removed unused var
[mesa.git] / src / mesa / main / attrib.c
1 /* $Id: attrib.c,v 1.33 2000/11/05 18:40:57 keithw Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "attrib.h"
33 #include "buffers.h"
34 #include "context.h"
35 #include "enable.h"
36 #include "enums.h"
37 #include "matrix.h"
38 #include "mem.h"
39 #include "simple_list.h"
40 #include "texstate.h"
41 #include "types.h"
42 #endif
43
44
45
46
47 /*
48 * Allocate a new attribute state node. These nodes have a
49 * "kind" value and a pointer to a struct of state data.
50 */
51 static struct gl_attrib_node *
52 new_attrib_node( GLbitfield kind )
53 {
54 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
55 if (an) {
56 an->kind = kind;
57 }
58 return an;
59 }
60
61
62
63 /*
64 * Copy texture object state from one texture object to another.
65 */
66 static void
67 copy_texobj_state( struct gl_texture_object *dest,
68 const struct gl_texture_object *src )
69 {
70 /*
71 dest->Name = src->Name;
72 dest->Dimensions = src->Dimensions;
73 */
74 dest->Priority = src->Priority;
75 dest->BorderColor[0] = src->BorderColor[0];
76 dest->BorderColor[1] = src->BorderColor[1];
77 dest->BorderColor[2] = src->BorderColor[2];
78 dest->BorderColor[3] = src->BorderColor[3];
79 dest->WrapS = src->WrapS;
80 dest->WrapT = src->WrapT;
81 dest->WrapR = src->WrapR;
82 dest->MinFilter = src->MinFilter;
83 dest->MagFilter = src->MagFilter;
84 dest->MinLod = src->MinLod;
85 dest->MaxLod = src->MaxLod;
86 dest->BaseLevel = src->BaseLevel;
87 dest->MaxLevel = src->MaxLevel;
88 dest->_P = src->_P;
89 dest->_M = src->_M;
90 dest->Palette = src->Palette;
91 dest->Complete = src->Complete;
92 }
93
94
95
96 void
97 _mesa_PushAttrib(GLbitfield mask)
98 {
99 struct gl_attrib_node *newnode;
100 struct gl_attrib_node *head;
101
102 GET_CURRENT_CONTEXT(ctx);
103 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushAttrib");
104
105 if (MESA_VERBOSE&VERBOSE_API)
106 fprintf(stderr, "glPushAttrib %x\n", (int)mask);
107
108 if (ctx->AttribStackDepth>=MAX_ATTRIB_STACK_DEPTH) {
109 gl_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
110 return;
111 }
112
113 /* Build linked list of attribute nodes which save all attribute */
114 /* groups specified by the mask. */
115 head = NULL;
116
117 if (mask & GL_ACCUM_BUFFER_BIT) {
118 struct gl_accum_attrib *attr;
119 attr = MALLOC_STRUCT( gl_accum_attrib );
120 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
121 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
122 newnode->data = attr;
123 newnode->next = head;
124 head = newnode;
125 }
126
127 if (mask & GL_COLOR_BUFFER_BIT) {
128 struct gl_colorbuffer_attrib *attr;
129 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
130 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
131 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
132 newnode->data = attr;
133 newnode->next = head;
134 head = newnode;
135 }
136
137 if (mask & GL_CURRENT_BIT) {
138 struct gl_current_attrib *attr;
139 attr = MALLOC_STRUCT( gl_current_attrib );
140 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
141 newnode = new_attrib_node( GL_CURRENT_BIT );
142 newnode->data = attr;
143 newnode->next = head;
144 head = newnode;
145 }
146
147 if (mask & GL_DEPTH_BUFFER_BIT) {
148 struct gl_depthbuffer_attrib *attr;
149 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
150 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
151 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
152 newnode->data = attr;
153 newnode->next = head;
154 head = newnode;
155 }
156
157 if (mask & GL_ENABLE_BIT) {
158 struct gl_enable_attrib *attr;
159 GLuint i;
160 attr = MALLOC_STRUCT( gl_enable_attrib );
161 /* Copy enable flags from all other attributes into the enable struct. */
162 attr->AlphaTest = ctx->Color.AlphaEnabled;
163 attr->AutoNormal = ctx->Eval.AutoNormal;
164 attr->Blend = ctx->Color.BlendEnabled;
165 for (i=0;i<MAX_CLIP_PLANES;i++) {
166 attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
167 }
