Fix pow <small> and a very stypid bug with dummy srcs(0 equals to tmp0.x)</small...
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2005 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 "attrib.h"
29 #include "blend.h"
30 #include "buffers.h"
31 #include "bufferobj.h"
32 #include "colormac.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "depth.h"
36 #include "enable.h"
37 #include "enums.h"
38 #include "fog.h"
39 #include "hint.h"
40 #include "light.h"
41 #include "lines.h"
42 #include "matrix.h"
43 #include "points.h"
44 #include "polygon.h"
45 #include "simple_list.h"
46 #include "stencil.h"
47 #include "texobj.h"
48 #include "texstate.h"
49 #include "mtypes.h"
50 #include "math/m_xform.h"
51
52
53 /**
54 * Allocate a new attribute state node. These nodes have a
55 * "kind" value and a pointer to a struct of state data.
56 */
57 static struct gl_attrib_node *
58 new_attrib_node( GLbitfield kind )
59 {
60 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
61 if (an) {
62 an->kind = kind;
63 }
64 return an;
65 }
66
67
68 void GLAPIENTRY
69 _mesa_PushAttrib(GLbitfield mask)
70 {
71 struct gl_attrib_node *newnode;
72 struct gl_attrib_node *head;
73
74 GET_CURRENT_CONTEXT(ctx);
75 ASSERT_OUTSIDE_BEGIN_END(ctx);
76
77 if (MESA_VERBOSE & VERBOSE_API)
78 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
79
80 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
81 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
82 return;
83 }
84
85 /* Build linked list of attribute nodes which save all attribute */
86 /* groups specified by the mask. */
87 head = NULL;
88
89 if (mask & GL_ACCUM_BUFFER_BIT) {
90 struct gl_accum_attrib *attr;
91 attr = MALLOC_STRUCT( gl_accum_attrib );
92 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
93 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
94 newnode->data = attr;
95 newnode->next = head;
96 head = newnode;
97 }
98
99 if (mask & GL_COLOR_BUFFER_BIT) {
100 struct gl_colorbuffer_attrib *attr;
101 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
102 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
103 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
104 newnode->data = attr;
105 newnode->next = head;
106 head = newnode;
107 }
108
109 if (mask & GL_CURRENT_BIT) {
110 struct gl_current_attrib *attr;
111 FLUSH_CURRENT( ctx, 0 );
112 attr = MALLOC_STRUCT( gl_current_attrib );
113 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
114 newnode = new_attrib_node( GL_CURRENT_BIT );
115 newnode->data = attr;
116 newnode->next = head;
117 head = newnode;
118 }
119
120 if (mask & GL_DEPTH_BUFFER_BIT) {
121 struct gl_depthbuffer_attrib *attr;
122 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
123 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
124 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
125 newnode->data = attr;
126 newnode->next = head;
127 head = newnode;
128 }
129
130 if (mask & GL_ENABLE_BIT) {
131 struct gl_enable_attrib *attr;
132 GLuint i;
133 attr = MALLOC_STRUCT( gl_enable_attrib );
134 /* Copy enable flags from all other attributes into the enable struct. */
135 attr->AlphaTest = ctx->Color.AlphaEnabled;
136 attr->AutoNormal = ctx->Eval.AutoNormal;
137 attr->Blend = ctx->Color.BlendEnabled;
138 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
139 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
140 attr->ColorTable = ctx->Pixel.ColorTableEnabled;
141 attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled;
142 attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled;
143 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
144 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
145 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
146 attr->CullFace = ctx->Polygon.CullFlag;
147 attr->DepthTest = ctx->Depth.Test;
148 attr->Dither = ctx->Color.DitherFlag;
149 attr->Fog = ctx->Fog.Enabled;
150 for (i = 0; i < ctx->Const.MaxLights; i++) {
151 attr->Light[i] = ctx->Light.Light[i].Enabled;
152 }
153 attr->Lighting = ctx->Light.Enabled;
154 attr->LineSmooth = ctx->Line.SmoothFlag;
155 attr->LineStipple = ctx->Line.StippleFlag;
156 attr->Histogram = ctx->Pixel.HistogramEnabled;
157 attr->MinMax = ctx->Pixel.MinMaxEnabled;
158 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
159 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
160 attr->Map1Color4 = ctx->Eval.Map1Color4;
161 attr->Map1Index = ctx->Eval.Map1Index;
162 attr->Map1Normal = ctx->Eval.Map1Normal;
163 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
164 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
165 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
166 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
167 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
168 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
169 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
170 attr->Map2Color4 = ctx->Eval.Map2Color4;
171 attr->Map2Index = ctx->Eval.Map2Index;
172 attr->Map2Normal = ctx->Eval.Map2Normal;
173 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
174 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
175 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
176 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
177 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
178 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
179 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
