mesa: refactor: move _mesa_update_minmax/histogram() into image.c
[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 "clear.h"
34 #include "colormac.h"
35 #include "colortab.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 "matrix.h"
45 #include "multisample.h"
46 #include "points.h"
47 #include "polygon.h"
48 #include "scissor.h"
49 #include "simple_list.h"
50 #include "stencil.h"
51 #include "texobj.h"
52 #include "texstate.h"
53 #include "mtypes.h"
54 #include "math/m_xform.h"
55
56
57 /**
58 * Allocate a new attribute state node. These nodes have a
59 * "kind" value and a pointer to a struct of state data.
60 */
61 static struct gl_attrib_node *
62 new_attrib_node( GLbitfield kind )
63 {
64 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
65 if (an) {
66 an->kind = kind;
67 }
68 return an;
69 }
70
71
72 void GLAPIENTRY
73 _mesa_PushAttrib(GLbitfield mask)
74 {
75 struct gl_attrib_node *newnode;
76 struct gl_attrib_node *head;
77
78 GET_CURRENT_CONTEXT(ctx);
79 ASSERT_OUTSIDE_BEGIN_END(ctx);
80
81 if (MESA_VERBOSE & VERBOSE_API)
82 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
83
84 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
85 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
86 return;
87 }
88
89 /* Build linked list of attribute nodes which save all attribute */
90 /* groups specified by the mask. */
91 head = NULL;
92
93 if (mask & GL_ACCUM_BUFFER_BIT) {
94 struct gl_accum_attrib *attr;
95 attr = MALLOC_STRUCT( gl_accum_attrib );
96 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
97 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
98 newnode->data = attr;
99 newnode->next = head;
100 head = newnode;
101 }
102
103 if (mask & GL_COLOR_BUFFER_BIT) {
104 GLuint i;
105 struct gl_colorbuffer_attrib *attr;
106 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
107 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
108 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
109 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
110 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
111 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
112 newnode->data = attr;
113 newnode->next = head;
114 head = newnode;
115 }
116
117 if (mask & GL_CURRENT_BIT) {
118 struct gl_current_attrib *attr;
119 FLUSH_CURRENT( ctx, 0 );
120 attr = MALLOC_STRUCT( gl_current_attrib );
121 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
122 newnode = new_attrib_node( GL_CURRENT_BIT );
123 newnode->data = attr;
124 newnode->next = head;
125 head = newnode;
126 }
127
128 if (mask & GL_DEPTH_BUFFER_BIT) {
129 struct gl_depthbuffer_attrib *attr;
130 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
131 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
132 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
133 newnode->data = attr;
134 newnode->next = head;
135 head = newnode;
136 }
137
138 if (mask & GL_ENABLE_BIT) {
139 struct gl_enable_attrib *attr;
140 GLuint i;
141 attr = MALLOC_STRUCT( gl_enable_attrib );
142 /* Copy enable flags from all other attributes into the enable struct. */
143 attr->AlphaTest = ctx->Color.AlphaEnabled;
144 attr->AutoNormal = ctx->Eval.AutoNormal;
145 attr->Blend = ctx->Color.BlendEnabled;
146 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
147 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
148 for (i = 0; i < COLORTABLE_MAX; i++) {
149 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
150 }
151 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
152 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
153 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
154 attr->CullFace = ctx->Polygon.CullFlag;
155 attr->DepthTest = ctx->Depth.Test;
156 attr->Dither = ctx->Color.DitherFlag;
157 attr->Fog = ctx->Fog.Enabled;
158 for (i = 0; i < ctx->Const.MaxLights; i++) {
159 attr->Light[i] = ctx->Light.Light[i].Enabled;
160 }
161 attr->Lighting = ctx->Light.Enabled;
162 attr->LineSmooth = ctx->Line.SmoothFlag;
163 attr->LineStipple = ctx->Line.StippleFlag;
164 attr->Histogram = ctx->Pixel.HistogramEnabled;
165 attr->MinMax = ctx->Pixel.MinMaxEnabled;
166 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
167 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
168 attr->Map1Color4 = ctx->Eval.Map1Color4;
169 attr->Map1Index = ctx->Eval.Map1Index;
170 attr->Map1Normal = ctx->Eval.Map1Normal;
171 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
172 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