168 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
169 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
170 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
171 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
172 attr->CullFace = ctx->Polygon.CullFlag;
173 attr->DepthTest = ctx->Depth.Test;
174 attr->Dither = ctx->Color.DitherFlag;
175 attr->Fog = ctx->Fog.Enabled;
176 for (i=0;i<MAX_LIGHTS;i++) {
177 attr->Light[i] = ctx->Light.Light[i].Enabled;
178 }
179 attr->Lighting = ctx->Light.Enabled;
180 attr->LineSmooth = ctx->Line.SmoothFlag;
181 attr->LineStipple = ctx->Line.StippleFlag;
182 attr->Histogram = ctx->Pixel.HistogramEnabled;
183 attr->MinMax = ctx->Pixel.MinMaxEnabled;
184 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
185 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
186 attr->Map1Color4 = ctx->Eval.Map1Color4;
187 attr->Map1Index = ctx->Eval.Map1Index;
188 attr->Map1Normal = ctx->Eval.Map1Normal;
189 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
190 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
191 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
192 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
193 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
194 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
195 attr->Map2Color4 = ctx->Eval.Map2Color4;
196 attr->Map2Index = ctx->Eval.Map2Index;
197 attr->Map2Normal = ctx->Eval.Map2Normal;
198 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
199 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
200 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
201 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
202 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
203 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
204 attr->Normalize = ctx->Transform.Normalize;
205 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
206 attr->PointSmooth = ctx->Point.SmoothFlag;
207 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
208 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
209 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
210 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
211 attr->PolygonStipple = ctx->Polygon.StippleFlag;
212 attr->RescaleNormals = ctx->Transform.RescaleNormals;
213 attr->Scissor = ctx->Scissor.Enabled;
214 attr->Stencil = ctx->Stencil.Enabled;
215 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
216 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
217 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
218 }
219 newnode = new_attrib_node( GL_ENABLE_BIT );
220 newnode->data = attr;
221 newnode->next = head;
222 head = newnode;
223 }
224
225 if (mask & GL_EVAL_BIT) {
226 struct gl_eval_attrib *attr;
227 attr = MALLOC_STRUCT( gl_eval_attrib );
228 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
229 newnode = new_attrib_node( GL_EVAL_BIT );
230 newnode->data = attr;
231 newnode->next = head;
232 head = newnode;
233 }
234
235 if (mask & GL_FOG_BIT) {
236 struct gl_fog_attrib *attr;
237 attr = MALLOC_STRUCT( gl_fog_attrib );
238 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
239 newnode = new_attrib_node( GL_FOG_BIT );
240 newnode->data = attr;
241 newnode->next = head;
242 head = newnode;
243 }
244
245 if (mask & GL_HINT_BIT) {
246 struct gl_hint_attrib *attr;
247 attr = MALLOC_STRUCT( gl_hint_attrib );
248 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
249 newnode = new_attrib_node( GL_HINT_BIT );
250 newnode->data = attr;
251 newnode->next = head;
252 head = newnode;
253 }
254
255 if (mask & GL_LIGHTING_BIT) {
256 struct gl_light_attrib *attr;
257 attr = MALLOC_STRUCT( gl_light_attrib );
258 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
259 newnode = new_attrib_node( GL_LIGHTING_BIT );
260 newnode->data = attr;
261 newnode->next = head;
262 head = newnode;
263 }
264
265 if (mask & GL_LINE_BIT) {
266 struct gl_line_attrib *attr;
267 attr = MALLOC_STRUCT( gl_line_attrib );
268 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