180 attr->Normalize = ctx->Transform.Normalize;
181 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
182 attr->PointSmooth = ctx->Point.SmoothFlag;
183 attr->PointSprite = ctx->Point.PointSprite;
184 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
185 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
186 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
187 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
188 attr->PolygonStipple = ctx->Polygon.StippleFlag;
189 attr->RescaleNormals = ctx->Transform.RescaleNormals;
190 attr->Scissor = ctx->Scissor.Enabled;
191 attr->Stencil = ctx->Stencil.Enabled;
192 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
193 attr->MultisampleEnabled = ctx->Multisample.Enabled;
194 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
195 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
196 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
197 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
198 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
199 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
200 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
201 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
202 }
203 /* GL_NV_vertex_program */
204 attr->VertexProgram = ctx->VertexProgram.Enabled;
205 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
206 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
207 newnode = new_attrib_node( GL_ENABLE_BIT );
208 newnode->data = attr;
209 newnode->next = head;
210 head = newnode;
211 }
212
213 if (mask & GL_EVAL_BIT) {
214 struct gl_eval_attrib *attr;
215 attr = MALLOC_STRUCT( gl_eval_attrib );
216 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
217 newnode = new_attrib_node( GL_EVAL_BIT );
218 newnode->data = attr;
219 newnode->next = head;
220 head = newnode;
221 }
222
223 if (mask & GL_FOG_BIT) {
224 struct gl_fog_attrib *attr;
225 attr = MALLOC_STRUCT( gl_fog_attrib );
226 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
227 newnode = new_attrib_node( GL_FOG_BIT );
228 newnode->data = attr;
229 newnode->next = head;
230 head = newnode;
231 }
232
233 if (mask & GL_HINT_BIT) {
234 struct gl_hint_attrib *attr;
235 attr = MALLOC_STRUCT( gl_hint_attrib );
236 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
237 newnode = new_attrib_node( GL_HINT_BIT );
238 newnode->data = attr;
239 newnode->next = head;
240 head = newnode;
241 }
242
243 if (mask & GL_LIGHTING_BIT) {
244 struct gl_light_attrib *attr;
245 FLUSH_CURRENT(ctx, 0); /* flush material changes */
246 attr = MALLOC_STRUCT( gl_light_attrib );
247 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
248 newnode = new_attrib_node( GL_LIGHTING_BIT );
249 newnode->data = attr;
250 newnode->next = head;
251 head = newnode;
252 }
253
254 if (mask & GL_LINE_BIT) {
255 struct gl_line_attrib *attr;
256 attr = MALLOC_STRUCT( gl_line_attrib );
257 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
258 newnode = new_attrib_node( GL_LINE_BIT );
259 newnode->data = attr;
260 newnode->next = head;
261 head = newnode;
262 }
263
264 if (mask & GL_LIST_BIT) {
265 struct gl_list_attrib *attr;
266 attr = MALLOC_STRUCT( gl_list_attrib );
267 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
268 newnode = new_attrib_node( GL_LIST_BIT );
269 newnode->data = attr;
270 newnode->next = head;
271 head = newnode;
272 }
273
274 if (mask & GL_PIXEL_MODE_BIT) {
275 struct gl_pixel_attrib *attr;
276 attr = MALLOC_STRUCT( gl_pixel_attrib );
277 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
278 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
279 newnode->data = attr;
280 newnode->next = head;
281 head = newnode;
282 }
283
284 if (mask & GL_POINT_BIT) {
285 struct gl_point_attrib *attr;
286 attr = MALLOC_STRUCT( gl_point_attrib );
287 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
288 newnode = new_attrib_node( GL_POINT_BIT );
289 newnode->data = attr;
290 newnode->next = head;
291 head = newnode;
292 }
293
294 if (mask & GL_POLYGON_BIT) {
295 struct gl_polygon_attrib *attr;
296 attr = MALLOC_STRUCT( gl_polygon_attrib );
297 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
298 newnode = new_attrib_node( GL_POLYGON_BIT );
299 newnode->data = attr;
300 newnode->next = head;
301 head = newnode;
302 }
303
304 if (mask & GL_POLYGON_STIPPLE_BIT) {
305 GLuint *stipple;
306 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
307 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
308 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
309 newnode->data = stipple;
310 newnode->next = head;
311 head = newnode;
312 }
313
314 if (mask & GL_SCISSOR_BIT) {
315 struct gl_scissor_attrib *attr;
316 attr = MALLOC_STRUCT( gl_scissor_attrib );
317 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
318 newnode = new_attrib_node( GL_SCISSOR_BIT );
319 newnode->data = attr;
320 newnode->next = head;
321 head = newnode;
322 }
323
324 if (mask & GL_STENCIL_BUFFER_BIT) {
325 struct gl_stencil_attrib *attr;
326 attr = MALLOC_STRUCT( gl_stencil_attrib );
327 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
328 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
329 newnode->data = attr;
330 newnode->next = head;
331 head = newnode;
332 }
333
334 if (mask & GL_TEXTURE_BIT) {
335 struct gl_texture_attrib *attr;
336 GLuint u;
337 /* Bump the texture object reference counts so that they don't
338 * inadvertantly get deleted.
