glBindProgramARB dispatches to glBindProgramNV (remove _mesa_BindProgramARB).
[mesa.git] / src / mesa / main / attrib.c
1 /* $Id: attrib.c,v 1.78 2003/02/05 15:24:28 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 5.1
6 *
7 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 #include "glheader.h"
28 #include "imports.h"
29 #include "accum.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.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 "simple_list.h"
47 #include "stencil.h"
48 #include "texobj.h"
49 #include "texstate.h"
50 #include "mtypes.h"
51 #include "math/m_xform.h"
52
53
54 /*
55 * Allocate a new attribute state node. These nodes have a
56 * "kind" value and a pointer to a struct of state data.
57 */
58 static struct gl_attrib_node *
59 new_attrib_node( GLbitfield kind )
60 {
61 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
62 if (an) {
63 an->kind = kind;
64 }
65 return an;
66 }
67
68
69 void
70 _mesa_PushAttrib(GLbitfield mask)
71 {
72 struct gl_attrib_node *newnode;
73 struct gl_attrib_node *head;
74
75 GET_CURRENT_CONTEXT(ctx);
76 ASSERT_OUTSIDE_BEGIN_END(ctx);
77
78 if (MESA_VERBOSE & VERBOSE_API)
79 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
80
81 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
82 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
83 return;
84 }
85
86 /* Build linked list of attribute nodes which save all attribute */
87 /* groups specified by the mask. */
88 head = NULL;
89
90 if (mask & GL_ACCUM_BUFFER_BIT) {
91 struct gl_accum_attrib *attr;
92 attr = MALLOC_STRUCT( gl_accum_attrib );
93 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
94 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
95 newnode->data = attr;
96 newnode->next = head;
97 head = newnode;
98 }
99
100 if (mask & GL_COLOR_BUFFER_BIT) {
101 struct gl_colorbuffer_attrib *attr;
102 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
103 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
104 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
105 newnode->data = attr;
106 newnode->next = head;
107 head = newnode;
108 }
109
110 if (mask & GL_CURRENT_BIT) {
111 struct gl_current_attrib *attr;
112 FLUSH_CURRENT( ctx, 0 );
113 attr = MALLOC_STRUCT( gl_current_attrib );
114 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
115 newnode = new_attrib_node( GL_CURRENT_BIT );
116 newnode->data = attr;
117 newnode->next = head;
118 head = newnode;
119 }
120
121 if (mask & GL_DEPTH_BUFFER_BIT) {
122 struct gl_depthbuffer_attrib *attr;
123 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
124 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
125 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
126 newnode->data = attr;
127 newnode->next = head;
128 head = newnode;
129 }
130
131 if (mask & GL_ENABLE_BIT) {
132 struct gl_enable_attrib *attr;
133 GLuint i;
134 attr = MALLOC_STRUCT( gl_enable_attrib );
135 /* Copy enable flags from all other attributes into the enable struct. */
136 attr->AlphaTest = ctx->Color.AlphaEnabled;
137 attr->AutoNormal = ctx->Eval.AutoNormal;
138 attr->Blend = ctx->Color.BlendEnabled;
139 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
140 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
141 attr->ColorTable = ctx->Pixel.ColorTableEnabled;
142 attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled;
143 attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled;
144 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
145 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
146 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
147 attr->CullFace = ctx->Polygon.CullFlag;
148 attr->DepthTest = ctx->Depth.Test;
149 attr->Dither = ctx->Color.DitherFlag;
150 attr->Fog = ctx->Fog.Enabled;
151 for (i=0;i<MAX_LIGHTS;i++) {
152 attr->Light[i] = ctx->Light.Light[i].Enabled;
153 }
154 attr->Lighting = ctx->Light.Enabled;
155 attr->LineSmooth = ctx->Line.SmoothFlag;
156 attr->LineStipple = ctx->Line.StippleFlag;
157 attr->Histogram = ctx->Pixel.HistogramEnabled;
158 attr->MinMax = ctx->Pixel.MinMaxEnabled;
159 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
160 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
161 attr->Map1Color4 = ctx->Eval.Map1Color4;
162 attr->Map1Index = ctx->Eval.Map1Index;
163 attr->Map1Normal = ctx->Eval.Map1Normal;
164 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
165 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
166 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
167 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
168 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
169 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
170 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
171 attr->Map2Color4 = ctx->Eval.Map2Color4;
172 attr->Map2Index = ctx->Eval.Map2Index;
173 attr->Map2Normal = ctx->Eval.Map2Normal;
174 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
175 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
176 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
177 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
178 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
179 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
180 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
181 attr->Normalize = ctx->Transform.Normalize;