269 newnode = new_attrib_node( GL_LINE_BIT );
270 newnode->data = attr;
271 newnode->next = head;
272 head = newnode;
273 }
274
275 if (mask & GL_LIST_BIT) {
276 struct gl_list_attrib *attr;
277 attr = MALLOC_STRUCT( gl_list_attrib );
278 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
279 newnode = new_attrib_node( GL_LIST_BIT );
280 newnode->data = attr;
281 newnode->next = head;
282 head = newnode;
283 }
284
285 if (mask & GL_PIXEL_MODE_BIT) {
286 struct gl_pixel_attrib *attr;
287 attr = MALLOC_STRUCT( gl_pixel_attrib );
288 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
289 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
290 newnode->data = attr;
291 newnode->next = head;
292 head = newnode;
293 }
294
295 if (mask & GL_POINT_BIT) {
296 struct gl_point_attrib *attr;
297 attr = MALLOC_STRUCT( gl_point_attrib );
298 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
299 newnode = new_attrib_node( GL_POINT_BIT );
300 newnode->data = attr;
301 newnode->next = head;
302 head = newnode;
303 }
304
305 if (mask & GL_POLYGON_BIT) {
306 struct gl_polygon_attrib *attr;
307 attr = MALLOC_STRUCT( gl_polygon_attrib );
308 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
309 newnode = new_attrib_node( GL_POLYGON_BIT );
310 newnode->data = attr;
311 newnode->next = head;
312 head = newnode;
313 }
314
315 if (mask & GL_POLYGON_STIPPLE_BIT) {
316 GLuint *stipple;
317 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
318 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
319 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
320 newnode->data = stipple;
321 newnode->next = head;
322 head = newnode;
323 }
324
325 if (mask & GL_SCISSOR_BIT) {
326 struct gl_scissor_attrib *attr;
327 attr = MALLOC_STRUCT( gl_scissor_attrib );
328 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
329 newnode = new_attrib_node( GL_SCISSOR_BIT );
330 newnode->data = attr;
331 newnode->next = head;
332 head = newnode;
333 }
334
335 if (mask & GL_STENCIL_BUFFER_BIT) {
336 struct gl_stencil_attrib *attr;
337 attr = MALLOC_STRUCT( gl_stencil_attrib );
338 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
339 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
340 newnode->data = attr;
341 newnode->next = head;
342 head = newnode;
343 }
344
345 if (mask & GL_TEXTURE_BIT) {
346 struct gl_texture_attrib *attr;
347 GLuint u;
348 /* Take care of texture object reference counters */
349 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
350 ctx->Texture.Unit[u].CurrentD[1]->RefCount++;
351 ctx->Texture.Unit[u].CurrentD[2]->RefCount++;
352 ctx->Texture.Unit[u].CurrentD[3]->RefCount++;
353 }
354 attr = MALLOC_STRUCT( gl_texture_attrib );
355 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
356 /* copy state of the currently bound texture objects */
357 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
358 copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].CurrentD[1]);
359 copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].CurrentD[2]);
360 copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].CurrentD[3]);
361 copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
362 }
363 newnode = new_attrib_node( GL_TEXTURE_BIT );
364 newnode->data = attr;
365 newnode->next = head;
366 head = newnode;
367 }
368
369 if (mask & GL_TRANSFORM_BIT) {
370 struct gl_transform_attrib *attr;
371 attr = MALLOC_STRUCT( gl_transform_attrib );
372 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
373 newnode = new_attrib_node( GL_TRANSFORM_BIT );
374 newnode->data = attr;
375 newnode->next = head;
376 head = newnode;
377 }
378
379 if (mask & GL_VIEWPORT_BIT) {
380 struct gl_viewport_attrib *attr;
381 attr = MALLOC_STRUCT( gl_viewport_attrib );
382 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
383 newnode = new_attrib_node( GL_VIEWPORT_BIT );
384 newnode->data = attr;
385 newnode->next = head;
386 head = newnode;
387 }
388
389 ctx->AttribStack[ctx->AttribStackDepth] = head;
390 ctx->AttribStackDepth++;
391 }
392
393
394
395 static void
