT_BIT) {
311 struct gl_point_attrib *attr;
312 attr = MALLOC_STRUCT( gl_point_attrib );
313 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
314 newnode = new_attrib_node( GL_POINT_BIT );
315 newnode->data = attr;
316 newnode->next = head;
317 head = newnode;
318 }
319
320 if (mask & GL_POLYGON_BIT) {
321 struct gl_polygon_attrib *attr;
322 attr = MALLOC_STRUCT( gl_polygon_attrib );
323 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
324 newnode = new_attrib_node( GL_POLYGON_BIT );
325 newnode->data = attr;
326 newnode->next = head;
327 head = newnode;
328 }
329
330 if (mask & GL_POLYGON_STIPPLE_BIT) {
331 GLuint *stipple;
332 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
333 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
334 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
335 newnode->data = stipple;
336 newnode->next = head;
337 head = newnode;
338 }
339
340 if (mask & GL_SCISSOR_BIT) {
341 struct gl_scissor_attrib *attr;
342 attr = MALLOC_STRUCT( gl_scissor_attrib );
343 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
344 newnode = new_attrib_node( GL_SCISSOR_BIT );
345 newnode->data = attr;
346 newnode->next = head;
347 head = newnode;
348 }
349
350 if (mask & GL_STENCIL_BUFFER_BIT) {
351 struct gl_stencil_attrib *attr;
352 attr = MALLOC_STRUCT( gl_stencil_attrib );
353 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
354 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
355 newnode->data = attr;
356 newnode->next = head;
357 head = newnode;
358 }
359
360 if (mask & GL_TEXTURE_BIT) {
361 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
362 GLuint u;
363
364 if (!texstate) {
365 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
366 goto end;
367 }
368
369 _mesa_lock_context_textures(ctx);
370
371 /* copy/save the bulk of texture state here */
372 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
373
374 /* Save references to the currently bound texture objects so they don't
375 * accidentally get deleted while referenced in the attribute stack.
376 */
377 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
378 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_INDEX],
379 ctx->Texture.Unit[u].Current1D);
380 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_INDEX],
381 ctx->Texture.Unit[u].Current2D);
382 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_3D_INDEX],
383 ctx->Texture.Unit[u].Current3D);
384 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_CUBE_INDEX],
385 ctx->Texture.Unit[u].CurrentCubeMap);
386 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_RECT_INDEX],
387 ctx->Texture.Unit[u].CurrentRect);
388 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_ARRAY_INDEX],
389 ctx->Texture.Unit[u].Current1DArray);
390 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_ARRAY_INDEX],
391 ctx->Texture.Unit[u].Current2DArray);
392 }
393
394 /* copy state/contents of the currently bound texture objects */
395 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
396 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_INDEX],
397 ctx->Texture.Unit[u].Current1D);
398 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_INDEX],
399 ctx->Texture.Unit[u].Current2D);
400 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_3D_INDEX],
401 ctx->Texture.Unit[u].Current3D);
402 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_CUBE_INDEX],
403 ctx->Texture.Unit[u].CurrentCubeMap);
404 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_RECT_INDEX],
405 ctx->Texture.Unit[u].CurrentRect);
406 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_ARRAY_INDEX],
407 ctx->Texture.Unit[u].Current1DArray);
408 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_ARRAY_INDEX],
409 ctx->Texture.Unit[u].Current2DArray);
410 }
411
412 _mesa_unlock_context_textures(ctx);
413
414 newnode = new_attrib_node( GL_TEXTURE_BIT );
415 newnode->data = texstate;
416 newnode->next = head;
417 head = newnode;
418 }
419
420 if (mask & GL_TRANSFORM_BIT) {
421 struct gl_transform_attrib *attr;
422 attr = MALLOC_STRUCT( gl_transform_attrib );
423 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
424 newnode = new_attrib_node( GL_TRANSFORM_BIT );
425 newnode->data = attr;
426 newnode->next = head;
427 head = newnode;
428 }
429
430 if (mask & GL_VIEWPORT_BIT) {
431 struct gl_viewport_attrib *attr;
432 attr = MALLOC_STRUCT( gl_viewport_attrib );
433 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
434 newnode = new_attrib_node( GL_VIEWPORT_BIT );
435 newnode->data = attr;
436 newnode->next = head;
437 head = newnode;
438 }
439
440 /* GL_ARB_multisample */
441 if (mask & GL_MULTISAMPLE_BIT_ARB) {
442 struct gl_multisample_attrib *attr;
443 attr = MALLOC_STRUCT( gl_multisample_attrib );
444 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
445 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
446 newnode->data = attr;
447 newnode->next = head;
448 head = newnode;
449 }
450
451 end:
452 ctx->AttribStack[ctx->AttribStackDepth] = head;
453 ctx->AttribStackDepth++;
454 }
455
456
457
458 static void
459 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
460 {
461 GLuint i;
462
463 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
464 if ((VALUE) != (NEWVALUE)) { \
465 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
466 }
467
468 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
469 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
470
471 for (i=0;i<MAX_CLIP_PLANES;i++) {
472 const GLuint mask = 1 << i;
473 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
474 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
475 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
476 }
477
478 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
479 GL_COLOR_MATERIAL);
480 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
481 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
482 GL_COLOR_TABLE);
483 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
484 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
