5731004023597a7a5dd701dbae7dc16e86b5c446
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "colormac.h"
36 #include "context.h"
37 #include "depth.h"
38 #include "enable.h"
39 #include "enums.h"
40 #include "fog.h"
41 #include "hint.h"
42 #include "light.h"
43 #include "lines.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "mfeatures.h"
47 #include "multisample.h"
48 #include "points.h"
49 #include "polygon.h"
50 #include "scissor.h"
51 #include "stencil.h"
52 #include "texenv.h"
53 #include "texgen.h"
54 #include "texobj.h"
55 #include "texparam.h"
56 #include "texstate.h"
57 #include "varray.h"
58 #include "viewport.h"
59 #include "mtypes.h"
60 #include "main/dispatch.h"
61
62
63 /**
64 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
65 */
66 struct gl_enable_attrib
67 {
68 GLboolean AlphaTest;
69 GLboolean AutoNormal;
70 GLboolean Blend;
71 GLbitfield ClipPlanes;
72 GLboolean ColorMaterial;
73 GLboolean CullFace;
74 GLboolean DepthClamp;
75 GLboolean DepthTest;
76 GLboolean Dither;
77 GLboolean Fog;
78 GLboolean Light[MAX_LIGHTS];
79 GLboolean Lighting;
80 GLboolean LineSmooth;
81 GLboolean LineStipple;
82 GLboolean IndexLogicOp;
83 GLboolean ColorLogicOp;
84
85 GLboolean Map1Color4;
86 GLboolean Map1Index;
87 GLboolean Map1Normal;
88 GLboolean Map1TextureCoord1;
89 GLboolean Map1TextureCoord2;
90 GLboolean Map1TextureCoord3;
91 GLboolean Map1TextureCoord4;
92 GLboolean Map1Vertex3;
93 GLboolean Map1Vertex4;
94 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
95 GLboolean Map2Color4;
96 GLboolean Map2Index;
97 GLboolean Map2Normal;
98 GLboolean Map2TextureCoord1;
99 GLboolean Map2TextureCoord2;
100 GLboolean Map2TextureCoord3;
101 GLboolean Map2TextureCoord4;
102 GLboolean Map2Vertex3;
103 GLboolean Map2Vertex4;
104 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
105
106 GLboolean Normalize;
107 GLboolean PixelTexture;
108 GLboolean PointSmooth;
109 GLboolean PolygonOffsetPoint;
110 GLboolean PolygonOffsetLine;
111 GLboolean PolygonOffsetFill;
112 GLboolean PolygonSmooth;
113 GLboolean PolygonStipple;
114 GLboolean RescaleNormals;
115 GLboolean Scissor;
116 GLboolean Stencil;
117 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
118 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
119 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
120 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
121 GLboolean SampleCoverage; /* GL_ARB_multisample */
122 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
123 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
124
125 GLbitfield Texture[MAX_TEXTURE_UNITS];
126 GLbitfield TexGen[MAX_TEXTURE_UNITS];
127
128 /* GL_ARB_vertex_program / GL_NV_vertex_program */
129 GLboolean VertexProgram;
130 GLboolean VertexProgramPointSize;
131 GLboolean VertexProgramTwoSide;
132
133 /* GL_ARB_point_sprite / GL_NV_point_sprite */
134 GLboolean PointSprite;
135 GLboolean FragmentShaderATI;
136 };
137
138
139 /**
140 * Node for the attribute stack.
141 */
142 struct gl_attrib_node
143 {
144 GLbitfield kind;
145 void *data;
146 struct gl_attrib_node *next;
147 };
148
149
150
151 /**
152 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
153 */
154 struct texture_state
155 {
156 struct gl_texture_attrib Texture; /**< The usual context state */
157
158 /** to save per texture object state (wrap modes, filters, etc): */
159 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
160
161 /**
162 * To save references to texture objects (so they don't get accidentally
163 * deleted while saved in the attribute stack).
164 */
165 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
166 };
167
168
169 #if FEATURE_attrib_stack
170
171
172 /**
173 * Allocate new attribute node of given type/kind. Attach payload data.
174 * Insert it into the linked list named by 'head'.
