52e3f22adcfda340da57edf804a149ca830ea06b
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 #include "glheader.h"
26 #include "imports.h"
27 #include "accum.h"
28 #include "arrayobj.h"
29 #include "attrib.h"
30 #include "blend.h"
31 #include "buffers.h"
32 #include "bufferobj.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "depth.h"
37 #include "enable.h"
38 #include "enums.h"
39 #include "fog.h"
40 #include "hint.h"
41 #include "light.h"
42 #include "lines.h"
43 #include "matrix.h"
44 #include "points.h"
45 #include "polygon.h"
46 #include "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 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
56 */
57 struct texture_state
58 {
59 struct gl_texture_attrib Texture; /**< The usual context state */
60
61 /** to save per texture object state (wrap modes, filters, etc): */
62 struct gl_texture_object Saved1D[MAX_TEXTURE_UNITS];
63 struct gl_texture_object Saved2D[MAX_TEXTURE_UNITS];
64 struct gl_texture_object Saved3D[MAX_TEXTURE_UNITS];
65 struct gl_texture_object SavedCube[MAX_TEXTURE_UNITS];
66 struct gl_texture_object SavedRect[MAX_TEXTURE_UNITS];
67 struct gl_texture_object Saved1DArray[MAX_TEXTURE_UNITS];
68 struct gl_texture_object Saved2DArray[MAX_TEXTURE_UNITS];
69
70 /**
71 * To save references to texture objects (so they don't get accidentally
72 * deleted while saved in the attribute stack).
73 */
74 struct gl_texture_object *SavedRef1D[MAX_TEXTURE_UNITS];
75 struct gl_texture_object *SavedRef2D[MAX_TEXTURE_UNITS];
76 struct gl_texture_object *SavedRef3D[MAX_TEXTURE_UNITS];
77 struct gl_texture_object *SavedRefCube[MAX_TEXTURE_UNITS];
78 struct gl_texture_object *SavedRefRect[MAX_TEXTURE_UNITS];
79 struct gl_texture_object *SavedRef1DArray[MAX_TEXTURE_UNITS];
80 struct gl_texture_object *SavedRef2DArray[MAX_TEXTURE_UNITS];
81 };
82
83
84 /**
85 * Allocate a new attribute state node. These nodes have a
86 * "kind" value and a pointer to a struct of state data.
87 */
88 static struct gl_attrib_node *
89 new_attrib_node( GLbitfield kind )
90 {
91 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
92 if (an) {
93 an->kind = kind;
94 }
95 return an;
96 }
97
98
99 void GLAPIENTRY
100 _mesa_PushAttrib(GLbitfield mask)
101 {
102 struct gl_attrib_node *newnode;
103 struct gl_attrib_node *head;
104
105 GET_CURRENT_CONTEXT(ctx);
106 ASSERT_OUTSIDE_BEGIN_END(ctx);
107
108 if (MESA_VERBOSE & VERBOSE_API)
109 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
110
111 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
112 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
113 return;
114 }
115
116 /* Build linked list of attribute nodes which save all attribute */
117 /* groups specified by the mask. */
118 head = NULL;
119
120 if (mask & GL_ACCUM_BUFFER_BIT) {
121 struct gl_accum_attrib *attr;
122 attr = MALLOC_STRUCT( gl_accum_attrib );
123 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
124 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
125 newnode->data = attr;
126 newnode->next = head;
127 head = newnode;
128 }
129
130 if (mask & GL_COLOR_BUFFER_BIT) {
131 GLuint i;
132 struct gl_colorbuffer_attrib *attr;
133 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
134 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
135 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
136 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
137 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
138 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
139 newnode->data = attr;
140 newnode->next = head;
141 head = newnode;
142 }
143
144 if (mask & GL_CURRENT_BIT) {
145 struct gl_current_attrib *attr;
146 FLUSH_CURRENT( ctx, 0 );
147 attr = MALLOC_STRUCT( gl_current_attrib );
148 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
149 newnode = new_attrib_node( GL_CURRENT_BIT );
150 newnode->data = attr;
151 newnode->next = head;
152 head = newnode;
153 }
154
155 if (mask & GL_DEPTH_BUFFER_BIT) {
156 struct gl_depthbuffer_attrib *attr;
157 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
158 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
159 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
160 newnode->data = attr;
161 newnode->next = head;
162 head = newnode;
163 }
164
165 if (mask & GL_ENABLE_BIT) {
166 struct gl_enable_attrib *attr;
167 GLuint i;
168 attr = MALLOC_STRUCT( gl_enable_attrib );
169 /* Copy enable flags from all other attributes into the enable struct. */
170 attr->AlphaTest = ctx->Color.AlphaEnabled;
171 attr->AutoNormal = ctx->Eval.AutoNormal;
172 attr->Blend = ctx->Color.BlendEnabled;
173 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
174 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
175 for (i = 0; i < COLORTABLE_MAX; i++) {
176 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
177 }
178 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
179 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
180 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
181 attr->CullFace = ctx->Polygon.CullFlag;
182 attr->DepthTest = ctx->Depth.Test;
183 attr->Dither = ctx->Color.DitherFlag;
184 attr->Fog = ctx->Fog.Enabled;
185 for (i = 0; i < ctx->Const.MaxLights; i++) {
186 attr->Light[i] = ctx->Light.Light[i].Enabled;
187 }
188 attr->Lighting = ctx->Light.Enabled;
189 attr->LineSmooth = ctx->Line.SmoothFlag;
190 attr->LineStipple = ctx->Line.StippleFlag;
191 attr->Histogram = ctx->Pixel.HistogramEnabled;
192 attr->MinMax = ctx->Pixel.MinMaxEnabled;
193 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
194 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
195 attr->Map1Color4 = ctx->Eval.Map1Color4;
196 attr->Map1Index = ctx->Eval.Map1Index;
197 attr->Map1Normal = ctx->Eval.Map1Normal;
198 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
199 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
200 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
201 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
202 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
203 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
204 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
205 attr->Map2Color4 = ctx->Eval.Map2Color4;
206 attr->Map2Index = ctx->Eval.Map2Index;
207 attr->Map2Normal = ctx->Eval.Map2Normal;