485 GL_POST_CONVOLUTION_COLOR_TABLE);
486 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
487 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
488 GL_POST_COLOR_MATRIX_COLOR_TABLE);
489 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
490 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
491 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
492 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
493 GL_CONVOLUTION_1D);
494 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
495 GL_CONVOLUTION_2D);
496 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
497 GL_SEPARABLE_2D);
498 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
499 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
500 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
501 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
502 GL_LINE_STIPPLE);
503 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
504 GL_INDEX_LOGIC_OP);
505 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
506 GL_COLOR_LOGIC_OP);
507
508 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
509 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
510 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
511 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
512 GL_MAP1_TEXTURE_COORD_1);
513 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
514 GL_MAP1_TEXTURE_COORD_2);
515 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
516 GL_MAP1_TEXTURE_COORD_3);
517 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
518 GL_MAP1_TEXTURE_COORD_4);
519 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
520 GL_MAP1_VERTEX_3);
521 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
522 GL_MAP1_VERTEX_4);
523 for (i = 0; i < 16; i++) {
524 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
525 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
526 }
527
528 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
529 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
530 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
531 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
532 GL_MAP2_TEXTURE_COORD_1);
533 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
534 GL_MAP2_TEXTURE_COORD_2);
535 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
536 GL_MAP2_TEXTURE_COORD_3);
537 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
538 GL_MAP2_TEXTURE_COORD_4);
539 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
540 GL_MAP2_VERTEX_3);
541 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
542 GL_MAP2_VERTEX_4);
543 for (i = 0; i < 16; i++) {
544 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
545 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
546 }
547
548 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
549 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
550 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
551 GL_RESCALE_NORMAL_EXT);
552 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
553 enable->RasterPositionUnclipped,
554 GL_RASTER_POSITION_UNCLIPPED_IBM);
555 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
556 GL_POINT_SMOOTH);
557 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
558 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
559 GL_POINT_SPRITE_NV);
560 }
561 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
562 GL_POLYGON_OFFSET_POINT);
563 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
564 GL_POLYGON_OFFSET_LINE);
565 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
566 GL_POLYGON_OFFSET_FILL);
567 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
568 GL_POLYGON_SMOOTH);
569 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
570 GL_POLYGON_STIPPLE);
571 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
572 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
573 if (ctx->Extensions.EXT_stencil_two_side) {
574 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
575 }
576 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
577 GL_MULTISAMPLE_ARB);
578 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
579 enable->SampleAlphaToCoverage,
580 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
581 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
582 enable->SampleAlphaToOne,
583 GL_SAMPLE_ALPHA_TO_ONE_ARB);
584 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
585 enable->SampleCoverage,
586 GL_SAMPLE_COVERAGE_ARB);
587 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
588 enable->SampleCoverageInvert,
589 GL_SAMPLE_COVERAGE_INVERT_ARB);
590 /* GL_ARB_vertex_program, GL_NV_vertex_program */
591 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
592 enable->VertexProgram,
593 GL_VERTEX_PROGRAM_ARB);
594 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
595 enable->VertexProgramPointSize,
596 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
597 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
598 enable->VertexProgramTwoSide,
599 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
600
601 #undef TEST_AND_UPDATE
602
603 /* texture unit enables */
604 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
605 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
606 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
607 if (ctx->Driver.Enable) {
608 if (ctx->Driver.ActiveTexture) {
609 (*ctx->Driver.ActiveTexture)(ctx, i);
610 }
611 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
612 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
613 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
614 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
615 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
616 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
617 if (ctx->Extensions.ARB_texture_cube_map)
618 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
619 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
620 if (ctx->Extensions.NV_texture_rectangle)
621 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
622 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
623 }
624 }
625