182 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
183 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
184 attr->PointSmooth = ctx->Point.SmoothFlag;
185 attr->PointSprite = ctx->Point.PointSprite;
186 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
187 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
188 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
189 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
190 attr->PolygonStipple = ctx->Polygon.StippleFlag;
191 attr->RescaleNormals = ctx->Transform.RescaleNormals;
192 attr->Scissor = ctx->Scissor.Enabled;
193 attr->Stencil = ctx->Stencil.Enabled;
194 attr->MultisampleEnabled = ctx->Multisample.Enabled;
195 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
196 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
197 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
198 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
199 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
200 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
201 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
202 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
203 }
204 /* GL_NV_vertex_program */
205 attr->VertexProgram = ctx->VertexProgram.Enabled;
206 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
207 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
208 newnode = new_attrib_node( GL_ENABLE_BIT );
209 newnode->data = attr;
210 newnode->next = head;
211 head = newnode;
212 }
213
214 if (mask & GL_EVAL_BIT) {
215 struct gl_eval_attrib *attr;
216 attr = MALLOC_STRUCT( gl_eval_attrib );
217 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
218 newnode = new_attrib_node( GL_EVAL_BIT );
219 newnode->data = attr;
220 newnode->next = head;
221 head = newnode;
222 }
223
224 if (mask & GL_FOG_BIT) {
225 struct gl_fog_attrib *attr;
226 attr = MALLOC_STRUCT( gl_fog_attrib );
227 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
228 newnode = new_attrib_node( GL_FOG_BIT );
229 newnode->data = attr;
230 newnode->next = head;
231 head = newnode;
232 }
233
234 if (mask & GL_HINT_BIT) {
235 struct gl_hint_attrib *attr;
236 attr = MALLOC_STRUCT( gl_hint_attrib );
237 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
238 newnode = new_attrib_node( GL_HINT_BIT );
239 newnode->data = attr;
240 newnode->next = head;
241 head = newnode;
242 }
243
244 if (mask & GL_LIGHTING_BIT) {
245 struct gl_light_attrib *attr;
246 FLUSH_CURRENT(ctx, 0); /* flush material changes */
247 attr = MALLOC_STRUCT( gl_light_attrib );
248 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
249 newnode = new_attrib_node( GL_LIGHTING_BIT );
250 newnode->data = attr;
251 newnode->next = head;
252 head = newnode;
253 }
254
255 if (mask & GL_LINE_BIT) {
256 struct gl_line_attrib *attr;
257 attr = MALLOC_STRUCT( gl_line_attrib );
258 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
259 newnode = new_attrib_node( GL_LINE_BIT );
260 newnode->data = attr;
261 newnode->next = head;
262 head = newnode;
263 }
264
265 if (mask & GL_LIST_BIT) {
266 struct gl_list_attrib *attr;
267 attr = MALLOC_STRUCT( gl_list_attrib );
268 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
269 newnode = new_attrib_node( GL_LIST_BIT );
270 newnode->data = attr;
271 newnode->next = head;
272 head = newnode;
273 }
274
275 if (mask & GL_PIXEL_MODE_BIT) {
276 struct gl_pixel_attrib *attr;
277 attr = MALLOC_STRUCT( gl_pixel_attrib );
278 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
279 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
280 newnode->data = attr;
281 newnode->next = head;
282 head = newnode;
283 }
284
285 if (mask & GL_POINT_BIT) {
286 struct gl_point_attrib *attr;
287 attr = MALLOC_STRUCT( gl_point_attrib );
288 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
289 newnode = new_attrib_node( GL_POINT_BIT );
290 newnode->data = attr;
291 newnode->next = head;
292 head = newnode;
293 }
294
295 if (mask & GL_POLYGON_BIT) {
296 struct gl_polygon_attrib *attr;
297 attr = MALLOC_STRUCT( gl_polygon_attrib );
298 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
299 newnode = new_attrib_node( GL_POLYGON_BIT );
300 newnode->data = attr;
301 newnode->next = head;
302 head = newnode;
303 }
304
305 if (mask & GL_POLYGON_STIPPLE_BIT) {
306 GLuint *stipple;
307 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
308 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
309 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
310 newnode->data = stipple;
311 newnode->next = head;
312 head = newnode;
313 }
314
315 if (mask & GL_SCISSOR_BIT) {
316 struct gl_scissor_attrib *attr;
317 attr = MALLOC_STRUCT( gl_scissor_attrib );
318 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
319 newnode = new_attrib_node( GL_SCISSOR_BIT );
320 newnode->data = attr;
321 newnode->next = head;
322 head = newnode;
323 }
324
325 if (mask & GL_STENCIL_BUFFER_BIT) {
326 struct gl_stencil_attrib *attr;
327 attr = MALLOC_STRUCT( gl_stencil_attrib );
328 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
329 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
330 newnode->data = attr;
331 newnode->next = head;
332 head = newnode;
333 }
334
335 if (mask & GL_TEXTURE_BIT) {
336 struct gl_texture_attrib *attr;
337 GLuint u;
338 /* Bump the texture object reference counts so that they don't
339 * inadvertantly get deleted.