339 */
340 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
341 ctx->Texture.Unit[u].Current1D->RefCount++;
342 ctx->Texture.Unit[u].Current2D->RefCount++;
343 ctx->Texture.Unit[u].Current3D->RefCount++;
344 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
345 ctx->Texture.Unit[u].CurrentRect->RefCount++;
346 }
347 attr = MALLOC_STRUCT( gl_texture_attrib );
348 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
349 /* copy state of the currently bound texture objects */
350 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
351 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
352 attr->Unit[u].Current1D);
353 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
354 attr->Unit[u].Current2D);
355 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
356 attr->Unit[u].Current3D);
357 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
358 attr->Unit[u].CurrentCubeMap);
359 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
360 attr->Unit[u].CurrentRect);
361 }
362 newnode = new_attrib_node( GL_TEXTURE_BIT );
363 newnode->data = attr;
364 newnode->next = head;
365 head = newnode;
366 }
367
368 if (mask & GL_TRANSFORM_BIT) {
369 struct gl_transform_attrib *attr;
370 attr = MALLOC_STRUCT( gl_transform_attrib );
371 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
372 newnode = new_attrib_node( GL_TRANSFORM_BIT );
373 newnode->data = attr;
374 newnode->next = head;
375 head = newnode;
376 }
377
378 if (mask & GL_VIEWPORT_BIT) {
379 struct gl_viewport_attrib *attr;
380 attr = MALLOC_STRUCT( gl_viewport_attrib );
381 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
382 newnode = new_attrib_node( GL_VIEWPORT_BIT );
383 newnode->data = attr;
384 newnode->next = head;
385 head = newnode;
386 }
387
388 /* GL_ARB_multisample */
389 if (mask & GL_MULTISAMPLE_BIT_ARB) {
390 struct gl_multisample_attrib *attr;
391 attr = MALLOC_STRUCT( gl_multisample_attrib );
392 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
393 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
394 newnode->data = attr;
395 newnode->next = head;
396 head = newnode;
397 }
398
399 ctx->AttribStack[ctx->AttribStackDepth] = head;
400 ctx->AttribStackDepth++;
401 }
402
403
404
405 static void
406 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
407 {
408 GLuint i;
409
410 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
411 if ((VALUE) != (NEWVALUE)) { \
412 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
413 }
414
415 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
416 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
417
418 for (i=0;i<MAX_CLIP_PLANES;i++) {
419 const GLuint mask = 1 << i;
420 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
421 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
422 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
423 }
424
425 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
426 GL_COLOR_MATERIAL);
427 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
428 GL_COLOR_TABLE);
429 TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
430 enable->PostColorMatrixColorTable,
431 GL_POST_COLOR_MATRIX_COLOR_TABLE);
432 TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
433 enable->PostConvolutionColorTable,
434 GL_POST_CONVOLUTION_COLOR_TABLE);
435 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
436 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
437 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
438 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
439 GL_CONVOLUTION_1D);
440 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
441 GL_CONVOLUTION_2D);
442 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
443 GL_SEPARABLE_2D);
444 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
445 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
446 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
447 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
448 GL_LINE_STIPPLE);
449 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
450 GL_INDEX_LOGIC_OP);
451 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
452 GL_COLOR_LOGIC_OP);
453
454 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
455 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
456 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
457 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
458 GL_MAP1_TEXTURE_COORD_1);
459 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
460 GL_MAP1_TEXTURE_COORD_2);
461 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
462 GL_MAP1_TEXTURE_COORD_3);
463 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
464 GL_MAP1_TEXTURE_COORD_4);
465 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
466 GL_MAP1_VERTEX_3);
467 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
468 GL_MAP1_VERTEX_4);
469 for (i = 0; i < 16; i++) {
470 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
471 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
472 }
473
474 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
475 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
476 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
477 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
478 GL_MAP2_TEXTURE_COORD_1);
479 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
480 GL_MAP2_TEXTURE_COORD_2);
481 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
482 GL_MAP2_TEXTURE_COORD_3);
483 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
484 GL_MAP2_TEXTURE_COORD_4);
485 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
486 GL_MAP2_VERTEX_3);
487 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
488 GL_MAP2_VERTEX_4);
489 for (i = 0; i < 16; i++) {
490 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
491 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
492 }
493
494 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
495 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
496 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
497 GL_RESCALE_NORMAL_EXT);
498 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
499 enable->RasterPositionUnclipped,
500 GL_RASTER_POSITION_UNCLIPPED_IBM);
501 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
502 GL_POINT_SMOOTH);
503 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
504 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
505 GL_POINT_SPRITE_NV);
506 }
507 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
508 GL_POLYGON_OFFSET_POINT);
509 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
510 GL_POLYGON_OFFSET_LINE);
511 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
512 GL_POLYGON_OFFSET_FILL);