626 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
627 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
628 if (ctx->Driver.Enable) {
629 if (ctx->Driver.ActiveTexture) {
630 (*ctx->Driver.ActiveTexture)(ctx, i);
631 }
632 if (enable->TexGen[i] & S_BIT)
633 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
634 else
635 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
636 if (enable->TexGen[i] & T_BIT)
637 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
638 else
639 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
640 if (enable->TexGen[i] & R_BIT)
641 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
642 else
643 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
644 if (enable->TexGen[i] & Q_BIT)
645 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
646 else
647 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
648 }
649 }
650
651 /* GL_SGI_texture_color_table */
652 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
653 }
654
655 if (ctx->Driver.ActiveTexture) {
656 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
657 }
658 }
659
660
661 /**
662 * Pop/restore texture attribute/group state.
663 */
664 static void
665 pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
666 {
667 GLuint u;
668
669 _mesa_lock_context_textures(ctx);
670
671 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
672 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
673 GLuint tgt;
674
675 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
676 _mesa_set_enable(ctx, GL_TEXTURE_1D,
677 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
678 _mesa_set_enable(ctx, GL_TEXTURE_2D,
679 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
680 _mesa_set_enable(ctx, GL_TEXTURE_3D,
681 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
682 if (ctx->Extensions.ARB_texture_cube_map) {
683 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
684 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
685 }
686 if (ctx->Extensions.NV_texture_rectangle) {
687 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
688 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
689 }
690 if (ctx->Extensions.SGI_texture_color_table) {
691 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
692 unit->ColorTableEnabled);
693 }
694 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
695 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
696 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
697 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
698 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
699 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
700 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
701 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
702 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
703 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
704 /* Eye plane done differently to avoid re-transformation */
705 {
706 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
707 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
708 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
709 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
710 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
711 if (ctx->Driver.TexGen) {
712 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
713 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
714 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
715 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
716 }
717 }
718 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
719 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
720 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
721 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
722 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
723 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
724 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
725 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
726 if (ctx->Extensions.EXT_texture_lod_bias) {
727 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
728 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
729 }
730 if (ctx->Extensions.EXT_texture_env_combine ||
731 ctx->Extensions.ARB_texture_env_combine) {
732 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
733 unit->Combine.ModeRGB);
734 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
735 unit->Combine.ModeA);
736 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
737 unit->Combine.SourceRGB[0]);
738 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
739 unit->Combine.SourceRGB[1]);
740 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
741 unit->Combine.SourceRGB[2]);
742 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
743 unit->Combine.SourceA[0]);
744 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
745 unit->Combine.SourceA[1]);
746 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
747 unit->Combine.SourceA[2]);
748 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
749 unit->Combine.OperandRGB[0]);
750 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
751 unit->Combine.OperandRGB[1]);
752 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
753 unit->Combine.OperandRGB[2]);
754 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
755 unit->Combine.OperandA[0]);
756 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
757 unit->Combine.OperandA[1]);
758 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
759 unit->Combine.OperandA[2]);
760 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
761 1 << unit->Combine.ScaleShiftRGB);
762 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
763 1 << unit->Combine.ScaleShiftA);
764 }
765
766 /* Restore texture object state for each target */
767 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
768 const struct gl_texture_object *obj = NULL;
769 GLfloat bordColor[4];
770 GLenum target;
771
772 obj = &texstate->SavedObj[u][tgt];
773
774 /* don't restore state for unsupported targets to prevent
775 * raising GL errors.