173 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
174 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
175 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
176 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
177 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
178 attr->Map2Color4 = ctx->Eval.Map2Color4;
179 attr->Map2Index = ctx->Eval.Map2Index;
180 attr->Map2Normal = ctx->Eval.Map2Normal;
181 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
182 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
183 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
184 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
185 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
186 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
187 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
188 attr->Normalize = ctx->Transform.Normalize;
189 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
190 attr->PointSmooth = ctx->Point.SmoothFlag;
191 attr->PointSprite = ctx->Point.PointSprite;
192 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
193 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
194 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
195 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
196 attr->PolygonStipple = ctx->Polygon.StippleFlag;
197 attr->RescaleNormals = ctx->Transform.RescaleNormals;
198 attr->Scissor = ctx->Scissor.Enabled;
199 attr->Stencil = ctx->Stencil.Enabled;
200 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
201 attr->MultisampleEnabled = ctx->Multisample.Enabled;
202 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
203 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
204 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
205 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
206 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
207 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
208 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
209 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
210 }
211 /* GL_NV_vertex_program */
212 attr->VertexProgram = ctx->VertexProgram.Enabled;
213 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
214 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
215 newnode = new_attrib_node( GL_ENABLE_BIT );
216 newnode->data = attr;
217 newnode->next = head;
218 head = newnode;
219 }
220
221 if (mask & GL_EVAL_BIT) {
222 struct gl_eval_attrib *attr;
223 attr = MALLOC_STRUCT( gl_eval_attrib );
224 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
225 newnode = new_attrib_node( GL_EVAL_BIT );
226 newnode->data = attr;
227 newnode->next = head;
228 head = newnode;
229 }
230
231 if (mask & GL_FOG_BIT) {
232 struct gl_fog_attrib *attr;
233 attr = MALLOC_STRUCT( gl_fog_attrib );
234 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
235 newnode = new_attrib_node( GL_FOG_BIT );
236 newnode->data = attr;
237 newnode->next = head;
238 head = newnode;
239 }
240
241 if (mask & GL_HINT_BIT) {
242 struct gl_hint_attrib *attr;
243 attr = MALLOC_STRUCT( gl_hint_attrib );
244 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
245 newnode = new_attrib_node( GL_HINT_BIT );
246 newnode->data = attr;
247 newnode->next = head;
248 head = newnode;
249 }
250
251 if (mask & GL_LIGHTING_BIT) {
252 struct gl_light_attrib *attr;
253 FLUSH_CURRENT(ctx, 0); /* flush material changes */
254 attr = MALLOC_STRUCT( gl_light_attrib );
255 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
256 newnode = new_attrib_node( GL_LIGHTING_BIT );
257 newnode->data = attr;
258 newnode->next = head;
259 head = newnode;
260 }
261
262 if (mask & GL_LINE_BIT) {
263 struct gl_line_attrib *attr;
264 attr = MALLOC_STRUCT( gl_line_attrib );
265 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
266 newnode = new_attrib_node( GL_LINE_BIT );
267 newnode->data = attr;
268 newnode->next = head;
269 head = newnode;
270 }
271
272 if (mask & GL_LIST_BIT) {
273 struct gl_list_attrib *attr;
274 attr = MALLOC_STRUCT( gl_list_attrib );
275 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
276 newnode = new_attrib_node( GL_LIST_BIT );
277 newnode->data = attr;
278 newnode->next = head;
279 head = newnode;
280 }
281
282 if (mask & GL_PIXEL_MODE_BIT) {
283 struct gl_pixel_attrib *attr;
284 attr = MALLOC_STRUCT( gl_pixel_attrib );
285 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
286 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