513 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
514 GL_POLYGON_SMOOTH);
515 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
516 GL_POLYGON_STIPPLE);
517 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
518 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
519 if (ctx->Extensions.EXT_stencil_two_side) {
520 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
521 }
522 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
523 GL_MULTISAMPLE_ARB);
524 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
525 enable->SampleAlphaToCoverage,
526 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
527 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
528 enable->SampleAlphaToOne,
529 GL_SAMPLE_ALPHA_TO_ONE_ARB);
530 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
531 enable->SampleCoverage,
532 GL_SAMPLE_COVERAGE_ARB);
533 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
534 enable->SampleCoverageInvert,
535 GL_SAMPLE_COVERAGE_INVERT_ARB);
536 /* GL_NV_vertex_program */
537 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
538 enable->VertexProgram,
539 GL_VERTEX_PROGRAM_NV);
540 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
541 enable->VertexProgramPointSize,
542 GL_VERTEX_PROGRAM_POINT_SIZE_NV);
543 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
544 enable->VertexProgramTwoSide,
545 GL_VERTEX_PROGRAM_TWO_SIDE_NV);
546
547 #undef TEST_AND_UPDATE
548
549 /* texture unit enables */
550 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
551 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
552 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
553 if (ctx->Driver.Enable) {
554 if (ctx->Driver.ActiveTexture) {
555 (*ctx->Driver.ActiveTexture)(ctx, i);
556 }
557 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
558 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
559 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
560 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
561 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
562 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
563 if (ctx->Extensions.ARB_texture_cube_map)
564 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
565 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
566 if (ctx->Extensions.NV_texture_rectangle)
567 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
568 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
569 }
570 }
571
572 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
573 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
574 if (ctx->Driver.Enable) {
575 if (ctx->Driver.ActiveTexture) {
576 (*ctx->Driver.ActiveTexture)(ctx, i);
577 }
578 if (enable->TexGen[i] & S_BIT)
579 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
580 else
581 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
582 if (enable->TexGen[i] & T_BIT)
583 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
584 else
585 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
586 if (enable->TexGen[i] & R_BIT)
587 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
588 else
589 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
590 if (enable->TexGen[i] & Q_BIT)
591 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
592 else
593 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
594 }
595 }
596
597 /* GL_SGI_texture_color_table */
598 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
599 }
600
601 if (ctx->Driver.ActiveTexture) {
602 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
603 }
604 }
605
606
607 static void
608 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
609 {
610 GLuint u;
611
612 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
613 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
614 GLuint i;
615
616 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
617 _mesa_set_enable(ctx, GL_TEXTURE_1D,
618 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
619 _mesa_set_enable(ctx, GL_TEXTURE_2D,
620 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
621 _mesa_set_enable(ctx, GL_TEXTURE_3D,
622 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
623 if (ctx->Extensions.ARB_texture_cube_map) {
624 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
625 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
626 }
627 if (ctx->Extensions.NV_texture_rectangle) {
628 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
629 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
630 }
631 if (ctx->Extensions.SGI_texture_color_table) {
632 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
633 unit->ColorTableEnabled);
634 }
635 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
636 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
637 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
638 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
639 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
640 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
641 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
642 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
643 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
644 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
645 /* Eye plane done differently to avoid re-transformation */
646 {
647 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
648 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
649 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
650 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
651 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
652 if (ctx->Driver.TexGen) {
653 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
654 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
655 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
656 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
657 }
658 }
659 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
660 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
661 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
662 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
663 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
664 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
665 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
666 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
667 if (ctx->Extensions.EXT_texture_lod_bias) {
668 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
669 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
670 }
671 if (ctx->Extensions.EXT_texture_env_combine ||
672 ctx->Extensions.ARB_texture_env_combine) {
673 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