776 */
777 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
778 !ctx->Extensions.ARB_texture_cube_map) {
779 continue;
780 }
781 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
782 !ctx->Extensions.NV_texture_rectangle) {
783 continue;
784 }
785 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
786 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
787 !ctx->Extensions.MESA_texture_array) {
788 continue;
789 }
790
791 target = obj->Target;
792
793 _mesa_BindTexture(target, obj->Name);
794
795 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
796 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
797 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
798 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
799
800 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
801 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
802 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
803 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
804 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
805 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
806 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
807 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
808 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
809 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
810 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
811 if (target != GL_TEXTURE_RECTANGLE_ARB)
812 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
813 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
814 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
815 obj->MaxAnisotropy);
816 }
817 if (ctx->Extensions.SGIX_shadow) {
818 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
819 obj->CompareFlag);
820 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
821 obj->CompareOperator);
822 }
823 if (ctx->Extensions.SGIX_shadow_ambient) {
824 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
825 obj->ShadowAmbient);
826 }
827 }
828
829 /* remove saved references to the texture objects */
830 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
831 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
832 }
833 }
834
835 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
836
837 _mesa_unlock_context_textures(ctx);
838 }
839
840
841 /*
842 * This function is kind of long just because we have to call a lot
843 * of device driver functions to update device driver state.
844 *
845 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
846 * in order to restore GL state. This isn't terribly efficient but it
847 * ensures that dirty flags and any derived state gets updated correctly.
848 * We could at least check if the value to restore equals the current value
849 * and then skip the Mesa call.
850 */
851 void GLAPIENTRY
852 _mesa_PopAttrib(void)
853 {
854 struct gl_attrib_node *attr, *next;
855 GET_CURRENT_CONTEXT(ctx);
856 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
857
858 if (ctx->AttribStackDepth == 0) {
859 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
860 return;
861 }
862
863 ctx->AttribStackDepth--;
864 attr = ctx->AttribStack[ctx->AttribStackDepth];
865
866 while (attr) {
867
868 if (MESA_VERBOSE & VERBOSE_API) {
869 _mesa_debug(ctx, "glPopAttrib %s\n",
870 _mesa_lookup_enum_by_nr(attr->kind));
871 }
872
873 switch (attr->kind) {
874 case GL_ACCUM_BUFFER_BIT:
875 {
876 const struct gl_accum_attrib *accum;
877 accum = (const struct gl_accum_attrib *) attr->data;
878 _mesa_ClearAccum(accum->ClearColor[0],
879 accum->ClearColor[1],
880 accum->ClearColor[2],
881 accum->ClearColor[3]);
882 }
883 break;
884 case GL_COLOR_BUFFER_BIT:
885 {
886 const struct gl_colorbuffer_attrib *color;
887 color = (const struct gl_colorbuffer_attrib *) attr->data;
888 _mesa_ClearIndex((GLfloat) color->ClearIndex);
889 _mesa_ClearColor(color->ClearColor[0],
890 color->ClearColor[1],
891 color->ClearColor[2],
892 color->ClearColor[3]);
893 _mesa_IndexMask(color->IndexMask);
894 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
895 (GLboolean) (color->ColorMask[1] != 0),
896 (GLboolean) (color->ColorMask[2] != 0),
897 (GLboolean) (color->ColorMask[3] != 0));
898 {
899 /* Need to determine if more than one color output is
900 * specified. If so, call glDrawBuffersARB, else call
901 * glDrawBuffer(). This is a subtle, but essential point
902 * since GL_FRONT (for example) is illegal for the former
903 * function, but legal for the later.
904 */
905 GLboolean multipleBuffers = GL_FALSE;
906 if (ctx->Extensions.ARB_draw_buffers) {
907 GLuint i;
908 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
909 if (color->DrawBuffer[i] != GL_NONE) {
910 multipleBuffers = GL_TRUE;
911 break;
912 }
913 }
914 }
915 /* Call the API_level functions, not _mesa_drawbuffers()
916 * since we need to do error checking on the pop'd
917 * GL_DRAW_BUFFER.
918 * Ex: if GL_FRONT were pushed, but we're popping with a
919 * user FBO bound, GL_FRONT will be illegal and we'll need
920 * to record that error. Per OpenGL ARB decision.
921 */
922 if (multipleBuffers)
923 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
924 color->DrawBuffer);
925 else
926 _mesa_DrawBuffer(color->DrawBuffer[0]);
927 }
928 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
929 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
930 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
931 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
932 color->BlendDstRGB,
933 color->BlendSrcA,
934 color->BlendDstA);
935 /* This special case is because glBlendEquationSeparateEXT
936 * cannot take GL_LOGIC_OP as a parameter.