208 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
209 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
210 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
211 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
212 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
213 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
214 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
215 attr->Normalize = ctx->Transform.Normalize;
216 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
217 attr->PointSmooth = ctx->Point.SmoothFlag;
218 attr->PointSprite = ctx->Point.PointSprite;
219 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
220 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
221 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
222 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
223 attr->PolygonStipple = ctx->Polygon.StippleFlag;
224 attr->RescaleNormals = ctx->Transform.RescaleNormals;
225 attr->Scissor = ctx->Scissor.Enabled;
226 attr->Stencil = ctx->Stencil.Enabled;
227 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
228 attr->MultisampleEnabled = ctx->Multisample.Enabled;
229 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
230 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
231 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
232 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
233 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
234 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
235 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
236 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
237 }
238 /* GL_NV_vertex_program */
239 attr->VertexProgram = ctx->VertexProgram.Enabled;
240 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
241 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
242 newnode = new_attrib_node( GL_ENABLE_BIT );
243 newnode->data = attr;
244 newnode->next = head;
245 head = newnode;
246 }
247
248 if (mask & GL_EVAL_BIT) {
249 struct gl_eval_attrib *attr;
250 attr = MALLOC_STRUCT( gl_eval_attrib );
251 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
252 newnode = new_attrib_node( GL_EVAL_BIT );
253 newnode->data = attr;
254 newnode->next = head;
255 head = newnode;
256 }
257
258 if (mask & GL_FOG_BIT) {
259 struct gl_fog_attrib *attr;
260 attr = MALLOC_STRUCT( gl_fog_attrib );
261 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
262 newnode = new_attrib_node( GL_FOG_BIT );
263 newnode->data = attr;
264 newnode->next = head;
265 head = newnode;
266 }
267
268 if (mask & GL_HINT_BIT) {
269 struct gl_hint_attrib *attr;
270 attr = MALLOC_STRUCT( gl_hint_attrib );
271 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
272 newnode = new_attrib_node( GL_HINT_BIT );
273 newnode->data = attr;
274 newnode->next = head;
275 head = newnode;
276 }
277
278 if (mask & GL_LIGHTING_BIT) {
279 struct gl_light_attrib *attr;
280 FLUSH_CURRENT(ctx, 0); /* flush material changes */
281 attr = MALLOC_STRUCT( gl_light_attrib );
282 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
283 newnode = new_attrib_node( GL_LIGHTING_BIT );
284 newnode->data = attr;
285 newnode->next = head;
286 head = newnode;
287 }
288
289 if (mask & GL_LINE_BIT) {
290 struct gl_line_attrib *attr;
291 attr = MALLOC_STRUCT( gl_line_attrib );
292 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
293 newnode = new_attrib_node( GL_LINE_BIT );
294 newnode->data = attr;
295 newnode->next = head;
296 head = newnode;
297 }
298
299 if (mask & GL_LIST_BIT) {
300 struct gl_list_attrib *attr;
301 attr = MALLOC_STRUCT( gl_list_attrib );
302 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
303 newnode = new_attrib_node( GL_LIST_BIT );
304 newnode->data = attr;
305 newnode->next = head;
306 head = newnode;
307 }
308
309 if (mask & GL_PIXEL_MODE_BIT) {
310 struct gl_pixel_attrib *attr;
311 attr = MALLOC_STRUCT( gl_pixel_attrib );
312 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
313 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
314 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
315 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
316 newnode->data = attr;
317 newnode->next = head;
318 head = newnode;
319 }
320
321 if (mask & GL_POINT_BIT) {
322 struct gl_point_attrib *attr;
323 attr = MALLOC_STRUCT( gl_point_attrib );
324 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
325 newnode = new_attrib_node( GL_POINT_BIT );
326 newnode->data = attr;
327 newnode->next = head;
328 head = newnode;
329 }
330
331 if (mask & GL_POLYGON_BIT) {
332 struct gl_polygon_attrib *attr;
333 attr = MALLOC_STRUCT( gl_polygon_attrib );
334 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
335 newnode = new_attrib_node( GL_POLYGON_BIT );
336 newnode->data = attr;
337 newnode->next = head;
338 head = newnode;
339 }
340
341 if (mask & GL_POLYGON_STIPPLE_BIT) {
342 GLuint *stipple;
343 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
344 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
345 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
346 newnode->data = stipple;
347 newnode->next = head;
348 head = newnode;
349 }
350
351 if (mask & GL_SCISSOR_BIT) {
352 struct gl_scissor_attrib *attr;
353 attr = MALLOC_STRUCT( gl_scissor_attrib );
354 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
355 newnode = new_attrib_node( GL_SCISSOR_BIT );
356 newnode->data = attr;
357 newnode->next = head;
358 head = newnode;
359 }
360
361 if (mask & GL_STENCIL_BUFFER_BIT) {
362 struct gl_stencil_attrib *attr;
363 attr = MALLOC_STRUCT( gl_stencil_attrib );
364 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
365 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
366 newnode->data = attr;
367 newnode->next = head;
368 head = newnode;
369 }
370
371 if (mask & GL_TEXTURE_BIT) {
372 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
373 GLuint u;
374
375 if (!texstate) {
376 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
377 goto end;
378 }
379
380 _mesa_lock_context_textures(ctx);
381
382 /* copy/save the bulk of texture state here */
383 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
384
385 /* Save references to the currently bound texture objects so they don't
386 * accidentally get deleted while referenced in the attribute stack.