340 */
341 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
342 ctx->Texture.Unit[u].Current1D->RefCount++;
343 ctx->Texture.Unit[u].Current2D->RefCount++;
344 ctx->Texture.Unit[u].Current3D->RefCount++;
345 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
346 ctx->Texture.Unit[u].CurrentRect->RefCount++;
347 }
348 attr = MALLOC_STRUCT( gl_texture_attrib );
349 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
350 /* copy state of the currently bound texture objects */
351 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
352 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
353 attr->Unit[u].Current1D);
354 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
355 attr->Unit[u].Current2D);
356 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
357 attr->Unit[u].Current3D);
358 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
359 attr->Unit[u].CurrentCubeMap);
360 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
361 attr->Unit[u].CurrentRect);
362 }
363 newnode = new_attrib_node( GL_TEXTURE_BIT );
364 newnode->data = attr;
365 newnode->next = head;
366 head = newnode;
367 }
368
369 if (mask & GL_TRANSFORM_BIT) {
370 struct gl_transform_attrib *attr;
371 attr = MALLOC_STRUCT( gl_transform_attrib );
372 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
373 newnode = new_attrib_node( GL_TRANSFORM_BIT );
374 newnode->data = attr;
375 newnode->next = head;
376 head = newnode;
377 }
378
379 if (mask & GL_VIEWPORT_BIT) {
380 struct gl_viewport_attrib *attr;
381 attr = MALLOC_STRUCT( gl_viewport_attrib );
382 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
383 newnode = new_attrib_node( GL_VIEWPORT_BIT );
384 newnode->data = attr;
385 newnode->next = head;
386 head = newnode;
387 }
388
389 /* GL_ARB_multisample */
390 if (mask & GL_MULTISAMPLE_BIT_ARB) {
391 struct gl_multisample_attrib *attr;
392 attr = MALLOC_STRUCT( gl_multisample_attrib );
393 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
394 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
395 newnode->data = attr;
396 newnode->next = head;
397 head = newnode;
398 }
399
400 ctx->AttribStack[ctx->AttribStackDepth] = head;
401 ctx->AttribStackDepth++;
402 }
403
404
405
406 static void
407 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
408 {
409 GLuint i;
410
411 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
412 if ((VALUE) != (NEWVALUE)) { \
413 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
414 }
415
416 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
417 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
418
419 for (i=0;i<MAX_CLIP_PLANES;i++) {
420 const GLuint mask = 1 << i;
421 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
422 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
423 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
424 }
425
426 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
427 GL_COLOR_MATERIAL);
428 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
429 GL_COLOR_TABLE);
430 TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
431 enable->PostColorMatrixColorTable,
432 GL_POST_COLOR_MATRIX_COLOR_TABLE);
433 TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
434 enable->PostConvolutionColorTable,
435 GL_POST_CONVOLUTION_COLOR_TABLE);
436 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
437 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
438 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
439 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
440 GL_CONVOLUTION_1D);
441 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
442 GL_CONVOLUTION_2D);
443 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
444 GL_SEPARABLE_2D);
445 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
446 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
447 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
448 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
449 GL_LINE_STIPPLE);
450 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
451 GL_INDEX_LOGIC_OP);
452 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
453 GL_COLOR_LOGIC_OP);
454
455 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
456 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
457 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
458 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
459 GL_MAP1_TEXTURE_COORD_1);
460 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
461 GL_MAP1_TEXTURE_COORD_2);
462 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
463 GL_MAP1_TEXTURE_COORD_3);
464 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
465 GL_MAP1_TEXTURE_COORD_4);
466 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
467 GL_MAP1_VERTEX_3);
468 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
469 GL_MAP1_VERTEX_4);
470 for (i = 0; i < 16; i++) {
471 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
472 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
473 }
474
475 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
476 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
477 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
478 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
479 GL_MAP2_TEXTURE_COORD_1);
480 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
481 GL_MAP2_TEXTURE_COORD_2);
482 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
483 GL_MAP2_TEXTURE_COORD_3);
484 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
485 GL_MAP2_TEXTURE_COORD_4);
486 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
487 GL_MAP2_VERTEX_3);
488 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
489 GL_MAP2_VERTEX_4);
490 for (i = 0; i < 16; i++) {