937 */
938 if ( color->BlendEquationRGB == color->BlendEquationA ) {
939 _mesa_BlendEquation(color->BlendEquationRGB);
940 }
941 else {
942 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
943 color->BlendEquationA);
944 }
945 _mesa_BlendColor(color->BlendColor[0],
946 color->BlendColor[1],
947 color->BlendColor[2],
948 color->BlendColor[3]);
949 _mesa_LogicOp(color->LogicOp);
950 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
951 color->ColorLogicOpEnabled);
952 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
953 color->IndexLogicOpEnabled);
954 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
955 }
956 break;
957 case GL_CURRENT_BIT:
958 FLUSH_CURRENT( ctx, 0 );
959 MEMCPY( &ctx->Current, attr->data,
960 sizeof(struct gl_current_attrib) );
961 break;
962 case GL_DEPTH_BUFFER_BIT:
963 {
964 const struct gl_depthbuffer_attrib *depth;
965 depth = (const struct gl_depthbuffer_attrib *) attr->data;
966 _mesa_DepthFunc(depth->Func);
967 _mesa_ClearDepth(depth->Clear);
968 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
969 _mesa_DepthMask(depth->Mask);
970 }
971 break;
972 case GL_ENABLE_BIT:
973 {
974 const struct gl_enable_attrib *enable;
975 enable = (const struct gl_enable_attrib *) attr->data;
976 pop_enable_group(ctx, enable);
977 ctx->NewState |= _NEW_ALL;
978 }
979 break;
980 case GL_EVAL_BIT:
981 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
982 ctx->NewState |= _NEW_EVAL;
983 break;
984 case GL_FOG_BIT:
985 {
986 const struct gl_fog_attrib *fog;
987 fog = (const struct gl_fog_attrib *) attr->data;
988 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
989 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
990 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
991 _mesa_Fogf(GL_FOG_START, fog->Start);
992 _mesa_Fogf(GL_FOG_END, fog->End);
993 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
994 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
995 }
996 break;
997 case GL_HINT_BIT:
998 {
999 const struct gl_hint_attrib *hint;
1000 hint = (const struct gl_hint_attrib *) attr->data;
1001 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1002 hint->PerspectiveCorrection );
1003 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1004 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1005 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1006 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1007 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1008 hint->ClipVolumeClipping);
1009 if (ctx->Extensions.ARB_texture_compression)
1010 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1011 hint->TextureCompression);
1012 }
1013 break;
1014 case GL_LIGHTING_BIT:
1015 {
1016 GLuint i;
1017 const struct gl_light_attrib *light;
1018 light = (const struct gl_light_attrib *) attr->data;
1019 /* lighting enable */
1020 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1021 /* per-light state */
1022 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1023 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1024
1025 for (i = 0; i < ctx->Const.MaxLights; i++) {
1026 const struct gl_light *l = &light->Light[i];
1027 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1028 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1029 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1030 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1031 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1032 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1033 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1034 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1035 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1036 &l->ConstantAttenuation);
1037 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1038 &l->LinearAttenuation);
1039 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1040 &l->QuadraticAttenuation);
1041 }
1042 /* light model */
1043 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1044 light->Model.Ambient);
1045 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1046 (GLfloat) light->Model.LocalViewer);
1047 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1048 (GLfloat) light->Model.TwoSide);
1049 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1050 (GLfloat) light->Model.ColorControl);
1051 /* shade model */
1052 _mesa_ShadeModel(light->ShadeModel);
1053 /* color material */
1054 _mesa_ColorMaterial(light->ColorMaterialFace,
1055 light->ColorMaterialMode);
1056 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1057 light->ColorMaterialEnabled);