674 unit->Combine.ModeRGB);
675 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
676 unit->Combine.ModeA);
677 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
678 unit->Combine.SourceRGB[0]);
679 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
680 unit->Combine.SourceRGB[1]);
681 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
682 unit->Combine.SourceRGB[2]);
683 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
684 unit->Combine.SourceA[0]);
685 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
686 unit->Combine.SourceA[1]);
687 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
688 unit->Combine.SourceA[2]);
689 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
690 unit->Combine.OperandRGB[0]);
691 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
692 unit->Combine.OperandRGB[1]);
693 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
694 unit->Combine.OperandRGB[2]);
695 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
696 unit->Combine.OperandA[0]);
697 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
698 unit->Combine.OperandA[1]);
699 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
700 unit->Combine.OperandA[2]);
701 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
702 1 << unit->Combine.ScaleShiftRGB);
703 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
704 1 << unit->Combine.ScaleShiftA);
705 }
706
707 /* Restore texture object state */
708 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
709 GLenum target = 0;
710 const struct gl_texture_object *obj = NULL;
711 GLfloat bordColor[4];
712
713 switch (i) {
714 case 0:
715 target = GL_TEXTURE_1D;
716 obj = &unit->Saved1D;
717 break;
718 case 1:
719 target = GL_TEXTURE_2D;
720 obj = &unit->Saved2D;
721 break;
722 case 2:
723 target = GL_TEXTURE_3D;
724 obj = &unit->Saved3D;
725 break;
726 case 3:
727 if (!ctx->Extensions.ARB_texture_cube_map)
728 continue;
729 target = GL_TEXTURE_CUBE_MAP_ARB;
730 obj = &unit->SavedCubeMap;
731 break;
732 case 4:
733 if (!ctx->Extensions.NV_texture_rectangle)
734 continue;
735 target = GL_TEXTURE_RECTANGLE_NV;
736 obj = &unit->SavedRect;
737 break;
738 default:
739 ; /* silence warnings */
740 }
741
742 _mesa_BindTexture(target, obj->Name);
743
744 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
745 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
746 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
747 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
748
749 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
750 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
751 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
752 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
753 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
754 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
755 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
756 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
757 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
758 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
759 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
760 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
761 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
762 obj->MaxAnisotropy);
763 }
764 if (ctx->Extensions.SGIX_shadow) {
765 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
766 obj->CompareFlag);
767 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
768 obj->CompareOperator);
769 }
770 if (ctx->Extensions.SGIX_shadow_ambient) {
771 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
772 obj->ShadowAmbient);
773 }
774
775 }
776 }
777 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
778 + texAttrib->CurrentUnit);
779
780 /* "un-bump" the texture object reference counts. We did that so they
781 * wouldn't inadvertantly get deleted while they were still referenced
782 * inside the attribute state stack.
783 */
784 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
785 ctx->Texture.Unit[u].Current1D->RefCount--;
786 ctx->Texture.Unit[u].Current2D->RefCount--;
787 ctx->Texture.Unit[u].Current3D->RefCount--;
788 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
789 ctx->Texture.Unit[u].CurrentRect->RefCount--;
790 }
791 }
792
793
794 /*
795 * This function is kind of long just because we have to call a lot
796 * of device driver functions to update device driver state.
797 *
798 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
799 * in order to restore GL state. This isn't terribly efficient but it
800 * ensures that dirty flags and any derived state gets updated correctly.
801 * We could at least check if the value to restore equals the current value
802 * and then skip the Mesa call.
803 */
804 void GLAPIENTRY
805 _mesa_PopAttrib(void)
806 {
807 struct gl_attrib_node *attr, *next;
808 GET_CURRENT_CONTEXT(ctx);
809 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
810
811 if (ctx->AttribStackDepth == 0) {
812 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
813 return;
814 }
815
816 ctx->AttribStackDepth--;
817 attr = ctx->AttribStack[ctx->AttribStackDepth];
818
819 while (attr) {
820
821 if (MESA_VERBOSE & VERBOSE_API) {
822 _mesa_debug(ctx, "glPopAttrib %s\n",
823 _mesa_lookup_enum_by_nr(attr->kind));
824 }
825
826 switch (attr->kind) {
827 case GL_ACCUM_BUFFER_BIT:
828 {
829 const struct gl_accum_attrib *accum;
830 accum = (const struct gl_accum_attrib *) attr->data;
831 _mesa_ClearAccum(accum->ClearColor[0],
832 accum->ClearColor[1],
833 accum->ClearColor[2],
834 accum->ClearColor[3]);
835 }
836 break;
837 case GL_COLOR_BUFFER_BIT:
838 {
839 const struct gl_colorbuffer_attrib *color;
840 color = (const struct gl_colorbuffer_attrib *) attr->data;
841 _mesa_ClearIndex((GLfloat) color->ClearIndex);
842 _mesa_ClearColor(color->ClearColor[0],
843 color->ClearColor[1],
844 color->ClearColor[2],
845 color->ClearColor[3]);
846 _mesa_IndexMask(color->IndexMask);
847 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
848 (GLboolean) (color->ColorMask[1] != 0),
849 (GLboolean) (color->ColorMask[2] != 0),
850 (GLboolean) (color->ColorMask[3] != 0));
851 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
852 color->DrawBuffer, NULL);
853 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
854 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
855 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
856 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
857 color->BlendDstRGB,
858 color->BlendSrcA,
859 color->BlendDstA);
860 /* This special case is because glBlendEquationSeparateEXT
861 * cannot take GL_LOGIC_OP as a parameter.