396 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
397 {
398 GLuint i;
399
400 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
401 if ((VALUE) != (NEWVALUE)) { \
402 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
403 }
404
405 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
406 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE);
407 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
408
409 for (i=0;i<MAX_CLIP_PLANES;i++) {
410 if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
411 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
412 enable->ClipPlane[i]);
413 }
414
415 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
416 GL_COLOR_MATERIAL);
417 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
418 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
419 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
420 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
421 GL_CONVOLUTION_1D);
422 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
423 GL_CONVOLUTION_2D);
424 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
425 GL_SEPARABLE_2D);
426 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
427 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
428 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
429 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
430 GL_LINE_STIPPLE);
431 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
432 GL_INDEX_LOGIC_OP);
433 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
434 GL_COLOR_LOGIC_OP);
435 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
436 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
437 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
438 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
439 GL_MAP1_TEXTURE_COORD_1);
440 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
441 GL_MAP1_TEXTURE_COORD_2);
442 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
443 GL_MAP1_TEXTURE_COORD_3);
444 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
445 GL_MAP1_TEXTURE_COORD_4);
446 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
447 GL_MAP1_VERTEX_3);
448 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
449 GL_MAP1_VERTEX_4);
450 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
451 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
452 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
453 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
454 GL_MAP2_TEXTURE_COORD_1);
455 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
456 GL_MAP2_TEXTURE_COORD_2);
457 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
458 GL_MAP2_TEXTURE_COORD_3);
459 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
460 GL_MAP2_TEXTURE_COORD_4);
461 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
462 GL_MAP2_VERTEX_3);
463 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
464 GL_MAP2_VERTEX_4);
465 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
466 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
467 GL_RESCALE_NORMAL_EXT);
468 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
469 GL_POINT_SMOOTH);
470 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
471 GL_POINT_SMOOTH);
472 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
473 GL_POLYGON_OFFSET_POINT);
474 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
475 GL_POLYGON_OFFSET_LINE);
476 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
477 GL_POLYGON_OFFSET_FILL);
478 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
479 GL_POLYGON_SMOOTH);
480 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
481 GL_POLYGON_STIPPLE);
482 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
483 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
484 #undef TEST_AND_UPDATE
485
486 /* texture unit enables */
487 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
488 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
489 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