1058 /* materials */
1059 MEMCPY(&ctx->Light.Material, &light->Material,
1060 sizeof(struct gl_material));
1061 }
1062 break;
1063 case GL_LINE_BIT:
1064 {
1065 const struct gl_line_attrib *line;
1066 line = (const struct gl_line_attrib *) attr->data;
1067 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1068 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1069 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1070 _mesa_LineWidth(line->Width);
1071 }
1072 break;
1073 case GL_LIST_BIT:
1074 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1075 break;
1076 case GL_PIXEL_MODE_BIT:
1077 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1078 /* XXX what other pixel state needs to be set by function calls? */
1079 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1080 ctx->NewState |= _NEW_PIXEL;
1081 break;
1082 case GL_POINT_BIT:
1083 {
1084 const struct gl_point_attrib *point;
1085 point = (const struct gl_point_attrib *) attr->data;
1086 _mesa_PointSize(point->Size);
1087 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1088 if (ctx->Extensions.EXT_point_parameters) {
1089 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1090 point->Params);
1091 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1092 point->MinSize);
1093 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1094 point->MaxSize);
1095 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1096 point->Threshold);
1097 }
1098 if (ctx->Extensions.NV_point_sprite
1099 || ctx->Extensions.ARB_point_sprite) {
1100 GLuint u;
1101 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1102 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1103 (GLint) point->CoordReplace[u]);
1104 }
1105 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1106 if (ctx->Extensions.NV_point_sprite)
1107 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1108 ctx->Point.SpriteRMode);
1109 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1110 (GLfloat)ctx->Point.SpriteOrigin);
1111 }
1112 }
1113 break;
1114 case GL_POLYGON_BIT:
1115 {
1116 const struct gl_polygon_attrib *polygon;
1117 polygon = (const struct gl_polygon_attrib *) attr->data;
1118 _mesa_CullFace(polygon->CullFaceMode);
1119 _mesa_FrontFace(polygon->FrontFace);
1120 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1121 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1122 _mesa_PolygonOffset(polygon->OffsetFactor,
1123 polygon->OffsetUnits);
1124 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1125 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1126 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1127 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1128 polygon->OffsetPoint);
1129 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1130 polygon->OffsetLine);
1131 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1132 polygon->OffsetFill);
1133 }
1134 break;
1135 case GL_POLYGON_STIPPLE_BIT:
1136 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1137 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1138 if (ctx->Driver.PolygonStipple)
1139 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1140 break;
1141 case GL_SCISSOR_BIT:
1142 {
1143 const struct gl_scissor_attrib *scissor;
1144 scissor = (const struct gl_scissor_attrib *) attr->data;
1145 _mesa_Scissor(scissor->X, scissor->Y,
1146 scissor->Width, scissor->Height);
1147 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1148 }
1149 break;
1150 case GL_STENCIL_BUFFER_BIT:
1151 {
1152 const struct gl_stencil_attrib *stencil;
1153 stencil = (const struct gl_stencil_attrib *) attr->data;
1154 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1155 _mesa_ClearStencil(stencil->Clear);
1156 if (ctx->Extensions.EXT_stencil_two_side) {
1157 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1158 stencil->TestTwoSide);
1159 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1160 ? GL_BACK : GL_FRONT);
1161 }
1162 /* front state */
1163 _mesa_StencilFuncSeparate(GL_FRONT,
1164 stencil->Function[0],
1165 stencil->Ref[0],
1166 stencil->ValueMask[0]);
1167 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1168 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1169 stencil->ZFailFunc[0],
1170 stencil->ZPassFunc[0]);
1171 /* back state */
1172 _mesa_StencilFuncSeparate(GL_BACK,
1173 stencil->Function[1],
1174 stencil->Ref[1],
1175 stencil->ValueMask[1]);
1176 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1177 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1178 stencil->ZFailFunc[1],