491 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
492 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
493 }
494
495 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
496 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
497 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
498 GL_RESCALE_NORMAL_EXT);
499 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
500 enable->RasterPositionUnclipped,
501 GL_RASTER_POSITION_UNCLIPPED_IBM);
502 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
503 GL_POINT_SMOOTH);
504 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
505 GL_POINT_SMOOTH);
506 if (ctx->Extensions.NV_point_sprite) {
507 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
508 GL_POINT_SPRITE_NV);
509 }
510 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
511 GL_POLYGON_OFFSET_POINT);
512 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
513 GL_POLYGON_OFFSET_LINE);
514 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
515 GL_POLYGON_OFFSET_FILL);
516 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
517 GL_POLYGON_SMOOTH);
518 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
519 GL_POLYGON_STIPPLE);
520 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
521 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
522 /* XXX two-sided stencil */
523 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
524 GL_MULTISAMPLE_ARB);
525 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
526 enable->SampleAlphaToCoverage,
527 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
528 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
529 enable->SampleAlphaToOne,
530 GL_SAMPLE_ALPHA_TO_ONE_ARB);
531 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
532 enable->SampleCoverage,
533 GL_SAMPLE_COVERAGE_ARB);
534 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
535 enable->SampleCoverageInvert,
536 GL_SAMPLE_COVERAGE_INVERT_ARB);
537 /* GL_NV_vertex_program */
538 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
539 enable->VertexProgram,
540 GL_VERTEX_PROGRAM_NV);
541 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
542 enable->VertexProgramPointSize,
543 GL_VERTEX_PROGRAM_POINT_SIZE_NV);
544 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
545 enable->VertexProgramTwoSide,
546 GL_VERTEX_PROGRAM_TWO_SIDE_NV);
547
548 #undef TEST_AND_UPDATE
549
550 /* texture unit enables */
551 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
552 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
553 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
554 if (ctx->Driver.Enable) {
555 if (ctx->Driver.ActiveTexture) {
556 (*ctx->Driver.ActiveTexture)(ctx, i);
557 }
558 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
559 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
560 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
561 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
562 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
563 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
564 if (ctx->Extensions.ARB_texture_cube_map)
565 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
566 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
567 if (ctx->Extensions.NV_texture_rectangle)
568 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
569 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
570 }
571 }
572
573 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
574 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
575 if (ctx->Driver.Enable) {
576 if (ctx->Driver.ActiveTexture) {
577 (*ctx->Driver.ActiveTexture)(ctx, i);
578 }
579 if (enable->TexGen[i] & S_BIT)
580 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
581 else
582 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
583 if (enable->TexGen[i] & T_BIT)
584 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
585 else
586 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
587 if (enable->TexGen[i] & R_BIT)
588 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
589 else
590 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
591 if (enable->TexGen[i] & Q_BIT)
592 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
593 else
594 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
595 }
596 }
597
598 /* GL_SGI_texture_color_table */
599 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
600 }
601
602 if (ctx->Driver.ActiveTexture) {
603 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
604 }
605 }
606
607
608 static void
609 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
610 {
611 GLuint u;
612
613 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
614 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
615 GLuint i;
616
617 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
618 _mesa_set_enable(ctx, GL_TEXTURE_1D,
619 (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
620 _mesa_set_enable(ctx, GL_TEXTURE_2D,
621 (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
622 _mesa_set_enable(ctx, GL_TEXTURE_3D,
623 (GLboolean) (unit->Enabled & TEXTURE_3D_BIT ? GL_TRUE : GL_FALSE));
624 if (ctx->Extensions.ARB_texture_cube_map) {
625 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
626 (GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
627 }
628 if (ctx->Extensions.NV_texture_rectangle) {
629 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
630 (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
631 }
632 if (ctx->Extensions.SGI_texture_color_table) {
633 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
634 unit->ColorTableEnabled);
635 }
636 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
637 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
638 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