175 */
176 static void
177 save_attrib_data(struct gl_attrib_node **head,
178 GLbitfield kind, void *payload)
179 {
180 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
181 if (n) {
182 n->kind = kind;
183 n->data = payload;
184 /* insert at head */
185 n->next = *head;
186 *head = n;
187 }
188 else {
189 /* out of memory! */
190 }
191 }
192
193
194 void GLAPIENTRY
195 _mesa_PushAttrib(GLbitfield mask)
196 {
197 struct gl_attrib_node *head;
198
199 GET_CURRENT_CONTEXT(ctx);
200 ASSERT_OUTSIDE_BEGIN_END(ctx);
201
202 if (MESA_VERBOSE & VERBOSE_API)
203 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
204
205 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
206 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
207 return;
208 }
209
210 /* Build linked list of attribute nodes which save all attribute */
211 /* groups specified by the mask. */
212 head = NULL;
213
214 if (mask & GL_ACCUM_BUFFER_BIT) {
215 struct gl_accum_attrib *attr;
216 attr = MALLOC_STRUCT( gl_accum_attrib );
217 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
218 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
219 }
220
221 if (mask & GL_COLOR_BUFFER_BIT) {
222 GLuint i;
223 struct gl_colorbuffer_attrib *attr;
224 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
225 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
226 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
227 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
228 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
229 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
230 }
231
232 if (mask & GL_CURRENT_BIT) {
233 struct gl_current_attrib *attr;
234 FLUSH_CURRENT( ctx, 0 );
235 attr = MALLOC_STRUCT( gl_current_attrib );
236 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
237 save_attrib_data(&head, GL_CURRENT_BIT, attr);
238 }
239
240 if (mask & GL_DEPTH_BUFFER_BIT) {
241 struct gl_depthbuffer_attrib *attr;
242 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
243 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
244 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
245 }
246
247 if (mask & GL_ENABLE_BIT) {
248 struct gl_enable_attrib *attr;
249 GLuint i;
250 attr = MALLOC_STRUCT( gl_enable_attrib );
251 /* Copy enable flags from all other attributes into the enable struct. */
252 attr->AlphaTest = ctx->Color.AlphaEnabled;
253 attr->AutoNormal = ctx->Eval.AutoNormal;
254 attr->Blend = ctx->Color.BlendEnabled;
255 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
256 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
257 attr->CullFace = ctx->Polygon.CullFlag;
258 attr->DepthClamp = ctx->Transform.DepthClamp;
259 attr->DepthTest = ctx->Depth.Test;
260 attr->Dither = ctx->Color.DitherFlag;
261 attr->Fog = ctx->Fog.Enabled;
262 for (i = 0; i < ctx->Const.MaxLights; i++) {
263 attr->Light[i] = ctx->Light.Light[i].Enabled;
264 }
265 attr->Lighting = ctx->Light.Enabled;
266 attr->LineSmooth = ctx->Line.SmoothFlag;
267 attr->LineStipple = ctx->Line.StippleFlag;
268 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
269 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
270 attr->Map1Color4 = ctx->Eval.Map1Color4;
271 attr->Map1Index = ctx->Eval.Map1Index;
272 attr->Map1Normal = ctx->Eval.Map1Normal;
273 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
274 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
275 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
276 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
277 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
278 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
279 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
280 attr->Map2Color4 = ctx->Eval.Map2Color4;
281 attr->Map2Index = ctx->Eval.Map2Index;
282 attr->Map2Normal = ctx->Eval.Map2Normal;
283 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
284 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
285 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
286 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
287 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
288 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
289 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
290 attr->Normalize = ctx->Transform.Normalize;
291 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
292 attr->PointSmooth = ctx->Point.SmoothFlag;
293 attr->PointSprite = ctx->Point.PointSprite;
294 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
295 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
296 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
297 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
298 attr->PolygonStipple = ctx->Polygon.StippleFlag;
299 attr->RescaleNormals = ctx->Transform.RescaleNormals;
300 attr->Scissor = ctx->Scissor.Enabled;
301 attr->Stencil = ctx->Stencil.Enabled;
302 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
303 attr->MultisampleEnabled = ctx->Multisample.Enabled;
304 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
305 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
306 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
307 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
308 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
309 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
310 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
311 }
312 /* GL_NV_vertex_program */
313 attr->VertexProgram = ctx->VertexProgram.Enabled;
314 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
315 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
316 save_attrib_data(&head, GL_ENABLE_BIT, attr);
317 }
318
319 if (mask & GL_EVAL_BIT) {
320 struct gl_eval_attrib *attr;
321 attr = MALLOC_STRUCT( gl_eval_attrib );
322 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
323 save_attrib_data(&head, GL_EVAL_BIT, attr);
324 }
325
326 if (mask & GL_FOG_BIT) {
327 struct gl_fog_attrib *attr;
328 attr = MALLOC_STRUCT( gl_fog_attrib );
329 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
330 save_attrib_data(&head, GL_FOG_BIT, attr);
331 }
332
333 if (mask & GL_HINT_BIT) {
334 struct gl_hint_attrib *attr;
335 attr = MALLOC_STRUCT( gl_hint_attrib );
336 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
337 save_attrib_data(&head, GL_HINT_BIT, attr);
338 }
339
340 if (mask & GL_LIGHTING_BIT) {
341 struct gl_light_attrib *attr;
342 FLUSH_CURRENT(ctx, 0); /* flush material changes */
343 attr = MALLOC_STRUCT( gl_light_attrib );
344 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
345 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
346 }
347
348 if (mask & GL_LINE_BIT) {
349 struct gl_line_attrib *attr;
350 attr = MALLOC_STRUCT( gl_line_attrib );
351 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
352 save_attrib_data(&head, GL_LINE_BIT, attr);
353 }
354
355 if (mask & GL_LIST_BIT) {
356 struct gl_list_attrib *attr;
357 attr = MALLOC_STRUCT( gl_list_attrib );
358 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
359 save_attrib_data(&head, GL_LIST_BIT, attr);
360 }
361
362 if (mask & GL_PIXEL_MODE_BIT) {
363 struct gl_pixel_attrib *attr;
364 attr = MALLOC_STRUCT( gl_pixel_attrib );
365 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
366 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
367 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
368 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
369 }
370
371 if (mask & GL_POINT_BIT) {
372 struct gl_point_attrib *attr;
373 attr = MALLOC_STRUCT( gl_point_attrib );
374 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
375 save_attrib_data(&head, GL_POINT_BIT, attr);
376 }
377
378 if (mask & GL_POLYGON_BIT) {
379 struct gl_polygon_attrib *attr;
380 attr = MALLOC_STRUCT( gl_polygon_attrib );
381 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
382 save_attrib_data(&head, GL_POLYGON_BIT, attr);
383 }
384
385 if (mask & GL_POLYGON_STIPPLE_BIT) {
386 GLuint *stipple;
387 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
388 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
389 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
390 }
391
392 if (mask & GL_SCISSOR_BIT) {
393 struct gl_scissor_attrib *attr;
394 attr = MALLOC_STRUCT( gl_scissor_attrib );
395 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
396 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
397 }
398
399 if (mask & GL_STENCIL_BUFFER_BIT) {
400 struct gl_stencil_attrib *attr;
401 attr = MALLOC_STRUCT( gl_stencil_attrib );
402 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
403 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
404 }
405
406 if (mask & GL_TEXTURE_BIT) {
407 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
408 GLuint u, tex;
409
410 if (!texstate) {
411 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
412 goto end;
413 }
414
415 _mesa_lock_context_textures(ctx);
416
417 /* copy/save the bulk of texture state here */
418 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
419
420 /* Save references to the currently bound texture objects so they don't
421 * accidentally get deleted while referenced in the attribute stack.