387 */
388 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
389 _mesa_reference_texobj(&texstate->SavedRef1D[u], ctx->Texture.Unit[u].Current1D);
390 _mesa_reference_texobj(&texstate->SavedRef2D[u], ctx->Texture.Unit[u].Current2D);
391 _mesa_reference_texobj(&texstate->SavedRef3D[u], ctx->Texture.Unit[u].Current3D);
392 _mesa_reference_texobj(&texstate->SavedRefCube[u], ctx->Texture.Unit[u].CurrentCubeMap);
393 _mesa_reference_texobj(&texstate->SavedRefRect[u], ctx->Texture.Unit[u].CurrentRect);
394 _mesa_reference_texobj(&texstate->SavedRef1DArray[u], ctx->Texture.Unit[u].Current1DArray);
395 _mesa_reference_texobj(&texstate->SavedRef2DArray[u], ctx->Texture.Unit[u].Current2DArray);
396 }
397
398 /* copy state/contents of the currently bound texture objects */
399 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
400 _mesa_copy_texture_object(&texstate->Saved1D[u],
401 ctx->Texture.Unit[u].Current1D);
402 _mesa_copy_texture_object(&texstate->Saved2D[u],
403 ctx->Texture.Unit[u].Current2D);
404 _mesa_copy_texture_object(&texstate->Saved3D[u],
405 ctx->Texture.Unit[u].Current3D);
406 _mesa_copy_texture_object(&texstate->SavedCube[u],
407 ctx->Texture.Unit[u].CurrentCubeMap);
408 _mesa_copy_texture_object(&texstate->SavedRect[u],
409 ctx->Texture.Unit[u].CurrentRect);
410 _mesa_copy_texture_object(&texstate->Saved1DArray[u],
411 ctx->Texture.Unit[u].Current1DArray);
412 _mesa_copy_texture_object(&texstate->Saved2DArray[u],
413 ctx->Texture.Unit[u].Current2DArray);
414 }
415
416 _mesa_unlock_context_textures(ctx);
417
418 newnode = new_attrib_node( GL_TEXTURE_BIT );
419 newnode->data = texstate;
420 newnode->next = head;
421 head = newnode;
422 }
423
424 if (mask & GL_TRANSFORM_BIT) {
425 struct gl_transform_attrib *attr;
426 attr = MALLOC_STRUCT( gl_transform_attrib );
427 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
428 newnode = new_attrib_node( GL_TRANSFORM_BIT );
429 newnode->data = attr;
430 newnode->next = head;
431 head = newnode;
432 }
433
434 if (mask & GL_VIEWPORT_BIT) {
435 struct gl_viewport_attrib *attr;
436 attr = MALLOC_STRUCT( gl_viewport_attrib );
437 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
438 newnode = new_attrib_node( GL_VIEWPORT_BIT );
439 newnode->data = attr;
440 newnode->next = head;
441 head = newnode;
442 }
443
444 /* GL_ARB_multisample */
445 if (mask & GL_MULTISAMPLE_BIT_ARB) {
446 struct gl_multisample_attrib *attr;
447 attr = MALLOC_STRUCT( gl_multisample_attrib );
448 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
449 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
450 newnode->data = attr;
451 newnode->next = head;
452 head = newnode;
453 }
454
455 end:
456 ctx->AttribStack[ctx->AttribStackDepth] = head;
457 ctx->AttribStackDepth++;
458 }
459
460
461
462 static void
463 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
464 {
465 GLuint i;
466
467 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
468 if ((VALUE) != (NEWVALUE)) { \
469 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
470 }
471
472 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
473 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
474
475 for (i=0;i<MAX_CLIP_PLANES;i++) {
476 const GLuint mask = 1 << i;
477 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
478 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
479 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
480 }
481
482 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
483 GL_COLOR_MATERIAL);
484 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
485 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
486 GL_COLOR_TABLE);
487 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
488 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
489 GL_POST_CONVOLUTION_COLOR_TABLE);
490 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
491 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
492 GL_POST_COLOR_MATRIX_COLOR_TABLE);
493 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
494 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
495 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
496 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
497 GL_CONVOLUTION_1D);
498 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
499 GL_CONVOLUTION_2D);
500 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
501 GL_SEPARABLE_2D);
502 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
503 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
504 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
505 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
506 GL_LINE_STIPPLE);
507 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
508 GL_INDEX_LOGIC_OP);
509 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
510 GL_COLOR_LOGIC_OP);
511
512 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
513 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
514 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
515 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
516 GL_MAP1_TEXTURE_COORD_1);
517 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
518 GL_MAP1_TEXTURE_COORD_2);
519 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
520 GL_MAP1_TEXTURE_COORD_3);
521 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
522 GL_MAP1_TEXTURE_COORD_4);
523 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
524 GL_MAP1_VERTEX_3);
525 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
526 GL_MAP1_VERTEX_4);
527 for (i = 0; i < 16; i++) {
528 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
529 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
530 }
531
532 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
533 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
534 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
535 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
536 GL_MAP2_TEXTURE_COORD_1);
537 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
538 GL_MAP2_TEXTURE_COORD_2);
539 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
540 GL_MAP2_TEXTURE_COORD_3);
541 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
542 GL_MAP2_TEXTURE_COORD_4);
543 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
544 GL_MAP2_VERTEX_3);
545 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
546 GL_MAP2_VERTEX_4);
547 for (i = 0; i < 16; i++) {
548 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
549 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
550 }
551
552 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
553 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
554 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
555 GL_RESCALE_NORMAL_EXT);
556 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
557 enable->RasterPositionUnclipped,
558 GL_RASTER_POSITION_UNCLIPPED_IBM);
559 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
560 GL_POINT_SMOOTH);
561 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
562 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
563 GL_POINT_SPRITE_NV);
564 }
565 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
566 GL_POLYGON_OFFSET_POINT);
567 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
568 GL_POLYGON_OFFSET_LINE);
569 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