490 if (ctx->Driver.Enable) {
491 if (ctx->Driver.ActiveTexture) {
492 (*ctx->Driver.ActiveTexture)(ctx, i);
493 }
494 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
495 (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
496 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
497 (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
498 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
499 (GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
500 }
501 }
502
503 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
504 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
505 if (ctx->Driver.Enable) {
506 if (ctx->Driver.ActiveTexture) {
507 (*ctx->Driver.ActiveTexture)(ctx, i);
508 }
509 if (enable->TexGen[i] & S_BIT)
510 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
511 else
512 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
513 if (enable->TexGen[i] & T_BIT)
514 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
515 else
516 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
517 if (enable->TexGen[i] & R_BIT)
518 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
519 else
520 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
521 if (enable->TexGen[i] & Q_BIT)
522 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
523 else
524 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
525 }
526 }
527 }
528
529 if (ctx->Driver.ActiveTexture) {
530 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
531 }
532 }
533
534
535
536 /*
537 * This function is kind of long just because we have to call a lot
538 * of device driver functions to update device driver state.
539 */
540 void
541 _mesa_PopAttrib(void)
542 {
543 struct gl_attrib_node *attr, *next;
544 GET_CURRENT_CONTEXT(ctx);
545
546 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopAttrib");
547
548
549 if (ctx->AttribStackDepth==0) {
550 gl_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
551 return;
552 }
553
554 ctx->AttribStackDepth--;
555 attr = ctx->AttribStack[ctx->AttribStackDepth];
556
557 while (attr) {
558
559 if (MESA_VERBOSE&VERBOSE_API)
560 fprintf(stderr, "glPopAttrib %s\n", gl_lookup_enum_by_nr(attr->kind));
561
562 switch (attr->kind) {
563 case GL_ACCUM_BUFFER_BIT:
564 MEMCPY( &ctx->Accum, attr->data, sizeof(struct gl_accum_attrib) );
565 ctx->NewState |= _NEW_ACCUM;
566 break;
567 case GL_COLOR_BUFFER_BIT:
568 {
569 GLenum oldDrawBuffer = ctx->Color.DrawBuffer;
570 GLenum oldAlphaFunc = ctx->Color.AlphaFunc;
571 GLchan oldAlphaRef = ctx->Color.AlphaRef;
572 GLenum oldBlendSrc = ctx->Color.BlendSrcRGB;
573 GLenum oldBlendDst = ctx->Color.BlendDstRGB;
574 GLenum oldLogicOp = ctx->Color.LogicOp;
575 MEMCPY( &ctx->Color, attr->data,
576 sizeof(struct gl_colorbuffer_attrib) );
577 ctx->NewState |= _NEW_COLOR;
578 if (ctx->Color.DrawBuffer != oldDrawBuffer) {
579 _mesa_DrawBuffer( ctx->Color.DrawBuffer);
580 }
581 if ((ctx->Color.BlendSrcRGB != oldBlendSrc ||
582 ctx->Color.BlendDstRGB != oldBlendDst) &&
583 ctx->Driver.BlendFunc)
584 (*ctx->Driver.BlendFunc)( ctx, ctx->Color.BlendSrcRGB,
585 ctx->Color.BlendDstRGB);
586 if (ctx->Color.LogicOp != oldLogicOp &&
587 ctx->Driver.LogicOpcode) {
588 ctx->Driver.LogicOpcode( ctx, ctx->Color.LogicOp );
589 }
590 if (ctx->Visual.RGBAflag) {
591 GLchan r = (GLint) (ctx->Color.ClearColor[0] * CHAN_MAXF);
592 GLchan g = (GLint) (ctx->Color.ClearColor[1] * CHAN_MAXF);
593 GLchan b = (GLint) (ctx->Color.ClearColor[2] * CHAN_MAXF);
594 GLchan a = (GLint) (ctx->Color.ClearColor[3] * CHAN_MAXF);
595 (*ctx->Driver.ClearColor)( ctx, r, g, b, a );
596 if ((ctx->Color.AlphaFunc != oldAlphaFunc ||
597 ctx->Color.AlphaRef != oldAlphaRef) &&
598 ctx->Driver.AlphaFunc)
599 (*ctx->Driver.AlphaFunc)( ctx, ctx->Color.AlphaFunc,
600 ctx->Color.AlphaRef / CHAN_MAXF);
601 if (ctx->Driver.ColorMask) {
602 (*ctx->Driver.ColorMask)(ctx,
603 ctx->Color.ColorMask[0],
604 ctx->Color.ColorMask[1],
605 ctx->Color.ColorMask[2],
606 ctx->Color.ColorMask[3]);
607 }
608 }
609 else {