422 */
423 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
424 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
425 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
426 ctx->Texture.Unit[u].CurrentTex[tex]);
427 }
428 }
429
430 /* copy state/contents of the currently bound texture objects */
431 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
432 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
433 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
434 ctx->Texture.Unit[u].CurrentTex[tex]);
435 }
436 }
437
438 _mesa_unlock_context_textures(ctx);
439
440 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
441 }
442
443 if (mask & GL_TRANSFORM_BIT) {
444 struct gl_transform_attrib *attr;
445 attr = MALLOC_STRUCT( gl_transform_attrib );
446 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
447 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
448 }
449
450 if (mask & GL_VIEWPORT_BIT) {
451 struct gl_viewport_attrib *attr;
452 attr = MALLOC_STRUCT( gl_viewport_attrib );
453 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
454 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
455 }
456
457 /* GL_ARB_multisample */
458 if (mask & GL_MULTISAMPLE_BIT_ARB) {
459 struct gl_multisample_attrib *attr;
460 attr = MALLOC_STRUCT( gl_multisample_attrib );
461 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
462 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
463 }
464
465 end:
466 ctx->AttribStack[ctx->AttribStackDepth] = head;
467 ctx->AttribStackDepth++;
468 }
469
470
471
472 static void
473 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
474 {
475 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
476 GLuint i;
477
478 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
479 if ((VALUE) != (NEWVALUE)) { \
480 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
481 }
482
483 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
484 if (ctx->Color.BlendEnabled != enable->Blend) {
485 if (ctx->Extensions.EXT_draw_buffers2) {
486 GLuint i;
487 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
488 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
489 }
490 }
491 else {
492 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
493 }
494 }
495
496 for (i=0;i<MAX_CLIP_PLANES;i++) {
497 const GLuint mask = 1 << i;
498 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
499 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
500 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
501 }
502
503 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
504 GL_COLOR_MATERIAL);
505 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
506 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
507 GL_DEPTH_CLAMP);
508 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
509 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
510 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
511 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
512 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
513 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
514 GL_LINE_STIPPLE);
515 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
516 GL_INDEX_LOGIC_OP);
517 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
518 GL_COLOR_LOGIC_OP);
519
520 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
521 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
522 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
523 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
524 GL_MAP1_TEXTURE_COORD_1);
525 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
526 GL_MAP1_TEXTURE_COORD_2);
527 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
528 GL_MAP1_TEXTURE_COORD_3);
529 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
530 GL_MAP1_TEXTURE_COORD_4);
531 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
532 GL_MAP1_VERTEX_3);
533 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
534 GL_MAP1_VERTEX_4);
535 for (i = 0; i < 16; i++) {
536 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
537 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
538 }
539
540 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
541 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
542 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
543 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
544 GL_MAP2_TEXTURE_COORD_1);
545 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
546 GL_MAP2_TEXTURE_COORD_2);
547 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
548 GL_MAP2_TEXTURE_COORD_3);
549 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
550 GL_MAP2_TEXTURE_COORD_4);
551 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
552 GL_MAP2_VERTEX_3);
553 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
554 GL_MAP2_VERTEX_4);
555 for (i = 0; i < 16; i++) {
556 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
557 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
558 }
559
560 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
561 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
562 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
563 GL_RESCALE_NORMAL_EXT);
564 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
565 enable->RasterPositionUnclipped,
566 GL_RASTER_POSITION_UNCLIPPED_IBM);
567 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
568 GL_POINT_SMOOTH);
569 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
570 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
571 GL_POINT_SPRITE_NV);
572 }
573 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
574 GL_POLYGON_OFFSET_POINT);
575 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
576 GL_POLYGON_OFFSET_LINE);
577 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
578 GL_POLYGON_OFFSET_FILL);
579 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
580 GL_POLYGON_SMOOTH);
581 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
582 GL_POLYGON_STIPPLE);
583 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
584 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
585 if (ctx->Extensions.EXT_stencil_two_side) {
586 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
587 }
588 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
589 GL_MULTISAMPLE_ARB);
590 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
591 enable->SampleAlphaToCoverage,
592 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
593 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
594 enable->SampleAlphaToOne,
595 GL_SAMPLE_ALPHA_TO_ONE_ARB);
596 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
597 enable->SampleCoverage,
598 GL_SAMPLE_COVERAGE_ARB);
599 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
600 enable->SampleCoverageInvert,
601 GL_SAMPLE_COVERAGE_INVERT_ARB);
602 /* GL_ARB_vertex_program, GL_NV_vertex_program */
603 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
604 enable->VertexProgram,
605 GL_VERTEX_PROGRAM_ARB);
606 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
607 enable->VertexProgramPointSize,
608 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
609 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