570 GL_POLYGON_OFFSET_FILL);
571 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
572 GL_POLYGON_SMOOTH);
573 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
574 GL_POLYGON_STIPPLE);
575 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
576 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
577 if (ctx->Extensions.EXT_stencil_two_side) {
578 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
579 }
580 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
581 GL_MULTISAMPLE_ARB);
582 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
583 enable->SampleAlphaToCoverage,
584 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
585 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
586 enable->SampleAlphaToOne,
587 GL_SAMPLE_ALPHA_TO_ONE_ARB);
588 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
589 enable->SampleCoverage,
590 GL_SAMPLE_COVERAGE_ARB);
591 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
592 enable->SampleCoverageInvert,
593 GL_SAMPLE_COVERAGE_INVERT_ARB);
594 /* GL_ARB_vertex_program, GL_NV_vertex_program */
595 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
596 enable->VertexProgram,
597 GL_VERTEX_PROGRAM_ARB);
598 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
599 enable->VertexProgramPointSize,
600 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
601 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
602 enable->VertexProgramTwoSide,
603 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
604
605 #undef TEST_AND_UPDATE
606
607 /* texture unit enables */
608 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
609 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
610 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
611 if (ctx->Driver.Enable) {
612 if (ctx->Driver.ActiveTexture) {
613 (*ctx->Driver.ActiveTexture)(ctx, i);
614 }
615 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
616 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
617 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
618 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
619 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
620 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
621 if (ctx->Extensions.ARB_texture_cube_map)
622 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
623 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
624 if (ctx->Extensions.NV_texture_rectangle)
625 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
626 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
627 }
628 }
629
630 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
631 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
632 if (ctx->Driver.Enable) {
633 if (ctx->Driver.ActiveTexture) {
634 (*ctx->Driver.ActiveTexture)(ctx, i);
635 }
636 if (enable->TexGen[i] & S_BIT)
637 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
638 else
639 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
640 if (enable->TexGen[i] & T_BIT)
641 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
642 else
643 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
644 if (enable->TexGen[i] & R_BIT)
645 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
646 else
647 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
648 if (enable->TexGen[i] & Q_BIT)
649 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
650 else
651 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
652 }
653 }
654
655 /* GL_SGI_texture_color_table */
656 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
657 }
658
659 if (ctx->Driver.ActiveTexture) {
660 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
661 }
662 }
663
664
665 /**
666 * Pop/restore texture attribute/group state.
667 */
668 static void
669 pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
670 {
671 GLuint u;
672
673 _mesa_lock_context_textures(ctx);
674
675 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
676 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
677 GLuint tgt;
678
679 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
680 _mesa_set_enable(ctx, GL_TEXTURE_1D,
681 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
682 _mesa_set_enable(ctx, GL_TEXTURE_2D,
683 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
684 _mesa_set_enable(ctx, GL_TEXTURE_3D,
685 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
686 if (ctx->Extensions.ARB_texture_cube_map) {
687 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
688 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
689 }
690 if (ctx->Extensions.NV_texture_rectangle) {
691 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
692 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
693 }
694 if (ctx->Extensions.SGI_texture_color_table) {
695 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
696 unit->ColorTableEnabled);
697 }
698 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
699 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
700 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
701 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
702 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
703 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
704 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
705 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
706 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
707 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
708 /* Eye plane done differently to avoid re-transformation */
709 {
710 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
711 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
712 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
713 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
714 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
715 if (ctx->Driver.TexGen) {
716 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
717 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
718 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
719 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
720 }
721 }
722 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
723 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
724 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
725 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
726 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
727 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
728 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
729 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
730 if (ctx->Extensions.EXT_texture_lod_bias) {
731 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
732 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
733 }
734 if (ctx->Extensions.EXT_texture_env_combine ||
735 ctx->Extensions.ARB_texture_env_combine) {
736 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
737 unit->Combine.ModeRGB);
738 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
739 unit->Combine.ModeA);
740 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
741 unit->Combine.SourceRGB[0]);
742 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
743 unit->Combine.SourceRGB[1]);
744 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
745 unit->Combine.SourceRGB[2]);
746 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
747 unit->Combine.SourceA[0]);