862 */
863 if ( color->BlendEquationRGB == color->BlendEquationA ) {
864 _mesa_BlendEquation(color->BlendEquationRGB);
865 }
866 else {
867 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
868 color->BlendEquationA);
869 }
870 _mesa_BlendColor(color->BlendColor[0],
871 color->BlendColor[1],
872 color->BlendColor[2],
873 color->BlendColor[3]);
874 _mesa_LogicOp(color->LogicOp);
875 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
876 color->ColorLogicOpEnabled);
877 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
878 color->IndexLogicOpEnabled);
879 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
880 }
881 break;
882 case GL_CURRENT_BIT:
883 FLUSH_CURRENT( ctx, 0 );
884 MEMCPY( &ctx->Current, attr->data,
885 sizeof(struct gl_current_attrib) );
886 break;
887 case GL_DEPTH_BUFFER_BIT:
888 {
889 const struct gl_depthbuffer_attrib *depth;
890 depth = (const struct gl_depthbuffer_attrib *) attr->data;
891 _mesa_DepthFunc(depth->Func);
892 _mesa_ClearDepth(depth->Clear);
893 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
894 _mesa_DepthMask(depth->Mask);
895 }
896 break;
897 case GL_ENABLE_BIT:
898 {
899 const struct gl_enable_attrib *enable;
900 enable = (const struct gl_enable_attrib *) attr->data;
901 pop_enable_group(ctx, enable);
902 ctx->NewState |= _NEW_ALL;
903 }
904 break;
905 case GL_EVAL_BIT:
906 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
907 ctx->NewState |= _NEW_EVAL;
908 break;
909 case GL_FOG_BIT:
910 {
911 const struct gl_fog_attrib *fog;
912 fog = (const struct gl_fog_attrib *) attr->data;
913 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
914 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
915 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
916 _mesa_Fogf(GL_FOG_START, fog->Start);
917 _mesa_Fogf(GL_FOG_END, fog->End);
918 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
919 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
920 }
921 break;
922 case GL_HINT_BIT:
923 {
924 const struct gl_hint_attrib *hint;
925 hint = (const struct gl_hint_attrib *) attr->data;
926 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
927 hint->PerspectiveCorrection );
928 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
929 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
930 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
931 _mesa_Hint(GL_FOG_HINT, hint->Fog);
932 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
933 hint->ClipVolumeClipping);
934 if (ctx->Extensions.ARB_texture_compression)
935 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
936 hint->TextureCompression);
937 }
938 break;
939 case GL_LIGHTING_BIT:
940 {
941 GLuint i;
942 const struct gl_light_attrib *light;
943 light = (const struct gl_light_attrib *) attr->data;
944 /* lighting enable */
945 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
946 /* per-light state */
947 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
948 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
949
950 for (i = 0; i < ctx->Const.MaxLights; i++) {
951 const struct gl_light *l = &light->Light[i];
952 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
953 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
954 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
955 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
956 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
957 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
958 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
959 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
960 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
961 &l->ConstantAttenuation);
962 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
963 &l->LinearAttenuation);
964 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
965 &l->QuadraticAttenuation);
966 }
967 /* light model */
968 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
969 light->Model.Ambient);
970 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
971 (GLfloat) light->Model.LocalViewer);
972 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
973 (GLfloat) light->Model.TwoSide);
974 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
975 (GLfloat) light->Model.ColorControl);
976 /* materials */
977 MEMCPY(&ctx->Light.Material, &light->Material,
978 sizeof(struct gl_material));
979 /* shade model */
980 _mesa_ShadeModel(light->ShadeModel);
981 /* color material */
982 _mesa_ColorMaterial(light->ColorMaterialFace,
983 light->ColorMaterialMode);
984 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
985 light->ColorMaterialEnabled);
986 }
987 break;
988 case GL_LINE_BIT:
989 {
990 const struct gl_line_attrib *line;
991 line = (const struct gl_line_attrib *) attr->data;
992 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
993 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
994 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
995 _mesa_LineWidth(line->Width);
996 }
997 break;
998 case GL_LIST_BIT:
999 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1000 break;
1001 case GL_PIXEL_MODE_BIT:
1002 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1003 /* XXX what other pixel state needs to be set by function calls? */
1004 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1005 ctx->NewState |= _NEW_PIXEL;
1006 break;
1007 case GL_POINT_BIT:
1008 {