639 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
640 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
641 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
642 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
643 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
644 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
645 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
646 _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
647 _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
648 _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
649 _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
650 if (ctx->Extensions.EXT_texture_lod_bias) {
651 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
652 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
653 }
654 if (ctx->Extensions.EXT_texture_env_combine ||
655 ctx->Extensions.ARB_texture_env_combine) {
656 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
657 unit->CombineModeRGB);
658 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
659 unit->CombineModeA);
660 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
661 unit->CombineSourceRGB[0]);
662 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
663 unit->CombineSourceRGB[1]);
664 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
665 unit->CombineSourceRGB[2]);
666 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
667 unit->CombineSourceA[0]);
668 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
669 unit->CombineSourceA[1]);
670 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
671 unit->CombineSourceA[2]);
672 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
673 unit->CombineOperandRGB[0]);
674 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
675 unit->CombineOperandRGB[1]);
676 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
677 unit->CombineOperandRGB[2]);
678 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
679 unit->CombineOperandA[0]);
680 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
681 unit->CombineOperandA[1]);
682 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
683 unit->CombineOperandA[2]);
684 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
685 1 << unit->CombineScaleShiftRGB);
686 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
687 1 << unit->CombineScaleShiftA);
688 }
689
690 /* Restore texture object state */
691 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
692 GLenum target = 0;
693 const struct gl_texture_object *obj = NULL;
694 GLfloat bordColor[4];
695
696 switch (i) {
697 case 0:
698 target = GL_TEXTURE_1D;
699 obj = &unit->Saved1D;
700 break;
701 case 1:
702 target = GL_TEXTURE_2D;
703 obj = &unit->Saved2D;
704 break;
705 case 2:
706 target = GL_TEXTURE_3D;
707 obj = &unit->Saved3D;
708 break;
709 case 3:
710 if (!ctx->Extensions.ARB_texture_cube_map)
711 continue;
712 target = GL_TEXTURE_CUBE_MAP_ARB;
713 obj = &unit->SavedCubeMap;
714 break;
715 case 4:
716 if (!ctx->Extensions.NV_texture_rectangle)
717 continue;
718 target = GL_TEXTURE_RECTANGLE_NV;
719 obj = &unit->SavedRect;
720 break;
721 default:
722 ; /* silence warnings */
723 }
724
725 _mesa_BindTexture(target, obj->Name);
726
727 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
728 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
729 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
730 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
731
732 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
733 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
734 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
735 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
736 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
737 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
738 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
739 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
740 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
741 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
742 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
743 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
744 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
745 obj->MaxAnisotropy);
746 }
747 if (ctx->Extensions.SGIX_shadow) {
748 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
749 obj->CompareFlag);
750 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
751 obj->CompareOperator);
752 }
753 if (ctx->Extensions.SGIX_shadow_ambient) {
754 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
755 obj->ShadowAmbient);
756 }
757
758 }
759 }
760 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
761 + texAttrib->CurrentUnit);
762
763 /* "un-bump" the texture object reference counts. We did that so they
764 * wouldn't inadvertantly get deleted while they were still referenced
765 * inside the attribute state stack.
766 */
767 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
768 ctx->Texture.Unit[u].Current1D->RefCount--;
769 ctx->Texture.Unit[u].Current2D->RefCount--;
770 ctx->Texture.Unit[u].Current3D->RefCount--;
771 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
772 ctx->Texture.Unit[u].CurrentRect->RefCount--;
773 }
774 }
775
776
777 /*
778 * This function is kind of long just because we have to call a lot
779 * of device driver functions to update device driver state.
780 *
781 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
782 * in order to restore GL state. This isn't terribly efficient but it
783 * ensures that dirty flags and any derived state gets updated correctly.
784 * We could at least check if the value to restore equals the current value
785 * and then skip the Mesa call.