1179 stencil->ZPassFunc[1]);
1180 }
1181 break;
1182 case GL_TRANSFORM_BIT:
1183 {
1184 GLuint i;
1185 const struct gl_transform_attrib *xform;
1186 xform = (const struct gl_transform_attrib *) attr->data;
1187 _mesa_MatrixMode(xform->MatrixMode);
1188 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1189 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1190
1191 /* restore clip planes */
1192 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1193 const GLuint mask = 1 << 1;
1194 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1195 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1196 if (xform->ClipPlanesEnabled & mask) {
1197 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1198 }
1199 else {
1200 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1201 }
1202 if (ctx->Driver.ClipPlane)
1203 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1204 }
1205
1206 /* normalize/rescale */
1207 if (xform->Normalize != ctx->Transform.Normalize)
1208 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1209 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1210 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1211 ctx->Transform.RescaleNormals);
1212 }
1213 break;
1214 case GL_TEXTURE_BIT:
1215 /* Take care of texture object reference counters */
1216 {
1217 struct texture_state *texstate
1218 = (struct texture_state *) attr->data;
1219 pop_texture_group(ctx, texstate);
1220 ctx->NewState |= _NEW_TEXTURE;
1221 }
1222 break;
1223 case GL_VIEWPORT_BIT:
1224 {
1225 const struct gl_viewport_attrib *vp;
1226 vp = (const struct gl_viewport_attrib *) attr->data;
1227 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1228 _mesa_DepthRange(vp->Near, vp->Far);
1229 }
1230 break;
1231 case GL_MULTISAMPLE_BIT_ARB:
1232 {
1233 const struct gl_multisample_attrib *ms;
1234 ms = (const struct gl_multisample_attrib *) attr->data;
1235 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1236 ms->SampleCoverageInvert);
1237 }
1238 break;
1239
1240 default:
1241 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1242 break;
1243 }
1244
1245 next = attr->next;
1246 FREE( attr->data );
1247 FREE( attr );
1248 attr = next;
1249 }
1250 }
1251
1252
1253 /**
1254 * Helper for incrementing/decrementing vertex buffer object reference
1255 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1256 */
1257 static void
1258 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1259 {
1260 GLuint i;
1261 array->ArrayObj->Vertex.BufferObj->RefCount += step;
1262 array->ArrayObj->Normal.BufferObj->RefCount += step;
1263 array->ArrayObj->Color.BufferObj->RefCount += step;
1264 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1265 array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1266 array->ArrayObj->Index.BufferObj->RefCount += step;
1267 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1268 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1269 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1270 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1271 array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1272
1273 array->ArrayBufferObj->RefCount += step;
1274 array->ElementArrayBufferObj->RefCount += step;
1275 }
1276
1277
1278 /**
1279 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1280 * object refcounts.
1281 */
1282 static void
1283 copy_pixelstore(GLcontext *ctx,
1284 struct gl_pixelstore_attrib *dst,
1285 const struct gl_pixelstore_attrib *src)
1286 {
1287 dst->Alignment = src->Alignment;
1288 dst->RowLength = src->RowLength;
1289 dst->SkipPixels = src->SkipPixels;
1290 dst->SkipRows = src->SkipRows;
1291 dst->ImageHeight = src->ImageHeight;
1292 dst->SkipImages = src->SkipImages;
1293 dst->SwapBytes = src->SwapBytes;
1294 dst->LsbFirst = src->LsbFirst;
1295 dst->ClientStorage = src->ClientStorage;
1296 dst->Invert = src->Invert;
1297 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1298 }
1299
1300
1301 #define GL_CLIENT_PACK_BIT (1<<20)
1302 #define GL_CLIENT_UNPACK_BIT (1<<21)
1303
1304
1305 void GLAPIENTRY
1306 _mesa_PushClientAttrib(GLbitfield mask)
1307 {
1308 struct gl_attrib_node *newnode;
1309 struct gl_attrib_node *head;
1310
1311 GET_CURRENT_CONTEXT(ctx);
1312 ASSERT_OUTSIDE_BEGIN_END(ctx);
1313
1314 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1315 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1316 return;
1317 }
1318
1319 /* Build linked list of attribute nodes which save all attribute
1320 * groups specified by the mask.