610 enable->VertexProgramTwoSide,
611 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
612
613 #undef TEST_AND_UPDATE
614
615 /* texture unit enables */
616 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
617 const GLbitfield enabled = enable->Texture[i];
618 const GLbitfield genEnabled = enable->TexGen[i];
619
620 if (ctx->Texture.Unit[i].Enabled != enabled) {
621 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
622
623 _mesa_set_enable(ctx, GL_TEXTURE_1D,
624 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
625 _mesa_set_enable(ctx, GL_TEXTURE_2D,
626 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
627 _mesa_set_enable(ctx, GL_TEXTURE_3D,
628 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
629 if (ctx->Extensions.NV_texture_rectangle) {
630 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
631 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
632 }
633 if (ctx->Extensions.ARB_texture_cube_map) {
634 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
635 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
636 }
637 if (ctx->Extensions.MESA_texture_array) {
638 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
639 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
640 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
641 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
642 }
643 }
644
645 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
646 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
647 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
648 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
649 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
650 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
651 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
652 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
653 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
654 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
655 }
656 }
657
658 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
659 }
660
661
662 /**
663 * Pop/restore texture attribute/group state.
664 */
665 static void
666 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
667 {
668 GLuint u;
669
670 _mesa_lock_context_textures(ctx);
671
672 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
673 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
674 GLuint tgt;
675
676 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
677 _mesa_set_enable(ctx, GL_TEXTURE_1D,
678 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
679 _mesa_set_enable(ctx, GL_TEXTURE_2D,
680 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
681 _mesa_set_enable(ctx, GL_TEXTURE_3D,
682 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
683 if (ctx->Extensions.ARB_texture_cube_map) {
684 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
685 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
686 }
687 if (ctx->Extensions.NV_texture_rectangle) {
688 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
689 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
690 }
691 if (ctx->Extensions.MESA_texture_array) {
692 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
693 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
694 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
695 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
696 }
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->GenS.Mode);
701 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
702 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
703 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
704 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
705 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
706 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
707 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
708 /* Eye plane done differently to avoid re-transformation */
709 {
710 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
711 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
712 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
713 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
714 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
715 if (ctx->Driver.TexGen) {
716 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
717 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
718 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
719 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
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 const struct gl_sampler_object *samp;
774 GLenum target;
775
776 obj = &texstate->SavedObj[u][tgt];
777
778 /* don't restore state for unsupported targets to prevent
779 * raising GL errors.
780 */
781 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
782 !ctx->Extensions.ARB_texture_cube_map) {
783 continue;
784 }
785 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
786 !ctx->Extensions.NV_texture_rectangle) {
787 continue;
788 }
789 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
790 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
791 !ctx->Extensions.MESA_texture_array) {
792 continue;
793 }
794 else if (obj->Target == GL_TEXTURE_BUFFER)
795 continue;
796
797 target = obj->Target;
798
799 _mesa_BindTexture(target, obj->Name);
800
801 samp = &obj->Sampler;
802
803 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
804 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
805 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
806 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
807 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
808 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
809 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
810 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
811 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
812 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
813 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
814 if (target != GL_TEXTURE_RECTANGLE_ARB)
815 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
816 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
817 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
818 samp->MaxAnisotropy);
819 }
820 if (ctx->Extensions.ARB_shadow_ambient) {
821 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
822 samp->CompareFailValue);
823 }
824 }
825
826 /* remove saved references to the texture objects */
827 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
828 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
829 }
830 }
831
832 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
833
834 _mesa_unlock_context_textures(ctx);
835 }
836
837
838 /*
839 * This function is kind of long just because we have to call a lot
840 * of device driver functions to update device driver state.
841 *
842 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
843 * in order to restore GL state. This isn't terribly efficient but it
844 * ensures that dirty flags and any derived state gets updated correctly.
845 * We could at least check if the value to restore equals the current value
846 * and then skip the Mesa call.