748 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
749 unit->Combine.SourceA[1]);
750 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
751 unit->Combine.SourceA[2]);
752 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
753 unit->Combine.OperandRGB[0]);
754 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
755 unit->Combine.OperandRGB[1]);
756 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
757 unit->Combine.OperandRGB[2]);
758 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
759 unit->Combine.OperandA[0]);
760 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
761 unit->Combine.OperandA[1]);
762 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
763 unit->Combine.OperandA[2]);
764 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
765 1 << unit->Combine.ScaleShiftRGB);
766 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
767 1 << unit->Combine.ScaleShiftA);
768 }
769
770 /* Restore texture object state for each target */
771 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
772 const struct gl_texture_object *obj = NULL;
773 GLfloat bordColor[4];
774 GLenum target;
775
776 switch (tgt) {
777 case TEXTURE_1D_INDEX:
778 obj = &texstate->Saved1D[u];
779 ASSERT(obj->Target == GL_TEXTURE_1D);
780 break;
781 case TEXTURE_2D_INDEX:
782 obj = &texstate->Saved2D[u];
783 ASSERT(obj->Target == GL_TEXTURE_2D);
784 break;
785 case TEXTURE_3D_INDEX:
786 obj = &texstate->Saved3D[u];
787 ASSERT(obj->Target == GL_TEXTURE_3D);
788 break;
789 case TEXTURE_CUBE_INDEX:
790 if (!ctx->Extensions.ARB_texture_cube_map)
791 continue;
792 obj = &texstate->SavedCube[u];
793 ASSERT(obj->Target == GL_TEXTURE_CUBE_MAP_ARB);
794 break;
795 case TEXTURE_RECT_INDEX:
796 if (!ctx->Extensions.NV_texture_rectangle)
797 continue;
798 obj = &texstate->SavedRect[u];
799 ASSERT(obj->Target == GL_TEXTURE_RECTANGLE_NV);
800 break;
801 case TEXTURE_1D_ARRAY_INDEX:
802 if (!ctx->Extensions.MESA_texture_array)
803 continue;
804 obj = &texstate->Saved1DArray[u];
805 ASSERT(obj->Target == GL_TEXTURE_1D_ARRAY_EXT);
806 break;
807 case TEXTURE_2D_ARRAY_INDEX:
808 if (!ctx->Extensions.MESA_texture_array)
809 continue;
810 obj = &texstate->Saved2DArray[u];
811 ASSERT(obj->Target == GL_TEXTURE_2D_ARRAY_EXT);
812 break;
813 default:
814 _mesa_problem(ctx, "bad texture index in pop_texture_group");
815 continue;
816 }
817
818 target = obj->Target;
819
820 _mesa_BindTexture(target, obj->Name);
821
822 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
823 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
824 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
825 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
826
827 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
828 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
829 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
830 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
831 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
832 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
833 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
834 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
835 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
836 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
837 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
838 if (target != GL_TEXTURE_RECTANGLE_ARB)
839 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
840 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
841 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
842 obj->MaxAnisotropy);
843 }
844 if (ctx->Extensions.SGIX_shadow) {
845 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
846 obj->CompareFlag);
847 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
848 obj->CompareOperator);
849 }
850 if (ctx->Extensions.SGIX_shadow_ambient) {
851 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
852 obj->ShadowAmbient);
853 }
854 }
855
856 /* remove saved references to the texture objects */
857 _mesa_reference_texobj(&texstate->SavedRef1D[u], NULL);
858 _mesa_reference_texobj(&texstate->SavedRef2D[u], NULL);
859 _mesa_reference_texobj(&texstate->SavedRef3D[u], NULL);
860 _mesa_reference_texobj(&texstate->SavedRefCube[u], NULL);
861 _mesa_reference_texobj(&texstate->SavedRefRect[u], NULL);
862 _mesa_reference_texobj(&texstate->SavedRef1DArray[u], NULL);
863 _mesa_reference_texobj(&texstate->SavedRef2DArray[u], NULL);
864 }
865
866 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
867
868 _mesa_unlock_context_textures(ctx);
869 }
870
871
872 /*
873 * This function is kind of long just because we have to call a lot
874 * of device driver functions to update device driver state.
875 *
876 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
877 * in order to restore GL state. This isn't terribly efficient but it
878 * ensures that dirty flags and any derived state gets updated correctly.
879 * We could at least check if the value to restore equals the current value
880 * and then skip the Mesa call.
881 */
882 void GLAPIENTRY
883 _mesa_PopAttrib(void)
884 {
885 struct gl_attrib_node *attr, *next;
886 GET_CURRENT_CONTEXT(ctx);
887 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
888
889 if (ctx->AttribStackDepth == 0) {
890 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
891 return;
892 }
893
894 ctx->AttribStackDepth--;
895 attr = ctx->AttribStack[ctx->AttribStackDepth];
896
897 while (attr) {
898
899 if (MESA_VERBOSE & VERBOSE_API) {
900 _mesa_debug(ctx, "glPopAttrib %s\n",
901 _mesa_lookup_enum_by_nr(attr->kind));
902 }
903
904 switch (attr->kind) {
905 case GL_ACCUM_BUFFER_BIT:
906 {
907 const struct gl_accum_attrib *accum;
908 accum = (const struct gl_accum_attrib *) attr->data;
909 _mesa_ClearAccum(accum->ClearColor[0],
910 accum->ClearColor[1],
911 accum->ClearColor[2],
912 accum->ClearColor[3]);
913 }
914 break;
915 case GL_COLOR_BUFFER_BIT:
916 {
917 const struct gl_colorbuffer_attrib *color;
918 color = (const struct gl_colorbuffer_attrib *) attr->data;
919 _mesa_ClearIndex((GLfloat) color->ClearIndex);
920 _mesa_ClearColor(color->ClearColor[0],
921 color->ClearColor[1],
922 color->ClearColor[2],
923 color->ClearColor[3]);
924 _mesa_IndexMask(color->IndexMask);
925 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
926 (GLboolean) (color->ColorMask[1] != 0),
927 (GLboolean) (color->ColorMask[2] != 0),
928 (GLboolean) (color->ColorMask[3] != 0));
929 {
930 /* Need to determine if more than one color output is
931 * specified. If so, call glDrawBuffersARB, else call
932 * glDrawBuffer(). This is a subtle, but essential point
933 * since GL_FRONT (for example) is illegal for the former
934 * function, but legal for the later.
935 */
936 GLboolean multipleBuffers = GL_FALSE;
937 if (ctx->Extensions.ARB_draw_buffers) {
938 GLuint i;
939 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
940 if (color->DrawBuffer[i] != GL_NONE) {
941 multipleBuffers = GL_TRUE;
942 break;
943 }
944 }
945 }
946 /* Call the API_level functions, not _mesa_drawbuffers()
947 * since we need to do error checking on the pop'd
948 * GL_DRAW_BUFFER.
949 * Ex: if GL_FRONT were pushed, but we're popping with a
950 * user FBO bound, GL_FRONT will be illegal and we'll need
951 * to record that error. Per OpenGL ARB decision.