610 (*ctx->Driver.ClearIndex)( ctx, ctx->Color.ClearIndex);
611 }
612 }
613 break;
614 case GL_CURRENT_BIT:
615 MEMCPY( &ctx->Current, attr->data,
616 sizeof(struct gl_current_attrib) );
617 break;
618 case GL_DEPTH_BUFFER_BIT:
619 {
620 GLboolean oldDepthTest = ctx->Depth.Test;
621 GLenum oldDepthFunc = ctx->Depth.Func;
622 GLboolean oldDepthMask = ctx->Depth.Mask;
623 GLfloat oldDepthClear = ctx->Depth.Clear;
624 MEMCPY( &ctx->Depth, attr->data,
625 sizeof(struct gl_depthbuffer_attrib) );
626 ctx->NewState |= _NEW_DEPTH;
627 if (ctx->Depth.Test != oldDepthTest && ctx->Driver.Enable)
628 (*ctx->Driver.Enable)( ctx, GL_DEPTH_TEST, ctx->Depth.Test);
629 if (ctx->Depth.Func != oldDepthFunc && ctx->Driver.DepthFunc)
630 (*ctx->Driver.DepthFunc)( ctx, ctx->Depth.Func );
631 if (ctx->Depth.Mask != oldDepthMask && ctx->Driver.DepthMask)
632 (*ctx->Driver.DepthMask)( ctx, ctx->Depth.Mask );
633 if (ctx->Depth.Clear != oldDepthClear && ctx->Driver.ClearDepth)
634 (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
635 }
636 break;
637 case GL_ENABLE_BIT:
638 {
639 const struct gl_enable_attrib *enable;
640 enable = (const struct gl_enable_attrib *) attr->data;
641 pop_enable_group(ctx, enable);
642 ctx->NewState |= _NEW_ALL;
643 }
644 break;
645 case GL_EVAL_BIT:
646 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
647 ctx->NewState |= _NEW_EVAL;
648 break;
649 case GL_FOG_BIT:
650 {
651 GLboolean anyChange = (GLboolean) (memcmp( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) ) != 0);
652 MEMCPY( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) );
653 ctx->NewState |= _NEW_FOG;
654 if (anyChange && ctx->Driver.Fogfv) {
655 const GLfloat mode = (GLfloat) ctx->Fog.Mode;
656 const GLfloat density = ctx->Fog.Density;
657 const GLfloat start = ctx->Fog.Start;
658 const GLfloat end = ctx->Fog.End;
659 const GLfloat index = ctx->Fog.Index;
660 (*ctx->Driver.Fogfv)( ctx, GL_FOG_MODE, &mode);
661 (*ctx->Driver.Fogfv)( ctx, GL_FOG_DENSITY, &density );
662 (*ctx->Driver.Fogfv)( ctx, GL_FOG_START, &start );
663 (*ctx->Driver.Fogfv)( ctx, GL_FOG_END, &end );
664 (*ctx->Driver.Fogfv)( ctx, GL_FOG_INDEX, &index );
665 (*ctx->Driver.Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color );
666 }
667 ctx->_Enabled &= ~ENABLE_FOG;
668 if (ctx->Fog.Enabled) ctx->_Enabled |= ENABLE_FOG;
669 }
670 break;
671 case GL_HINT_BIT:
672 MEMCPY( &ctx->Hint, attr->data, sizeof(struct gl_hint_attrib) );
673 ctx->NewState |= _NEW_HINT;
674 if (ctx->Driver.Hint) {
675 (*ctx->Driver.Hint)( ctx, GL_PERSPECTIVE_CORRECTION_HINT,
676 ctx->Hint.PerspectiveCorrection );
677 (*ctx->Driver.Hint)( ctx, GL_POINT_SMOOTH_HINT,
678 ctx->Hint.PointSmooth);
679 (*ctx->Driver.Hint)( ctx, GL_LINE_SMOOTH_HINT,
680 ctx->Hint.LineSmooth );
681 (*ctx->Driver.Hint)( ctx, GL_POLYGON_SMOOTH_HINT,
682 ctx->Hint.PolygonSmooth );
683 (*ctx->Driver.Hint)( ctx, GL_FOG_HINT, ctx->Hint.Fog );
684 }
685 break;
686 case GL_LIGHTING_BIT:
687 MEMCPY( &ctx->Light, attr->data, sizeof(struct gl_light_attrib) );
688 ctx->NewState |= _NEW_LIGHT;
689 if (ctx->Driver.Enable) {
690 GLuint i;
691 for (i = 0; i < MAX_LIGHTS; i++) {
692 GLenum light = (GLenum) (GL_LIGHT0 + i);
693 (*ctx->Driver.Enable)( ctx, light, ctx->Light.Light[i].Enabled );
694 }
695 (*ctx->Driver.Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled );
696 }
697 if (ctx->Light.ShadeModel == GL_FLAT)
698 ctx->_TriangleCaps |= DD_FLATSHADE;
699 else
700 ctx->_TriangleCaps &= ~DD_FLATSHADE;
701 if (ctx->Driver.ShadeModel)
702 (*ctx->Driver.ShadeModel)(ctx, ctx->Light.ShadeModel);
703 ctx->_Enabled &= ~ENABLE_LIGHT;
704 if (ctx->Light.Enabled && !is_empty_list(&ctx->Light.EnabledList))
705 ctx->_Enabled |= ENABLE_LIGHT;
706 break;
707 case GL_LINE_BIT:
708 MEMCPY( &ctx->Line, attr->data, sizeof(struct gl_line_attrib) );
709 ctx->NewState |= _NEW_LINE;
710 if (ctx->Driver.Enable) {
711 (*ctx->Driver.Enable)( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
712 (*ctx->Driver.Enable)( ctx, GL_LINE_STIPPLE, ctx->Line.StippleFlag );
713 }