847 */
848 void GLAPIENTRY
849 _mesa_PopAttrib(void)
850 {
851 struct gl_attrib_node *attr, *next;
852 GET_CURRENT_CONTEXT(ctx);
853 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
854
855 if (ctx->AttribStackDepth == 0) {
856 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
857 return;
858 }
859
860 ctx->AttribStackDepth--;
861 attr = ctx->AttribStack[ctx->AttribStackDepth];
862
863 while (attr) {
864
865 if (MESA_VERBOSE & VERBOSE_API) {
866 _mesa_debug(ctx, "glPopAttrib %s\n",
867 _mesa_lookup_enum_by_nr(attr->kind));
868 }
869
870 switch (attr->kind) {
871 case GL_ACCUM_BUFFER_BIT:
872 {
873 const struct gl_accum_attrib *accum;
874 accum = (const struct gl_accum_attrib *) attr->data;
875 _mesa_ClearAccum(accum->ClearColor[0],
876 accum->ClearColor[1],
877 accum->ClearColor[2],
878 accum->ClearColor[3]);
879 }
880 break;
881 case GL_COLOR_BUFFER_BIT:
882 {
883 const struct gl_colorbuffer_attrib *color;
884
885 color = (const struct gl_colorbuffer_attrib *) attr->data;
886 _mesa_ClearIndex((GLfloat) color->ClearIndex);
887 _mesa_ClearColor(color->ClearColorUnclamped[0],
888 color->ClearColorUnclamped[1],
889 color->ClearColorUnclamped[2],
890 color->ClearColorUnclamped[3]);
891 _mesa_IndexMask(color->IndexMask);
892 if (!ctx->Extensions.EXT_draw_buffers2) {
893 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
894 (GLboolean) (color->ColorMask[0][1] != 0),
895 (GLboolean) (color->ColorMask[0][2] != 0),
896 (GLboolean) (color->ColorMask[0][3] != 0));
897 }
898 else {
899 GLuint i;
900 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
901 _mesa_ColorMaskIndexed(i,
902 (GLboolean) (color->ColorMask[i][0] != 0),
903 (GLboolean) (color->ColorMask[i][1] != 0),
904 (GLboolean) (color->ColorMask[i][2] != 0),
905 (GLboolean) (color->ColorMask[i][3] != 0));
906 }
907 }
908 {
909 /* Need to determine if more than one color output is
910 * specified. If so, call glDrawBuffersARB, else call
911 * glDrawBuffer(). This is a subtle, but essential point
912 * since GL_FRONT (for example) is illegal for the former
913 * function, but legal for the later.
914 */
915 GLboolean multipleBuffers = GL_FALSE;
916 GLuint i;
917
918 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
919 if (color->DrawBuffer[i] != GL_NONE) {
920 multipleBuffers = GL_TRUE;
921 break;
922 }
923 }
924 /* Call the API_level functions, not _mesa_drawbuffers()
925 * since we need to do error checking on the pop'd
926 * GL_DRAW_BUFFER.
927 * Ex: if GL_FRONT were pushed, but we're popping with a
928 * user FBO bound, GL_FRONT will be illegal and we'll need
929 * to record that error. Per OpenGL ARB decision.
930 */
931 if (multipleBuffers)
932 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
933 color->DrawBuffer);
934 else
935 _mesa_DrawBuffer(color->DrawBuffer[0]);
936 }
937 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
938 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
939 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
940 if (ctx->Extensions.EXT_draw_buffers2) {
941 GLuint i;
942 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
943 _mesa_set_enablei(ctx, GL_BLEND, i,
944 (color->BlendEnabled >> i) & 1);
945 }
946 }
947 else {
948 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
949 }
950 }
951 if (ctx->Color._BlendFuncPerBuffer ||
952 ctx->Color._BlendEquationPerBuffer) {
953 /* set blend per buffer */
954 GLuint buf;
955 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
956 _mesa_BlendFuncSeparatei(buf, color->Blend[buf].SrcRGB,
957 color->Blend[buf].DstRGB,
958 color->Blend[buf].SrcA,
959 color->Blend[buf].DstA);
960 _mesa_BlendEquationSeparatei(buf,
961 color->Blend[buf].EquationRGB,
962 color->Blend[buf].EquationA);
963 }
964 }
965 else {
966 /* set same blend modes for all buffers */
967 _mesa_BlendFuncSeparateEXT(color->Blend[0].SrcRGB,
968 color->Blend[0].DstRGB,
969 color->Blend[0].SrcA,
970 color->Blend[0].DstA);
971 /* This special case is because glBlendEquationSeparateEXT
972 * cannot take GL_LOGIC_OP as a parameter.
973 */
974 if (color->Blend[0].EquationRGB ==
975 color->Blend[0].EquationA) {
976 _mesa_BlendEquation(color->Blend[0].EquationRGB);
977 }
978 else {
979 _mesa_BlendEquationSeparateEXT(
980 color->Blend[0].EquationRGB,
981 color->Blend[0].EquationA);
982 }
983 }
984 _mesa_BlendColor(color->BlendColorUnclamped[0],
985 color->BlendColorUnclamped[1],
986 color->BlendColorUnclamped[2],
987 color->BlendColorUnclamped[3]);
988 _mesa_LogicOp(color->LogicOp);
989 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
990 color->ColorLogicOpEnabled);
991 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
992 color->IndexLogicOpEnabled);
993 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
994 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor);
995 _mesa_ClampColorARB(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
996 }
997 break;
998 case GL_CURRENT_BIT:
999 FLUSH_CURRENT( ctx, 0 );
1000 memcpy( &ctx->Current, attr->data,
1001 sizeof(struct gl_current_attrib) );
1002 break;
1003 case GL_DEPTH_BUFFER_BIT:
1004 {
1005 const struct gl_depthbuffer_attrib *depth;
1006 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1007 _mesa_DepthFunc(depth->Func);
1008 _mesa_ClearDepth(depth->Clear);
1009 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1010 _mesa_DepthMask(depth->Mask);
1011 }
1012 break;
1013 case GL_ENABLE_BIT:
1014 {
1015 const struct gl_enable_attrib *enable;
1016 enable = (const struct gl_enable_attrib *) attr->data;
1017 pop_enable_group(ctx, enable);
1018 ctx->NewState |= _NEW_ALL;
1019 }
1020 break;
1021 case GL_EVAL_BIT:
1022 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1023 ctx->NewState |= _NEW_EVAL;
1024 break;
1025 case GL_FOG_BIT:
1026 {
1027 const struct gl_fog_attrib *fog;
1028 fog = (const struct gl_fog_attrib *) attr->data;
1029 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1030 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1031 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1032 _mesa_Fogf(GL_FOG_START, fog->Start);