1321 */
1322 head = NULL;
1323
1324 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1325 struct gl_pixelstore_attrib *attr;
1326 /* packing attribs */
1327 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1328 copy_pixelstore(ctx, attr, &ctx->Pack);
1329 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1330 newnode->data = attr;
1331 newnode->next = head;
1332 head = newnode;
1333 /* unpacking attribs */
1334 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1335 copy_pixelstore(ctx, attr, &ctx->Unpack);
1336 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1337 newnode->data = attr;
1338 newnode->next = head;
1339 head = newnode;
1340 }
1341
1342 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1343 struct gl_array_attrib *attr;
1344 struct gl_array_object *obj;
1345
1346 attr = MALLOC_STRUCT( gl_array_attrib );
1347 obj = MALLOC_STRUCT( gl_array_object );
1348
1349 #if FEATURE_ARB_vertex_buffer_object
1350 /* increment ref counts since we're copying pointers to these objects */
1351 ctx->Array.ArrayBufferObj->RefCount++;
1352 ctx->Array.ElementArrayBufferObj->RefCount++;
1353 #endif
1354
1355 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1356 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1357
1358 attr->ArrayObj = obj;
1359
1360 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1361 newnode->data = attr;
1362 newnode->next = head;
1363 head = newnode;
1364 /* bump reference counts on buffer objects */
1365 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1366 }
1367
1368 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1369 ctx->ClientAttribStackDepth++;
1370 }
1371
1372
1373
1374
1375 void GLAPIENTRY
1376 _mesa_PopClientAttrib(void)
1377 {
1378 struct gl_attrib_node *node, *next;
1379
1380 GET_CURRENT_CONTEXT(ctx);
1381 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1382
1383 if (ctx->ClientAttribStackDepth == 0) {
1384 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1385 return;
1386 }
1387
1388 ctx->ClientAttribStackDepth--;
1389 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1390
1391 while (node) {
1392 switch (node->kind) {
1393 case GL_CLIENT_PACK_BIT:
1394 {
1395 struct gl_pixelstore_attrib *store =
1396 (struct gl_pixelstore_attrib *) node->data;
1397 copy_pixelstore(ctx, &ctx->Pack, store);
1398 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1399 }
1400 ctx->NewState |= _NEW_PACKUNPACK;
1401 break;
1402 case GL_CLIENT_UNPACK_BIT:
1403 {
1404 struct gl_pixelstore_attrib *store =
1405 (struct gl_pixelstore_attrib *) node->data;
1406 copy_pixelstore(ctx, &ctx->Unpack, store);
1407 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1408 }
1409 ctx->NewState |= _NEW_PACKUNPACK;
1410 break;
1411 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1412 struct gl_array_attrib * data =
1413 (struct gl_array_attrib *) node->data;
1414
1415 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1416
1417 ctx->Array.ActiveTexture = data->ActiveTexture;
1418 if (data->LockCount != 0)
1419 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1420 else if (ctx->Array.LockCount)
1421 _mesa_UnlockArraysEXT();
1422
1423 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1424
1425 #if FEATURE_ARB_vertex_buffer_object
1426 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1427 data->ArrayBufferObj->Name);
1428 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1429 data->ElementArrayBufferObj->Name);
1430 #endif
1431
1432 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1433 sizeof( struct gl_array_object ) );
1434
1435 FREE( data->ArrayObj );
1436
1437 /* FIXME: Should some bits in ctx->Array->NewState also be set
1438 * FIXME: here? It seems like it should be set to inclusive-or
1439 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1440 */
1441
1442 ctx->NewState |= _NEW_ARRAY;
1443 break;
1444 }
1445 default:
1446 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1447 break;
1448 }
1449
1450 next = node->next;
1451 FREE( node->data );
1452 FREE( node );
1453 node = next;
1454 }
1455 }
1456
1457
1458 /**
1459 * Free any attribute state data that might be attached to the context.
1460 */
1461 void
1462 _mesa_free_attrib_data(GLcontext *ctx)
1463 {
1464 while (ctx->AttribStackDepth > 0) {
1465 struct gl_attrib_node *attr, *next;
1466
1467 ctx->AttribStackDepth--;
1468 attr = ctx->AttribStack[ctx->AttribStackDepth];
1469
1470 while (attr) {
1471 if (attr->kind == GL_TEXTURE_BIT) {
1472 struct texture_state *texstate = (struct texture_state*)attr->data;
1473 GLuint u, tgt;
1474 /* clear references to the saved texture objects */
1475 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1476 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1477 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1478 }
1479 }
1480 }
1481 else {
1482 /* any other chunks of state that requires special handling? */
1483 }
1484
1485 next = attr->next;
1486 _mesa_free(attr->data);
1487 _mesa_free(attr);
1488 attr = next;
1489 }
1490 }
1491 }
1492
1493
1494 void _mesa_init_attrib( GLcontext *ctx )
1495 {
1496 /* Renderer and client attribute stacks */
1497 ctx->AttribStackDepth = 0;
1498 ctx->ClientAttribStackDepth = 0;
1499 }