714 if (ctx->Driver.LineStipple)
715 (*ctx->Driver.LineStipple)(ctx, ctx->Line.StippleFactor,
716 ctx->Line.StipplePattern);
717 if (ctx->Driver.LineWidth)
718 (*ctx->Driver.LineWidth)(ctx, ctx->Line.Width);
719 break;
720 case GL_LIST_BIT:
721 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
722 break;
723 case GL_PIXEL_MODE_BIT:
724 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
725 ctx->NewState |= _NEW_PIXEL;
726 break;
727 case GL_POINT_BIT:
728 MEMCPY( &ctx->Point, attr->data, sizeof(struct gl_point_attrib) );
729 ctx->NewState |= _NEW_POINT;
730 if (ctx->Driver.Enable)
731 (*ctx->Driver.Enable)( ctx, GL_POINT_SMOOTH, ctx->Point.SmoothFlag );
732 break;
733 case GL_POLYGON_BIT:
734 {
735 GLenum oldFrontMode = ctx->Polygon.FrontMode;
736 GLenum oldBackMode = ctx->Polygon.BackMode;
737 MEMCPY( &ctx->Polygon, attr->data,
738 sizeof(struct gl_polygon_attrib) );
739 ctx->NewState |= _NEW_POLYGON;
740 if ((ctx->Polygon.FrontMode != oldFrontMode ||
741 ctx->Polygon.BackMode != oldBackMode) &&
742 ctx->Driver.PolygonMode) {
743 (*ctx->Driver.PolygonMode)( ctx, GL_FRONT, ctx->Polygon.FrontMode);
744 (*ctx->Driver.PolygonMode)( ctx, GL_BACK, ctx->Polygon.BackMode);
745 }
746 if (ctx->Driver.CullFace)
747 ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode );
748
749 if (ctx->Driver.FrontFace)
750 ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace );
751
752 if (ctx->Driver.Enable)
753 (*ctx->Driver.Enable)( ctx, GL_POLYGON_SMOOTH, ctx->Polygon.SmoothFlag );
754 }
755 break;
756 case GL_POLYGON_STIPPLE_BIT:
757 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
758 ctx->NewState |= _NEW_POLYGONSTIPPLE;
759 if (ctx->Driver.PolygonStipple)
760 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
761 break;
762 case GL_SCISSOR_BIT:
763 MEMCPY( &ctx->Scissor, attr->data,
764 sizeof(struct gl_scissor_attrib) );
765 ctx->NewState |= _NEW_SCISSOR;
766 if (ctx->Driver.Enable)
767 (*ctx->Driver.Enable)( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
768 if (ctx->Driver.Scissor)
769 ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y,
770 ctx->Scissor.Width, ctx->Scissor.Height );
771 break;
772 case GL_STENCIL_BUFFER_BIT:
773 MEMCPY( &ctx->Stencil, attr->data,
774 sizeof(struct gl_stencil_attrib) );
775 ctx->NewState |= _NEW_STENCIL;
776 if (ctx->Driver.StencilFunc)
777 (*ctx->Driver.StencilFunc)( ctx, ctx->Stencil.Function,
778 ctx->Stencil.Ref, ctx->Stencil.ValueMask);
779 if (ctx->Driver.StencilMask)
780 (*ctx->Driver.StencilMask)( ctx, ctx->Stencil.WriteMask );
781 if (ctx->Driver.StencilOp)
782 (*ctx->Driver.StencilOp)( ctx, ctx->Stencil.FailFunc,
783 ctx->Stencil.ZFailFunc, ctx->Stencil.ZPassFunc);
784 if (ctx->Driver.ClearStencil)
785 (*ctx->Driver.ClearStencil)( ctx, ctx->Stencil.Clear );
786 if (ctx->Driver.Enable)
787 (*ctx->Driver.Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
788 ctx->_TriangleCaps &= ~DD_STENCIL;
789 if (ctx->Stencil.Enabled)
790 ctx->_TriangleCaps |= DD_STENCIL;
791
792 break;
793 case GL_TRANSFORM_BIT:
794 MEMCPY( &ctx->Transform, attr->data,
795 sizeof(struct gl_transform_attrib) );
796 ctx->NewState |= _NEW_TRANSFORM;
797 if (ctx->Driver.Enable) {
798 (*ctx->Driver.Enable)( ctx, GL_NORMALIZE, ctx->Transform.Normalize );
799 (*ctx->Driver.Enable)( ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals );
800 }
801 ctx->_Enabled &= ~(ENABLE_NORMALIZE|ENABLE_RESCALE);
802 if (ctx->Transform.Normalize) ctx->_Enabled |= ENABLE_NORMALIZE;
803 if (ctx->Transform.RescaleNormals) ctx->_Enabled |= ENABLE_RESCALE;
804 break;
805 case GL_TEXTURE_BIT:
806 /* Take care of texture object reference counters */
807 {
808 GLuint u;
809 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
810 ctx->Texture.Unit[u].CurrentD[1]->RefCount--;
811 ctx->Texture.Unit[u].CurrentD[2]->RefCount--;
812 ctx->Texture.Unit[u].CurrentD[3]->RefCount--;
813 }
814 MEMCPY( &ctx->Texture, attr->data,
815 sizeof(struct gl_texture_attrib) );
816 ctx->NewState |= _NEW_TEXTURE;
817 /* restore state of the currently bound texture objects */