952 */
953 if (multipleBuffers)
954 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
955 color->DrawBuffer);
956 else
957 _mesa_DrawBuffer(color->DrawBuffer[0]);
958 }
959 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
960 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
961 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
962 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
963 color->BlendDstRGB,
964 color->BlendSrcA,
965 color->BlendDstA);
966 /* This special case is because glBlendEquationSeparateEXT
967 * cannot take GL_LOGIC_OP as a parameter.
968 */
969 if ( color->BlendEquationRGB == color->BlendEquationA ) {
970 _mesa_BlendEquation(color->BlendEquationRGB);
971 }
972 else {
973 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
974 color->BlendEquationA);
975 }
976 _mesa_BlendColor(color->BlendColor[0],
977 color->BlendColor[1],
978 color->BlendColor[2],
979 color->BlendColor[3]);
980 _mesa_LogicOp(color->LogicOp);
981 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
982 color->ColorLogicOpEnabled);
983 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
984 color->IndexLogicOpEnabled);
985 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
986 }
987 break;
988 case GL_CURRENT_BIT:
989 FLUSH_CURRENT( ctx, 0 );
990 MEMCPY( &ctx->Current, attr->data,
991 sizeof(struct gl_current_attrib) );
992 break;
993 case GL_DEPTH_BUFFER_BIT:
994 {
995 const struct gl_depthbuffer_attrib *depth;
996 depth = (const struct gl_depthbuffer_attrib *) attr->data;
997 _mesa_DepthFunc(depth->Func);
998 _mesa_ClearDepth(depth->Clear);
999 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1000 _mesa_DepthMask(depth->Mask);
1001 }
1002 break;
1003 case GL_ENABLE_BIT:
1004 {
1005 const struct gl_enable_attrib *enable;
1006 enable = (const struct gl_enable_attrib *) attr->data;
1007 pop_enable_group(ctx, enable);
1008 ctx->NewState |= _NEW_ALL;
1009 }
1010 break;
1011 case GL_EVAL_BIT:
1012 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1013 ctx->NewState |= _NEW_EVAL;
1014 break;
1015 case GL_FOG_BIT:
1016 {
1017 const struct gl_fog_attrib *fog;
1018 fog = (const struct gl_fog_attrib *) attr->data;
1019 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1020 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1021 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1022 _mesa_Fogf(GL_FOG_START, fog->Start);
1023 _mesa_Fogf(GL_FOG_END, fog->End);
1024 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1025 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1026 }
1027 break;
1028 case GL_HINT_BIT:
1029 {
1030 const struct gl_hint_attrib *hint;
1031 hint = (const struct gl_hint_attrib *) attr->data;
1032 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1033 hint->PerspectiveCorrection );
1034 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1035 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1036 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1037 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1038 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1039 hint->ClipVolumeClipping);
1040 if (ctx->Extensions.ARB_texture_compression)
1041 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1042 hint->TextureCompression);
1043 }
1044 break;
1045 case GL_LIGHTING_BIT:
1046 {
1047 GLuint i;
1048 const struct gl_light_attrib *light;
1049 light = (const struct gl_light_attrib *) attr->data;
1050 /* lighting enable */
1051 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1052 /* per-light state */
1053 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1054 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1055
1056 for (i = 0; i < ctx->Const.MaxLights; i++) {
1057 const struct gl_light *l = &light->Light[i];
1058 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1059 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1060 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1061 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1062 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1063 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1064 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1065 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1066 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1067 &l->ConstantAttenuation);
1068 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1069 &l->LinearAttenuation);
1070 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1071 &l->QuadraticAttenuation);
1072 }
1073 /* light model */
1074 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1075 light->Model.Ambient);
1076 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1077 (GLfloat) light->Model.LocalViewer);
1078 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1079 (GLfloat) light->Model.TwoSide);
1080 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1081 (GLfloat) light->Model.ColorControl);
1082 /* shade model */
1083 _mesa_ShadeModel(light->ShadeModel);
1084 /* color material */
1085 _mesa_ColorMaterial(light->ColorMaterialFace,
1086 light->ColorMaterialMode);
1087 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1088 light->ColorMaterialEnabled);
1089 /* materials */
1090 MEMCPY(&ctx->Light.Material, &light->Material,
1091 sizeof(struct gl_material));
1092 }
1093 break;
1094 case GL_LINE_BIT:
1095 {
1096 const struct gl_line_attrib *line;
1097 line = (const struct gl_line_attrib *) attr->data;
1098 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1099 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1100 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1101 _mesa_LineWidth(line->Width);
1102 }
1103 break;
1104 case GL_LIST_BIT:
1105 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1106 break;
1107 case GL_PIXEL_MODE_BIT:
1108 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1109 /* XXX what other pixel state needs to be set by function calls? */
1110 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1111 ctx->NewState |= _NEW_PIXEL;
1112 break;
1113 case GL_POINT_BIT:
1114 {
1115 const struct gl_point_attrib *point;
1116 point = (const struct gl_point_attrib *) attr->data;
1117 _mesa_PointSize(point->Size);
1118 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1119 if (ctx->Extensions.EXT_point_parameters) {
1120 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1121 point->Params);
1122 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1123 point->MinSize);