1033 _mesa_Fogf(GL_FOG_END, fog->End);
1034 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1035 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1036 }
1037 break;
1038 case GL_HINT_BIT:
1039 {
1040 const struct gl_hint_attrib *hint;
1041 hint = (const struct gl_hint_attrib *) attr->data;
1042 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1043 hint->PerspectiveCorrection );
1044 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1045 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1046 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1047 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1048 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1049 hint->ClipVolumeClipping);
1050 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1051 hint->TextureCompression);
1052 }
1053 break;
1054 case GL_LIGHTING_BIT:
1055 {
1056 GLuint i;
1057 const struct gl_light_attrib *light;
1058 light = (const struct gl_light_attrib *) attr->data;
1059 /* lighting enable */
1060 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1061 /* per-light state */
1062 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1063 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1064
1065 for (i = 0; i < ctx->Const.MaxLights; i++) {
1066 const struct gl_light *l = &light->Light[i];
1067 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1068 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1069 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1070 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1071 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1072 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1073 {
1074 GLfloat p[4] = { 0 };
1075 p[0] = l->SpotExponent;
1076 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1077 }
1078 {
1079 GLfloat p[4] = { 0 };
1080 p[0] = l->SpotCutoff;
1081 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1082 }
1083 {
1084 GLfloat p[4] = { 0 };
1085 p[0] = l->ConstantAttenuation;
1086 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1087 }
1088 {
1089 GLfloat p[4] = { 0 };
1090 p[0] = l->LinearAttenuation;
1091 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1092 }
1093 {
1094 GLfloat p[4] = { 0 };
1095 p[0] = l->QuadraticAttenuation;
1096 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1097 }
1098 }
1099 /* light model */
1100 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1101 light->Model.Ambient);
1102 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1103 (GLfloat) light->Model.LocalViewer);
1104 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1105 (GLfloat) light->Model.TwoSide);
1106 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1107 (GLfloat) light->Model.ColorControl);
1108 /* shade model */
1109 _mesa_ShadeModel(light->ShadeModel);
1110 /* color material */
1111 _mesa_ColorMaterial(light->ColorMaterialFace,
1112 light->ColorMaterialMode);
1113 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1114 light->ColorMaterialEnabled);
1115 /* materials */
1116 memcpy(&ctx->Light.Material, &light->Material,
1117 sizeof(struct gl_material));
1118 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, light->ClampVertexColor);
1119 }
1120 break;
1121 case GL_LINE_BIT:
1122 {
1123 const struct gl_line_attrib *line;
1124 line = (const struct gl_line_attrib *) attr->data;
1125 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1126 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1127 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1128 _mesa_LineWidth(line->Width);
1129 }
1130 break;
1131 case GL_LIST_BIT:
1132 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1133 break;
1134 case GL_PIXEL_MODE_BIT:
1135 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1136 /* XXX what other pixel state needs to be set by function calls? */
1137 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1138 ctx->NewState |= _NEW_PIXEL;
1139 break;
1140 case GL_POINT_BIT:
1141 {
1142 const struct gl_point_attrib *point;
1143 point = (const struct gl_point_attrib *) attr->data;
1144 _mesa_PointSize(point->Size);
1145 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1146 if (ctx->Extensions.EXT_point_parameters) {
1147 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1148 point->Params);
1149 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1150 point->MinSize);
1151 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1152 point->MaxSize);
1153 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1154 point->Threshold);
1155 }
1156 if (ctx->Extensions.NV_point_sprite
1157 || ctx->Extensions.ARB_point_sprite) {
1158 GLuint u;
1159 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1160 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1161 (GLint) point->CoordReplace[u]);
1162 }
1163 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1164 if (ctx->Extensions.NV_point_sprite)
1165 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1166 ctx->Point.SpriteRMode);
1167 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1168 (GLfloat)ctx->Point.SpriteOrigin);
1169 }
1170 }
1171 break;
1172 case GL_POLYGON_BIT:
1173 {
1174 const struct gl_polygon_attrib *polygon;
1175 polygon = (const struct gl_polygon_attrib *) attr->data;
1176 _mesa_CullFace(polygon->CullFaceMode);
1177 _mesa_FrontFace(polygon->FrontFace);
1178 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1179 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1180 _mesa_PolygonOffset(polygon->OffsetFactor,
1181 polygon->OffsetUnits);
1182 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1183 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1184 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1185 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1186 polygon->OffsetPoint);
1187 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1188 polygon->OffsetLine);
1189 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1190 polygon->OffsetFill);
1191 }
1192 break;
1193 case GL_POLYGON_STIPPLE_BIT:
1194 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1195 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1196 if (ctx->Driver.PolygonStipple)
1197 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1198 break;
1199 case GL_SCISSOR_BIT:
1200 {
1201 const struct gl_scissor_attrib *scissor;
1202 scissor = (const struct gl_scissor_attrib *) attr->data;
1203 _mesa_Scissor(scissor->X, scissor->Y,
1204 scissor->Width, scissor->Height);
1205 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1206 }
1207 break;
1208 case GL_STENCIL_BUFFER_BIT:
1209 {
1210 const struct gl_stencil_attrib *stencil;
1211 stencil = (const struct gl_stencil_attrib *) attr->data;
1212 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1213 _mesa_ClearStencil(stencil->Clear);
1214 if (ctx->Extensions.EXT_stencil_two_side) {
1215 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1216 stencil->TestTwoSide);
1217 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1218 ? GL_BACK : GL_FRONT);
1219 }
1220 /* front state */
1221 _mesa_StencilFuncSeparate(GL_FRONT,
1222 stencil->Function[0],
1223 stencil->Ref[0],
1224 stencil->ValueMask[0]);
1225 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1226 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1227 stencil->ZFailFunc[0],
1228 stencil->ZPassFunc[0]);
1229 /* back state */
1230 _mesa_StencilFuncSeparate(GL_BACK,
1231 stencil->Function[1],
1232 stencil->Ref[1],
1233 stencil->ValueMask[1]);
1234 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1235 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1236 stencil->ZFailFunc[1],
1237 stencil->ZPassFunc[1]);
1238 }
1239 break;
1240 case GL_TRANSFORM_BIT:
1241 {
1242 GLuint i;
1243 const struct gl_transform_attrib *xform;
1244 xform = (const struct gl_transform_attrib *) attr->data;
1245 _mesa_MatrixMode(xform->MatrixMode);
1246 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1247 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1248
1249 /* restore clip planes */
1250 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1251 const GLuint mask = 1 << i;
1252 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1253 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1254 if (xform->ClipPlanesEnabled & mask) {
1255 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1256 }
1257 else {
1258 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1259 }
1260 if (ctx->Driver.ClipPlane)
1261 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1262 }
1263
1264 /* normalize/rescale */
1265 if (xform->Normalize != ctx->Transform.Normalize)
1266 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1267 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1268 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1269 ctx->Transform.RescaleNormals);
1270 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1271 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1272 ctx->Transform.DepthClamp);
1273 }
1274 break;
1275 case GL_TEXTURE_BIT:
1276 /* Take care of texture object reference counters */
1277 {
1278 struct texture_state *texstate
1279 = (struct texture_state *) attr->data;
1280 pop_texture_group(ctx, texstate);
1281 ctx->NewState |= _NEW_TEXTURE;
1282 }
1283 break;
1284 case GL_VIEWPORT_BIT:
1285 {
1286 const struct gl_viewport_attrib *vp;
1287 vp = (const struct gl_viewport_attrib *) attr->data;
1288 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1289 _mesa_DepthRange(vp->Near, vp->Far);
1290 }
1291 break;
1292 case GL_MULTISAMPLE_BIT_ARB:
1293 {
1294 const struct gl_multisample_attrib *ms;
1295 ms = (const struct gl_multisample_attrib *) attr->data;
1296 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1297 ms->SampleCoverageInvert);
1298 }
1299 break;
1300
1301 default:
1302 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1303 break;
1304 }
1305
1306 next = attr->next;
1307 FREE( attr->data );
1308 FREE( attr );
1309 attr = next;
1310 }
1311 }
1312
1313
1314 /**
1315 * Helper for incrementing/decrementing vertex buffer object reference
1316 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1317 */
1318 static void
1319 adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
1320 {
1321 GLuint i;
1322
1323 arrayObj->Vertex.BufferObj->RefCount += step;
1324 arrayObj->Weight.BufferObj->RefCount += step;
1325 arrayObj->Normal.BufferObj->RefCount += step;
1326 arrayObj->Color.BufferObj->RefCount += step;
1327 arrayObj->SecondaryColor.BufferObj->RefCount += step;
1328 arrayObj->FogCoord.BufferObj->RefCount += step;
1329 arrayObj->Index.BufferObj->RefCount += step;
1330 arrayObj->EdgeFlag.BufferObj->RefCount += step;
1331 for (i = 0; i < Elements(arrayObj->TexCoord); i++)
1332 arrayObj->TexCoord[i].BufferObj->RefCount += step;
1333 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
1334 arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1335 }
1336
1337
1338 /**
1339 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1340 * object refcounts.
1341 */
1342 static void
1343 copy_pixelstore(struct gl_context *ctx,
1344 struct gl_pixelstore_attrib *dst,
1345 const struct gl_pixelstore_attrib *src)
1346 {
1347 dst->Alignment = src->Alignment;
1348 dst->RowLength = src->RowLength;
1349 dst->SkipPixels = src->SkipPixels;
1350 dst->SkipRows = src->SkipRows;
1351 dst->ImageHeight = src->ImageHeight;
1352 dst->SkipImages = src->SkipImages;
1353 dst->SwapBytes = src->SwapBytes;
1354 dst->LsbFirst = src->LsbFirst;
1355 dst->ClientStorage = src->ClientStorage;
1356 dst->Invert = src->Invert;
1357 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1358 }
1359
1360
1361 #define GL_CLIENT_PACK_BIT (1<<20)
1362 #define GL_CLIENT_UNPACK_BIT (1<<21)
1363
1364
1365 void GLAPIENTRY
1366 _mesa_PushClientAttrib(GLbitfield mask)
1367 {
1368 struct gl_attrib_node *head;
1369
1370 GET_CURRENT_CONTEXT(ctx);
1371 ASSERT_OUTSIDE_BEGIN_END(ctx);
1372
1373 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1374 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1375 return;
1376 }
1377
1378 /* Build linked list of attribute nodes which save all attribute
1379 * groups specified by the mask.