1009 const struct gl_point_attrib *point;
1010 point = (const struct gl_point_attrib *) attr->data;
1011 _mesa_PointSize(point->Size);
1012 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1013 if (ctx->Extensions.EXT_point_parameters) {
1014 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1015 point->Params);
1016 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1017 point->MinSize);
1018 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1019 point->MaxSize);
1020 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1021 point->Threshold);
1022 }
1023 if (ctx->Extensions.NV_point_sprite
1024 || ctx->Extensions.ARB_point_sprite) {
1025 GLuint u;
1026 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1027 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1028 (GLint) point->CoordReplace[u]);
1029 }
1030 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1031 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1032 ctx->Point.SpriteRMode);
1033 _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
1034 (GLfloat)ctx->Point.SpriteOrigin);
1035 }
1036 }
1037 break;
1038 case GL_POLYGON_BIT:
1039 {
1040 const struct gl_polygon_attrib *polygon;
1041 polygon = (const struct gl_polygon_attrib *) attr->data;
1042 _mesa_CullFace(polygon->CullFaceMode);
1043 _mesa_FrontFace(polygon->FrontFace);
1044 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1045 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1046 _mesa_PolygonOffset(polygon->OffsetFactor,
1047 polygon->OffsetUnits);
1048 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1049 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1050 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1051 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1052 polygon->OffsetPoint);
1053 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1054 polygon->OffsetLine);
1055 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1056 polygon->OffsetFill);
1057 }
1058 break;
1059 case GL_POLYGON_STIPPLE_BIT:
1060 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1061 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1062 if (ctx->Driver.PolygonStipple)
1063 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1064 break;
1065 case GL_SCISSOR_BIT:
1066 {
1067 const struct gl_scissor_attrib *scissor;
1068 scissor = (const struct gl_scissor_attrib *) attr->data;
1069 _mesa_Scissor(scissor->X, scissor->Y,
1070 scissor->Width, scissor->Height);
1071 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1072 }
1073 break;
1074 case GL_STENCIL_BUFFER_BIT:
1075 {
1076 const struct gl_stencil_attrib *stencil;
1077 stencil = (const struct gl_stencil_attrib *) attr->data;
1078 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1079 _mesa_ClearStencil(stencil->Clear);
1080 if (ctx->Extensions.EXT_stencil_two_side) {
1081 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1082 stencil->TestTwoSide);
1083 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1084 ? GL_BACK : GL_FRONT);
1085 }
1086 /* front state */
1087 _mesa_StencilFuncSeparate(GL_FRONT,
1088 stencil->Function[0],
1089 stencil->Ref[0],
1090 stencil->ValueMask[0]);
1091 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1092 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1093 stencil->ZFailFunc[0],
1094 stencil->ZPassFunc[0]);
1095 /* back state */
1096 _mesa_StencilFuncSeparate(GL_BACK,
1097 stencil->Function[1],
1098 stencil->Ref[1],
1099 stencil->ValueMask[1]);
1100 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1101 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1102 stencil->ZFailFunc[1],
1103 stencil->ZPassFunc[1]);
1104 }
1105 break;
1106 case GL_TRANSFORM_BIT:
1107 {
1108 GLuint i;
1109 const struct gl_transform_attrib *xform;
1110 xform = (const struct gl_transform_attrib *) attr->data;
1111 _mesa_MatrixMode(xform->MatrixMode);
1112 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1113 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1114
1115 /* restore clip planes */
1116 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1117 const GLuint mask = 1 << 1;
1118 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1119 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1120 if (xform->ClipPlanesEnabled & mask) {
1121 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1122 }
1123 else {
1124 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1125 }
1126 if (ctx->Driver.ClipPlane)
1127 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1128 }
1129
1130 /* normalize/rescale */
1131 if (xform->Normalize != ctx->Transform.Normalize)
1132 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1133 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1134 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1135 ctx->Transform.RescaleNormals);
1136 }
1137 break;
1138 case GL_TEXTURE_BIT:
1139 /* Take care of texture object reference counters */
1140 {
1141 const struct gl_texture_attrib *texture;
1142 texture = (const struct gl_texture_attrib *) attr->data;
1143 pop_texture_group(ctx, texture);
1144 ctx->NewState |= _NEW_TEXTURE;
1145 }
1146 break;
1147 case GL_VIEWPORT_BIT:
1148 {
1149 const struct gl_viewport_attrib *vp;
1150 vp = (const struct gl_viewport_attrib *) attr->data;
1151 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1152 _mesa_DepthRange(vp->Near, vp->Far);
1153 }
1154 break;