818 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
819 copy_texobj_state( ctx->Texture.Unit[u].CurrentD[1],
820 &(ctx->Texture.Unit[u].Saved1D) );
821 copy_texobj_state( ctx->Texture.Unit[u].CurrentD[2],
822 &(ctx->Texture.Unit[u].Saved2D) );
823 copy_texobj_state( ctx->Texture.Unit[u].CurrentD[3],
824 &(ctx->Texture.Unit[u].Saved3D) );
825 copy_texobj_state( ctx->Texture.Unit[u].CurrentCubeMap,
826 &(ctx->Texture.Unit[u].SavedCubeMap) );
827
828 gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[1] );
829 gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[2] );
830 gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[3] );
831 gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentCubeMap );
832
833 }
834 }
835 break;
836 case GL_VIEWPORT_BIT:
837 {
838 struct gl_viewport_attrib *v =
839 (struct gl_viewport_attrib *)attr->data;
840
841 ctx->NewState |= _NEW_VIEWPORT;
842 _mesa_Viewport( v->X, v->Y, v->Width, v->Height );
843 _mesa_DepthRange( v->Near, v->Far );
844 break;
845 }
846 default:
847 gl_problem( ctx, "Bad attrib flag in PopAttrib");
848 break;
849 }
850
851 next = attr->next;
852 FREE( attr->data );
853 FREE( attr );
854 attr = next;
855 }
856 }
857
858
859 #define GL_CLIENT_PACK_BIT (1<<20)
860 #define GL_CLIENT_UNPACK_BIT (1<<21)
861
862
863 void
864 _mesa_PushClientAttrib(GLbitfield mask)
865 {
866 struct gl_attrib_node *newnode;
867 struct gl_attrib_node *head;
868
869 GET_CURRENT_CONTEXT(ctx);
870 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushClientAttrib");
871
872 if (ctx->ClientAttribStackDepth>=MAX_CLIENT_ATTRIB_STACK_DEPTH) {
873 gl_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
874 return;
875 }
876
877 /* Build linked list of attribute nodes which save all attribute */
878 /* groups specified by the mask. */
879 head = NULL;
880
881 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
882 struct gl_pixelstore_attrib *attr;
883 /* packing attribs */
884 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
885 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
886 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
887 newnode->data = attr;
888 newnode->next = head;
889 head = newnode;
890 /* unpacking attribs */
891 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
892 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
893 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
894 newnode->data = attr;
895 newnode->next = head;
896 head = newnode;
897 }
898 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
899 struct gl_array_attrib *attr;
900 attr = MALLOC_STRUCT( gl_array_attrib );
901 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
902 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
903 newnode->data = attr;
904 newnode->next = head;
905 head = newnode;
906 }
907
908 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
909 ctx->ClientAttribStackDepth++;
910 }
911
912
913
914
915 void
916 _mesa_PopClientAttrib(void)
917 {
918 struct gl_attrib_node *attr, *next;
919
920 GET_CURRENT_CONTEXT(ctx);
921 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopClientAttrib");
922
923 if (ctx->ClientAttribStackDepth==0) {
924 gl_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
925 return;
926 }
927
928 ctx->ClientAttribStackDepth--;
929 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
930
931 while (attr) {
932 switch (attr->kind) {
933 case GL_CLIENT_PACK_BIT:
934 MEMCPY( &ctx->Pack, attr->data,
935 sizeof(struct gl_pixelstore_attrib) );
936 break;
937 case GL_CLIENT_UNPACK_BIT:
938 MEMCPY( &ctx->Unpack, attr->data,
939 sizeof(struct gl_pixelstore_attrib) );
940 break;
941 case GL_CLIENT_VERTEX_ARRAY_BIT:
942 MEMCPY( &ctx->Array, attr->data,
943 sizeof(struct gl_array_attrib) );
944 break;
945 default:
946 gl_problem( ctx, "Bad attrib flag in PopClientAttrib");
947 break;
948 }
949
950 next = attr->next;
951 FREE( attr->data );
952 FREE( attr );
953 attr = next;
954 }
955
956 ctx->NewState = _NEW_ARRAY;
957 }
958
959
960