1380 */
1381 head = NULL;
1382
1383 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1384 struct gl_pixelstore_attrib *attr;
1385 /* packing attribs */
1386 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1387 copy_pixelstore(ctx, attr, &ctx->Pack);
1388 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1389 /* unpacking attribs */
1390 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1391 copy_pixelstore(ctx, attr, &ctx->Unpack);
1392 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1393 }
1394
1395 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1396 struct gl_array_attrib *attr;
1397 struct gl_array_object *obj;
1398
1399 attr = MALLOC_STRUCT( gl_array_attrib );
1400 obj = MALLOC_STRUCT( gl_array_object );
1401
1402 #if FEATURE_ARB_vertex_buffer_object
1403 /* increment ref counts since we're copying pointers to these objects */
1404 ctx->Array.ArrayBufferObj->RefCount++;
1405 ctx->Array.ElementArrayBufferObj->RefCount++;
1406 #endif
1407
1408 memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1409 memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1410
1411 attr->ArrayObj = obj;
1412
1413 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1414
1415 /* bump reference counts on buffer objects */
1416 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
1417 }
1418
1419 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1420 ctx->ClientAttribStackDepth++;
1421 }
1422
1423
1424
1425
1426 void GLAPIENTRY
1427 _mesa_PopClientAttrib(void)
1428 {
1429 struct gl_attrib_node *node, *next;
1430
1431 GET_CURRENT_CONTEXT(ctx);
1432 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1433
1434 if (ctx->ClientAttribStackDepth == 0) {
1435 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1436 return;
1437 }
1438
1439 ctx->ClientAttribStackDepth--;
1440 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1441
1442 while (node) {
1443 switch (node->kind) {
1444 case GL_CLIENT_PACK_BIT:
1445 {
1446 struct gl_pixelstore_attrib *store =
1447 (struct gl_pixelstore_attrib *) node->data;
1448 copy_pixelstore(ctx, &ctx->Pack, store);
1449 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1450 }
1451 ctx->NewState |= _NEW_PACKUNPACK;
1452 break;
1453 case GL_CLIENT_UNPACK_BIT:
1454 {
1455 struct gl_pixelstore_attrib *store =
1456 (struct gl_pixelstore_attrib *) node->data;
1457 copy_pixelstore(ctx, &ctx->Unpack, store);
1458 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1459 }
1460 ctx->NewState |= _NEW_PACKUNPACK;
1461 break;
1462 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1463 struct gl_array_attrib * data =
1464 (struct gl_array_attrib *) node->data;
1465
1466 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
1467
1468 ctx->Array.ActiveTexture = data->ActiveTexture;
1469 if (data->LockCount != 0)
1470 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1471 else if (ctx->Array.LockCount)
1472 _mesa_UnlockArraysEXT();
1473
1474 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1475
1476 #if FEATURE_ARB_vertex_buffer_object
1477 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1478 data->ArrayBufferObj->Name);
1479 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1480 data->ElementArrayBufferObj->Name);
1481 #endif
1482
1483 memcpy( ctx->Array.ArrayObj, data->ArrayObj,
1484 sizeof( struct gl_array_object ) );
1485
1486 FREE( data->ArrayObj );
1487
1488 /* FIXME: Should some bits in ctx->Array->NewState also be set
1489 * FIXME: here? It seems like it should be set to inclusive-or
1490 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1491 */
1492
1493 ctx->NewState |= _NEW_ARRAY;
1494 break;
1495 }
1496 default:
1497 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1498 break;
1499 }
1500
1501 next = node->next;
1502 FREE( node->data );
1503 FREE( node );
1504 node = next;
1505 }
1506 }
1507
1508
1509 void
1510 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
1511 {
1512 SET_PopAttrib(disp, _mesa_PopAttrib);
1513 SET_PushAttrib(disp, _mesa_PushAttrib);
1514 SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1515 SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1516 }
1517
1518
1519 #endif /* FEATURE_attrib_stack */
1520
1521
1522 /**
1523 * Free any attribute state data that might be attached to the context.
1524 */
1525 void
1526 _mesa_free_attrib_data(struct gl_context *ctx)
1527 {
1528 while (ctx->AttribStackDepth > 0) {
1529 struct gl_attrib_node *attr, *next;
1530
1531 ctx->AttribStackDepth--;
1532 attr = ctx->AttribStack[ctx->AttribStackDepth];
1533
1534 while (attr) {
1535 if (attr->kind == GL_TEXTURE_BIT) {
1536 struct texture_state *texstate = (struct texture_state*)attr->data;
1537 GLuint u, tgt;
1538 /* clear references to the saved texture objects */
1539 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1540 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1541 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1542 }
1543 }
1544 }
1545 else {
1546 /* any other chunks of state that requires special handling? */
1547 }
1548
1549 next = attr->next;
1550 free(attr->data);
1551 free(attr);
1552 attr = next;
1553 }
1554 }
1555 }
1556
1557
1558 void _mesa_init_attrib( struct gl_context *ctx )
1559 {
1560 /* Renderer and client attribute stacks */
1561 ctx->AttribStackDepth = 0;
1562 ctx->ClientAttribStackDepth = 0;
1563 }