786 */
787 void
788 _mesa_PopAttrib(void)
789 {
790 struct gl_attrib_node *attr, *next;
791 GET_CURRENT_CONTEXT(ctx);
792 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
793
794 if (ctx->AttribStackDepth == 0) {
795 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
796 return;
797 }
798
799 ctx->AttribStackDepth--;
800 attr = ctx->AttribStack[ctx->AttribStackDepth];
801
802 while (attr) {
803
804 if (MESA_VERBOSE & VERBOSE_API) {
805 _mesa_debug(ctx, "glPopAttrib %s\n",
806 _mesa_lookup_enum_by_nr(attr->kind));
807 }
808
809 switch (attr->kind) {
810 case GL_ACCUM_BUFFER_BIT:
811 {
812 const struct gl_accum_attrib *accum;
813 accum = (const struct gl_accum_attrib *) attr->data;
814 _mesa_ClearAccum(accum->ClearColor[0],
815 accum->ClearColor[1],
816 accum->ClearColor[2],
817 accum->ClearColor[3]);
818 }
819 break;
820 case GL_COLOR_BUFFER_BIT:
821 {
822 const struct gl_colorbuffer_attrib *color;
823 color = (const struct gl_colorbuffer_attrib *) attr->data;
824 _mesa_ClearIndex((GLfloat) color->ClearIndex);
825 _mesa_ClearColor(color->ClearColor[0],
826 color->ClearColor[1],
827 color->ClearColor[2],
828 color->ClearColor[3]);
829 _mesa_IndexMask(color->IndexMask);
830 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
831 (GLboolean) (color->ColorMask[1] != 0),
832 (GLboolean) (color->ColorMask[2] != 0),
833 (GLboolean) (color->ColorMask[3] != 0));
834 _mesa_DrawBuffer(color->DrawBuffer);
835 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
836 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
837 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
838 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
839 color->BlendDstRGB,
840 color->BlendSrcA,
841 color->BlendDstA);
842 _mesa_BlendEquation(color->BlendEquation);
843 _mesa_BlendColor(color->BlendColor[0],
844 color->BlendColor[1],
845 color->BlendColor[2],
846 color->BlendColor[3]);
847 _mesa_LogicOp(color->LogicOp);
848 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
849 color->ColorLogicOpEnabled);
850 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
851 color->IndexLogicOpEnabled);
852 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
853 }
854 break;
855 case GL_CURRENT_BIT:
856 FLUSH_CURRENT( ctx, 0 );
857 MEMCPY( &ctx->Current, attr->data,
858 sizeof(struct gl_current_attrib) );
859 break;
860 case GL_DEPTH_BUFFER_BIT:
861 {
862 const struct gl_depthbuffer_attrib *depth;
863 depth = (const struct gl_depthbuffer_attrib *) attr->data;
864 _mesa_DepthFunc(depth->Func);
865 _mesa_ClearDepth(depth->Clear);
866 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
867 _mesa_DepthMask(depth->Mask);
868 if (ctx->Extensions.HP_occlusion_test)
869 _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
870 depth->OcclusionTest);
871 }
872 break;
873 case GL_ENABLE_BIT:
874 {
875 const struct gl_enable_attrib *enable;
876 enable = (const struct gl_enable_attrib *) attr->data;
877 pop_enable_group(ctx, enable);
878 ctx->NewState |= _NEW_ALL;
879 }
880 break;
881 case GL_EVAL_BIT:
882 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
883 ctx->NewState |= _NEW_EVAL;
884 break;
885 case GL_FOG_BIT:
886 {
887 const struct gl_fog_attrib *fog;
888 fog = (const struct gl_fog_attrib *) attr->data;
889 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
890 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
891 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
892 _mesa_Fogf(GL_FOG_START, fog->Start);
893 _mesa_Fogf(GL_FOG_END, fog->End);
894 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
895 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
896 }
897 break;
898 case GL_HINT_BIT:
899 {
900 const struct gl_hint_attrib *hint;
901 hint = (const struct gl_hint_attrib *) attr->data;
902 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
903 hint->PerspectiveCorrection );
904 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
905 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
906 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
907 _mesa_Hint(GL_FOG_HINT, hint->Fog);
908 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
909 hint->ClipVolumeClipping);
910 if (ctx->Extensions.ARB_texture_compression)
911 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
912 hint->TextureCompression);
913 }
914 break;
915 case GL_LIGHTING_BIT:
916 {
917 GLuint i;
918 const struct gl_light_attrib *light;
919 light = (const struct gl_light_attrib *) attr->data;
920 /* lighting enable */
921 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
922 /* per-light state */
923
924 if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
925 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
926
927 for (i = 0; i < MAX_LIGHTS; i++) {
928 GLenum lgt = (GLenum) (GL_LIGHT0 + i);
929 const struct gl_light *l = &light->Light[i];
930 GLfloat tmp[4];
931 _mesa_set_enable(ctx, lgt, l->Enabled);
932 _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
933 _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