1124 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1125 point->MaxSize);
1126 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1127 point->Threshold);
1128 }
1129 if (ctx->Extensions.NV_point_sprite
1130 || ctx->Extensions.ARB_point_sprite) {
1131 GLuint u;
1132 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1133 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1134 (GLint) point->CoordReplace[u]);
1135 }
1136 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1137 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1138 ctx->Point.SpriteRMode);
1139 _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
1140 (GLfloat)ctx->Point.SpriteOrigin);
1141 }
1142 }
1143 break;
1144 case GL_POLYGON_BIT:
1145 {
1146 const struct gl_polygon_attrib *polygon;
1147 polygon = (const struct gl_polygon_attrib *) attr->data;
1148 _mesa_CullFace(polygon->CullFaceMode);
1149 _mesa_FrontFace(polygon->FrontFace);
1150 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1151 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1152 _mesa_PolygonOffset(polygon->OffsetFactor,
1153 polygon->OffsetUnits);
1154 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1155 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1156 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1157 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1158 polygon->OffsetPoint);
1159 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1160 polygon->OffsetLine);
1161 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1162 polygon->OffsetFill);
1163 }
1164 break;
1165 case GL_POLYGON_STIPPLE_BIT:
1166 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1167 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1168 if (ctx->Driver.PolygonStipple)
1169 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1170 break;
1171 case GL_SCISSOR_BIT:
1172 {
1173 const struct gl_scissor_attrib *scissor;
1174 scissor = (const struct gl_scissor_attrib *) attr->data;
1175 _mesa_Scissor(scissor->X, scissor->Y,
1176 scissor->Width, scissor->Height);
1177 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1178 }
1179 break;
1180 case GL_STENCIL_BUFFER_BIT:
1181 {
1182 const struct gl_stencil_attrib *stencil;
1183 stencil = (const struct gl_stencil_attrib *) attr->data;
1184 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1185 _mesa_ClearStencil(stencil->Clear);
1186 if (ctx->Extensions.EXT_stencil_two_side) {
1187 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1188 stencil->TestTwoSide);
1189 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1190 ? GL_BACK : GL_FRONT);
1191 }
1192 /* front state */
1193 _mesa_StencilFuncSeparate(GL_FRONT,
1194 stencil->Function[0],
1195 stencil->Ref[0],
1196 stencil->ValueMask[0]);
1197 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1198 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1199 stencil->ZFailFunc[0],
1200 stencil->ZPassFunc[0]);
1201 /* back state */
1202 _mesa_StencilFuncSeparate(GL_BACK,
1203 stencil->Function[1],
1204 stencil->Ref[1],
1205 stencil->ValueMask[1]);
1206 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1207 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1208 stencil->ZFailFunc[1],
1209 stencil->ZPassFunc[1]);
1210 }
1211 break;
1212 case GL_TRANSFORM_BIT:
1213 {
1214 GLuint i;
1215 const struct gl_transform_attrib *xform;
1216 xform = (const struct gl_transform_attrib *) attr->data;
1217 _mesa_MatrixMode(xform->MatrixMode);
1218 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1219 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1220
1221 /* restore clip planes */
1222 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1223 const GLuint mask = 1 << 1;
1224 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1225 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1226 if (xform->ClipPlanesEnabled & mask) {
1227 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1228 }
1229 else {
1230 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1231 }
1232 if (ctx->Driver.ClipPlane)
1233 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1234 }
1235
1236 /* normalize/rescale */
1237 if (xform->Normalize != ctx->Transform.Normalize)
1238 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1239 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1240 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1241 ctx->Transform.RescaleNormals);
1242 }
1243 break;
1244 case GL_TEXTURE_BIT:
1245 /* Take care of texture object reference counters */
1246 {
1247 struct texture_state *texstate
1248 = (struct texture_state *) attr->data;
1249 pop_texture_group(ctx, texstate);
1250 ctx->NewState |= _NEW_TEXTURE;
1251 }
1252 break;
1253 case GL_VIEWPORT_BIT:
1254 {
1255 const struct gl_viewport_attrib *vp;
1256 vp = (const struct gl_viewport_attrib *) attr->data;
1257 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1258 _mesa_DepthRange(vp->Near, vp->Far);
1259 }
1260 break;
1261 case GL_MULTISAMPLE_BIT_ARB:
1262 {
1263 const struct gl_multisample_attrib *ms;
1264 ms = (const struct gl_multisample_attrib *) attr->data;
1265 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1266 ms->SampleCoverageInvert);
1267 }
1268 break;
1269
1270 default:
1271 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1272 break;
1273 }
1274
1275 next = attr->next;
1276 FREE( attr->data );
1277 FREE( attr );
1278 attr = next;
1279 }
1280 }
1281
1282
1283 /**
1284 * Helper for incrementing/decrementing vertex buffer object reference
1285 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1286 */
1287 static void
1288 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1289 {
1290 GLuint i;
1291 array->ArrayObj->Vertex.BufferObj->RefCount += step;
1292 array->ArrayObj->Normal.BufferObj->RefCount += step;
1293 array->ArrayObj->Color.BufferObj->RefCount += step;
1294 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1295 array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1296 array->ArrayObj->Index.BufferObj->RefCount += step;
1297 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1298 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1299 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1300 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1301 array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1302
1303 array->ArrayBufferObj->RefCount += step;
1304 array->ElementArrayBufferObj->RefCount += step;
1305 }
1306
1307