1155 case GL_MULTISAMPLE_BIT_ARB:
1156 {
1157 const struct gl_multisample_attrib *ms;
1158 ms = (const struct gl_multisample_attrib *) attr->data;
1159 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1160 ms->SampleCoverageInvert);
1161 }
1162 break;
1163
1164 default:
1165 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1166 break;
1167 }
1168
1169 next = attr->next;
1170 FREE( attr->data );
1171 FREE( attr );
1172 attr = next;
1173 }
1174 }
1175
1176
1177 /**
1178 * Helper for incrementing/decrementing vertex buffer object reference
1179 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1180 */
1181 static void
1182 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1183 {
1184 GLuint i;
1185 array->Vertex.BufferObj->RefCount += step;
1186 array->Normal.BufferObj->RefCount += step;
1187 array->Color.BufferObj->RefCount += step;
1188 array->SecondaryColor.BufferObj->RefCount += step;
1189 array->FogCoord.BufferObj->RefCount += step;
1190 array->Index.BufferObj->RefCount += step;
1191 array->EdgeFlag.BufferObj->RefCount += step;
1192 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1193 array->TexCoord[i].BufferObj->RefCount += step;
1194 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1195 array->VertexAttrib[i].BufferObj->RefCount += step;
1196
1197 array->ArrayBufferObj->RefCount += step;
1198 array->ElementArrayBufferObj->RefCount += step;
1199 }
1200
1201
1202 #define GL_CLIENT_PACK_BIT (1<<20)
1203 #define GL_CLIENT_UNPACK_BIT (1<<21)
1204
1205
1206 void GLAPIENTRY
1207 _mesa_PushClientAttrib(GLbitfield mask)
1208 {
1209 struct gl_attrib_node *newnode;
1210 struct gl_attrib_node *head;
1211
1212 GET_CURRENT_CONTEXT(ctx);
1213 ASSERT_OUTSIDE_BEGIN_END(ctx);
1214
1215 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1216 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1217 return;
1218 }
1219
1220 /* Build linked list of attribute nodes which save all attribute */
1221 /* groups specified by the mask. */
1222 head = NULL;
1223
1224 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1225 struct gl_pixelstore_attrib *attr;
1226 #if FEATURE_EXT_pixel_buffer_object
1227 ctx->Pack.BufferObj->RefCount++;
1228 ctx->Unpack.BufferObj->RefCount++;
1229 #endif
1230 /* packing attribs */
1231 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1232 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1233 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1234 newnode->data = attr;
1235 newnode->next = head;
1236 head = newnode;
1237 /* unpacking attribs */
1238 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1239 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1240 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1241 newnode->data = attr;
1242 newnode->next = head;
1243 head = newnode;
1244 }
1245 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1246 struct gl_array_attrib *attr;
1247 attr = MALLOC_STRUCT( gl_array_attrib );
1248 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1249 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1250 newnode->data = attr;
1251 newnode->next = head;
1252 head = newnode;
1253 /* bump reference counts on buffer objects */
1254 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1255 }
1256
1257 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1258 ctx->ClientAttribStackDepth++;
1259 }
1260
1261
1262
1263
1264 void GLAPIENTRY
1265 _mesa_PopClientAttrib(void)
1266 {
1267 struct gl_attrib_node *attr, *next;
1268
1269 GET_CURRENT_CONTEXT(ctx);
1270 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1271
1272 if (ctx->ClientAttribStackDepth == 0) {
1273 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1274 return;
1275 }
1276
1277 ctx->ClientAttribStackDepth--;
1278 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1279
1280 while (attr) {
1281 switch (attr->kind) {
1282 case GL_CLIENT_PACK_BIT:
1283 #if FEATURE_EXT_pixel_buffer_object
1284 ctx->Pack.BufferObj->RefCount--;
1285 if (ctx->Pack.BufferObj->RefCount <= 0) {
1286 _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1287 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1288 }
1289 #endif
1290 MEMCPY( &ctx->Pack, attr->data,
1291 sizeof(struct gl_pixelstore_attrib) );
1292 ctx->NewState |= _NEW_PACKUNPACK;
1293 break;
1294 case GL_CLIENT_UNPACK_BIT:
1295 #if FEATURE_EXT_pixel_buffer_object
1296 ctx->Unpack.BufferObj->RefCount--;
1297 if (ctx->Unpack.BufferObj->RefCount <= 0) {
1298 _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1299 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1300 }
1301 #endif
1302 MEMCPY( &ctx->Unpack, attr->data,
1303 sizeof(struct gl_pixelstore_attrib) );
1304 ctx->NewState |= _NEW_PACKUNPACK;
1305 break;
1306 case GL_CLIENT_VERTEX_ARRAY_BIT:
1307 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1308 MEMCPY( &ctx->Array, attr->data,
1309 sizeof(struct gl_array_attrib) );
1310 /* decrement reference counts on buffer objects */
1311 ctx->NewState |= _NEW_ARRAY;
1312 break;
1313 default:
1314 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1315 break;
1316 }
1317
1318 next = attr->next;
1319 FREE( attr->data );
1320 FREE( attr );
1321 attr = next;
1322 }
1323 }
1324
1325
1326 void _mesa_init_attrib( GLcontext *ctx )
1327 {
1328 /* Renderer and client attribute stacks */
1329 ctx->AttribStackDepth = 0;
1330 ctx->ClientAttribStackDepth = 0;
1331 }