934 _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
935 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
936 _mesa_Lightfv( lgt, GL_POSITION, tmp );
937 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
938 _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
939 _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
940 _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
941 _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
942 &l->ConstantAttenuation );
943 _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
944 &l->LinearAttenuation );
945 _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
946 &l->QuadraticAttenuation );
947 }
948 /* light model */
949 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
950 light->Model.Ambient);
951 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
952 (GLfloat) light->Model.LocalViewer);
953 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
954 (GLfloat) light->Model.TwoSide);
955 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
956 (GLfloat) light->Model.ColorControl);
957 /* materials */
958 MEMCPY(ctx->Light.Material, light->Material,
959 2 * sizeof(struct gl_material));
960 /* shade model */
961 _mesa_ShadeModel(light->ShadeModel);
962 /* color material */
963 _mesa_ColorMaterial(light->ColorMaterialFace,
964 light->ColorMaterialMode);
965 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
966 light->ColorMaterialEnabled);
967 }
968 break;
969 case GL_LINE_BIT:
970 {
971 const struct gl_line_attrib *line;
972 line = (const struct gl_line_attrib *) attr->data;
973 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
974 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
975 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
976 _mesa_LineWidth(line->Width);
977 }
978 break;
979 case GL_LIST_BIT:
980 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
981 break;
982 case GL_PIXEL_MODE_BIT:
983 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
984 ctx->NewState |= _NEW_PIXEL;
985 break;
986 case GL_POINT_BIT:
987 {
988 const struct gl_point_attrib *point;
989 point = (const struct gl_point_attrib *) attr->data;
990 _mesa_PointSize(point->Size);
991 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
992 if (ctx->Extensions.EXT_point_parameters) {
993 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
994 point->Params);
995 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
996 point->MinSize);
997 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
998 point->MaxSize);
999 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1000 point->Threshold);
1001 }
1002 if (ctx->Extensions.NV_point_sprite) {
1003 GLuint u;
1004 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1005 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1006 (GLint) point->CoordReplace[u]);
1007 }
1008 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1009 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1010 ctx->Point.SpriteRMode);
1011 }
1012 }
1013 break;
1014 case GL_POLYGON_BIT:
1015 {
1016 const struct gl_polygon_attrib *polygon;
1017 polygon = (const struct gl_polygon_attrib *) attr->data;
1018 _mesa_CullFace(polygon->CullFaceMode);
1019 _mesa_FrontFace(polygon->FrontFace);
1020 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1021 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1022 _mesa_PolygonOffset(polygon->OffsetFactor,
1023 polygon->OffsetUnits);
1024 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1025 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1026 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1027 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1028 polygon->OffsetPoint);
1029 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1030 polygon->OffsetLine);
1031 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1032 polygon->OffsetFill);
1033 }
1034 break;
1035 case GL_POLYGON_STIPPLE_BIT:
1036 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1037 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1038 if (ctx->Driver.PolygonStipple)
1039 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1040 break;
1041 case GL_SCISSOR_BIT:
1042 {
1043 const struct gl_scissor_attrib *scissor;
1044 scissor = (const struct gl_scissor_attrib *) attr->data;
1045 _mesa_Scissor(scissor->X, scissor->Y,
1046 scissor->Width, scissor->Height);
1047 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1048 }
1049 break;
1050 case GL_STENCIL_BUFFER_BIT:
1051 {
1052 const GLint face = 0; /* XXX stencil two side */
1053 const struct gl_stencil_attrib *stencil;
1054 stencil = (const struct gl_stencil_attrib *) attr->data;
1055 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1056 _mesa_ClearStencil(stencil->Clear);
1057 _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face],
1058 stencil->ValueMask[face]);
1059 _mesa_StencilMask(stencil->WriteMask[face]);
1060 _mesa_StencilOp(stencil->FailFunc[face],
1061 stencil->ZFailFunc[face],
1062 stencil->ZPassFunc[face]);
1063 }
1064 break;
1065 case GL_TRANSFORM_BIT:
1066 {
1067 GLuint i;
1068 const struct gl_transform_attrib *xform;
1069 xform = (const struct gl_transform_attrib *) attr->data;
1070 _mesa_MatrixMode(xform->MatrixMode);
1071
1072 if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
1073 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1074
1075 /* restore clip planes */
1076 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1077 const GLuint mask = 1 << 1;
1078 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1079 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1080 if (xform->ClipPlanesEnabled & mask) {
1081 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1082 }
1083 else {
1084 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1085 }
1086 if (ctx->Driver.ClipPlane)
1087 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1088 }
1089
1090 /* normalize/rescale */
1091 if (xform->Normalize != ctx->Transform.Normalize)
1092 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1093 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1094 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1095 ctx->Transform.RescaleNormals);
1096 }
1097 break;
1098 case GL_TEXTURE_BIT:
1099 /* Take care of texture object reference counters */
1100 {
1101 const struct gl_texture_attrib *texture;
1102 texture = (const struct gl_texture_attrib *) attr->data;
1103 pop_texture_group(ctx, texture);
1104 ctx->NewState |= _NEW_TEXTURE;
1105 }
1106 break;
1107 case GL_VIEWPORT_BIT:
1108 {
1109 const struct gl_viewport_attrib *vp;
1110 vp = (const struct gl_viewport_attrib *) attr->data;
1111 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1112 _mesa_DepthRange(vp->Near, vp->Far);
1113 }
1114 break;
1115 case GL_MULTISAMPLE_BIT_ARB:
1116 {
1117 const struct gl_multisample_attrib *ms;
1118 ms = (const struct gl_multisample_attrib *) attr->data;
1119 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1120 ms->SampleCoverageInvert);
1121 }
1122 break;
1123
1124 default:
1125 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1126 break;
1127 }
1128
1129 next = attr->next;
1130 FREE( attr->data );
1131 FREE( attr );
1132 attr = next;
1133 }
1134 }
1135
1136
1137 #define GL_CLIENT_PACK_BIT (1<<20)
1138 #define GL_CLIENT_UNPACK_BIT (1<<21)
1139
1140
1141 void
1142 _mesa_PushClientAttrib(GLbitfield mask)
1143 {
1144 struct gl_attrib_node *newnode;
1145 struct gl_attrib_node *head;
1146
1147 GET_CURRENT_CONTEXT(ctx);
1148 ASSERT_OUTSIDE_BEGIN_END(ctx);
1149
1150 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1151 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1152 return;
1153 }
1154
1155 /* Build linked list of attribute nodes which save all attribute */
1156 /* groups specified by the mask. */
1157 head = NULL;
1158
1159 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1160 struct gl_pixelstore_attrib *attr;
1161 /* packing attribs */
1162 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1163 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1164 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1165 newnode->data = attr;
1166 newnode->next = head;
1167 head = newnode;
1168 /* unpacking attribs */
1169 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1170 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1171 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1172 newnode->data = attr;
1173 newnode->next = head;
1174 head = newnode;
1175 }
1176 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1177 struct gl_array_attrib *attr;
1178 attr = MALLOC_STRUCT( gl_array_attrib );
1179 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1180 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1181 newnode->data = attr;
1182 newnode->next = head;
1183 head = newnode;
1184 }
1185
1186 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1187 ctx->ClientAttribStackDepth++;
1188 }
1189
1190
1191
1192
1193 void
1194 _mesa_PopClientAttrib(void)
1195 {
1196 struct gl_attrib_node *attr, *next;
1197
1198 GET_CURRENT_CONTEXT(ctx);
1199 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1200
1201 if (ctx->ClientAttribStackDepth == 0) {
1202 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1203 return;
1204 }
1205
1206 ctx->ClientAttribStackDepth--;
1207 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1208
1209 while (attr) {
1210 switch (attr->kind) {
1211 case GL_CLIENT_PACK_BIT:
1212 MEMCPY( &ctx->Pack, attr->data,
1213 sizeof(struct gl_pixelstore_attrib) );
1214 ctx->NewState |= _NEW_PACKUNPACK;
1215 break;
1216 case GL_CLIENT_UNPACK_BIT:
1217 MEMCPY( &ctx->Unpack, attr->data,
1218 sizeof(struct gl_pixelstore_attrib) );
1219 ctx->NewState |= _NEW_PACKUNPACK;
1220 break;
1221 case GL_CLIENT_VERTEX_ARRAY_BIT:
1222 MEMCPY( &ctx->Array, attr->data,
1223 sizeof(struct gl_array_attrib) );
1224 ctx->NewState |= _NEW_ARRAY;
1225 break;
1226 default:
1227 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1228 break;
1229 }
1230
1231 next = attr->next;
1232 FREE( attr->data );
1233 FREE( attr );
1234 attr = next;
1235 }
1236 }