1308 #define GL_CLIENT_PACK_BIT (1<<20)
1309 #define GL_CLIENT_UNPACK_BIT (1<<21)
1310
1311
1312 void GLAPIENTRY
1313 _mesa_PushClientAttrib(GLbitfield mask)
1314 {
1315 struct gl_attrib_node *newnode;
1316 struct gl_attrib_node *head;
1317
1318 GET_CURRENT_CONTEXT(ctx);
1319 ASSERT_OUTSIDE_BEGIN_END(ctx);
1320
1321 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1322 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1323 return;
1324 }
1325
1326 /* Build linked list of attribute nodes which save all attribute */
1327 /* groups specified by the mask. */
1328 head = NULL;
1329
1330 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1331 struct gl_pixelstore_attrib *attr;
1332 #if FEATURE_EXT_pixel_buffer_object
1333 ctx->Pack.BufferObj->RefCount++;
1334 ctx->Unpack.BufferObj->RefCount++;
1335 #endif
1336 /* packing attribs */
1337 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1338 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1339 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1340 newnode->data = attr;
1341 newnode->next = head;
1342 head = newnode;
1343 /* unpacking attribs */
1344 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1345 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1346 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1347 newnode->data = attr;
1348 newnode->next = head;
1349 head = newnode;
1350 }
1351 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1352 struct gl_array_attrib *attr;
1353 struct gl_array_object *obj;
1354
1355 attr = MALLOC_STRUCT( gl_array_attrib );
1356 obj = MALLOC_STRUCT( gl_array_object );
1357
1358 #if FEATURE_ARB_vertex_buffer_object
1359 /* increment ref counts since we're copying pointers to these objects */
1360 ctx->Array.ArrayBufferObj->RefCount++;
1361 ctx->Array.ElementArrayBufferObj->RefCount++;
1362 #endif
1363
1364 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1365 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1366
1367 attr->ArrayObj = obj;
1368
1369 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1370 newnode->data = attr;
1371 newnode->next = head;
1372 head = newnode;
1373 /* bump reference counts on buffer objects */
1374 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1375 }
1376
1377 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1378 ctx->ClientAttribStackDepth++;
1379 }
1380
1381
1382
1383
1384 void GLAPIENTRY
1385 _mesa_PopClientAttrib(void)
1386 {
1387 struct gl_attrib_node *attr, *next;
1388
1389 GET_CURRENT_CONTEXT(ctx);
1390 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1391
1392 if (ctx->ClientAttribStackDepth == 0) {
1393 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1394 return;
1395 }
1396
1397 ctx->ClientAttribStackDepth--;
1398 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1399
1400 while (attr) {
1401 switch (attr->kind) {
1402 case GL_CLIENT_PACK_BIT:
1403 #if FEATURE_EXT_pixel_buffer_object
1404 ctx->Pack.BufferObj->RefCount--;
1405 if (ctx->Pack.BufferObj->RefCount <= 0) {
1406 _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1407 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1408 }
1409 #endif
1410 MEMCPY( &ctx->Pack, attr->data,
1411 sizeof(struct gl_pixelstore_attrib) );
1412 ctx->NewState |= _NEW_PACKUNPACK;
1413 break;
1414 case GL_CLIENT_UNPACK_BIT:
1415 #if FEATURE_EXT_pixel_buffer_object
1416 ctx->Unpack.BufferObj->RefCount--;
1417 if (ctx->Unpack.BufferObj->RefCount <= 0) {
1418 _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1419 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1420 }
1421 #endif
1422 MEMCPY( &ctx->Unpack, attr->data,
1423 sizeof(struct gl_pixelstore_attrib) );
1424 ctx->NewState |= _NEW_PACKUNPACK;
1425 break;
1426 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1427 struct gl_array_attrib * data =
1428 (struct gl_array_attrib *) attr->data;
1429
1430 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1431
1432 ctx->Array.ActiveTexture = data->ActiveTexture;
1433 ctx->Array.LockFirst = data->LockFirst;
1434 ctx->Array.LockCount = data->LockCount;
1435
1436 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1437
1438 #if FEATURE_ARB_vertex_buffer_object
1439 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1440 data->ArrayBufferObj->Name);
1441 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1442 data->ElementArrayBufferObj->Name);
1443 #endif
1444
1445 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1446 sizeof( struct gl_array_object ) );
1447
1448 FREE( data->ArrayObj );
1449
1450 /* FIXME: Should some bits in ctx->Array->NewState also be set
1451 * FIXME: here? It seems like it should be set to inclusive-or
1452 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1453 */
1454
1455 ctx->NewState |= _NEW_ARRAY;
1456 break;
1457 }
1458 default:
1459 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1460 break;
1461 }
1462
1463 next = attr->next;
1464 FREE( attr->data );
1465 FREE( attr );
1466 attr = next;
1467 }
1468 }
1469
1470
1471 /**
1472 * Free any attribute state data that might be attached to the context.
1473 */
1474 void
1475 _mesa_free_attrib_data(GLcontext *ctx)
1476 {
1477 while (ctx->AttribStackDepth > 0) {
1478 struct gl_attrib_node *attr, *next;
1479
1480 ctx->AttribStackDepth--;
1481 attr = ctx->AttribStack[ctx->AttribStackDepth];
1482
1483 while (attr) {
1484 if (attr->kind == GL_TEXTURE_BIT) {
1485 struct texture_state *texstate = (struct texture_state*)attr->data;
1486 GLuint u;
1487 /* clear references to the saved texture objects */
1488 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1489 _mesa_reference_texobj(&texstate->SavedRef1D[u], NULL);
1490 _mesa_reference_texobj(&texstate->SavedRef2D[u], NULL);
1491 _mesa_reference_texobj(&texstate->SavedRef3D[u], NULL);
1492 _mesa_reference_texobj(&texstate->SavedRefCube[u], NULL);
1493 _mesa_reference_texobj(&texstate->SavedRefRect[u], NULL);
1494 _mesa_reference_texobj(&texstate->SavedRef1DArray[u], NULL);
1495 _mesa_reference_texobj(&texstate->SavedRef2DArray[u], NULL);
1496 }
1497 }
1498 else {
1499 /* any other chunks of state that requires special handling? */
1500 }
1501
1502 next = attr->next;
1503 _mesa_free(attr->data);
1504 _mesa_free(attr);
1505 attr = next;
1506 }
1507 }
1508 }
1509
1510
1511 void _mesa_init_attrib( GLcontext *ctx )
1512 {
1513 /* Renderer and client attribute stacks */
1514 ctx->AttribStackDepth = 0;
1515 ctx->ClientAttribStackDepth = 0;
1516 }