287 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
288 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
289 newnode->data = attr;
290 newnode->next = head;
291 head = newnode;
292 }
293
294 if (mask & GL_POINT_BIT) {
295 struct gl_point_attrib *attr;
296 attr = MALLOC_STRUCT( gl_point_attrib );
297 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
298 newnode = new_attrib_node( GL_POINT_BIT );
299 newnode->data = attr;
300 newnode->next = head;
301 head = newnode;
302 }
303
304 if (mask & GL_POLYGON_BIT) {
305 struct gl_polygon_attrib *attr;
306 attr = MALLOC_STRUCT( gl_polygon_attrib );
307 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
308 newnode = new_attrib_node( GL_POLYGON_BIT );
309 newnode->data = attr;
310 newnode->next = head;
311 head = newnode;
312 }
313
314 if (mask & GL_POLYGON_STIPPLE_BIT) {
315 GLuint *stipple;
316 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
317 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
318 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
319 newnode->data = stipple;
320 newnode->next = head;
321 head = newnode;
322 }
323
324 if (mask & GL_SCISSOR_BIT) {
325 struct gl_scissor_attrib *attr;
326 attr = MALLOC_STRUCT( gl_scissor_attrib );
327 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
328 newnode = new_attrib_node( GL_SCISSOR_BIT );
329 newnode->data = attr;
330 newnode->next = head;
331 head = newnode;
332 }
333
334 if (mask & GL_STENCIL_BUFFER_BIT) {
335 struct gl_stencil_attrib *attr;
336 attr = MALLOC_STRUCT( gl_stencil_attrib );
337 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
338 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
339 newnode->data = attr;
340 newnode->next = head;
341 head = newnode;
342 }
343
344 if (mask & GL_TEXTURE_BIT) {
345 struct gl_texture_attrib *attr;
346 GLuint u;
347
348 _mesa_lock_context_textures(ctx);
349 /* Bump the texture object reference counts so that they don't
350 * inadvertantly get deleted.
351 */
352 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
353 ctx->Texture.Unit[u].Current1D->RefCount++;
354 ctx->Texture.Unit[u].Current2D->RefCount++;
355 ctx->Texture.Unit[u].Current3D->RefCount++;
356 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
357 ctx->Texture.Unit[u].CurrentRect->RefCount++;
358 ctx->Texture.Unit[u].Current1DArray->RefCount++;
359 ctx->Texture.Unit[u].Current2DArray->RefCount++;
360 }
361 attr = MALLOC_STRUCT( gl_texture_attrib );
362 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
363 /* copy state of the currently bound texture objects */
364 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
365 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
366 attr->Unit[u].Current1D);
367 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
368 attr->Unit[u].Current2D);
369 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
370 attr->Unit[u].Current3D);
371 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
372 attr->Unit[u].CurrentCubeMap);
373 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
374 attr->Unit[u].CurrentRect);
375 _mesa_copy_texture_object(&attr->Unit[u].Saved1DArray,
376 attr->Unit[u].Current1DArray);
377 _mesa_copy_texture_object(&attr->Unit[u].Saved2DArray,
378 attr->Unit[u].Current2DArray);
379 }
380
381 _mesa_unlock_context_textures(ctx);
382
383 newnode = new_attrib_node( GL_TEXTURE_BIT );
384 newnode->data = attr;
385 newnode->next = head;
386 head = newnode;
387 }
388
389 if (mask & GL_TRANSFORM_BIT) {
390 struct gl_transform_attrib *attr;
391 attr = MALLOC_STRUCT( gl_transform_attrib );
392 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
393 newnode = new_attrib_node( GL_TRANSFORM_BIT );
394 newnode->data = attr;
395 newnode->next = head;
396 head = newnode;
397 }
398
399 if (mask & GL_VIEWPORT_BIT) {
400 struct gl_viewport_attrib *attr;
401 attr = MALLOC_STRUCT( gl_viewport_attrib );
402 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
403 newnode = new_attrib_node( GL_VIEWPORT_BIT );
404 newnode->data = attr;
405 newnode->next = head;
406 head = newnode;
407 }
408
409 /* GL_ARB_multisample */
410 if (mask & GL_MULTISAMPLE_BIT_ARB) {
411 struct gl_multisample_attrib *attr;
412 attr = MALLOC_STRUCT( gl_multisample_attrib );
413 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
414 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
415 newnode->data = attr;
416 newnode->next = head;
417 head = newnode;
418 }
419
420 ctx->AttribStack[ctx->AttribStackDepth] = head;
421 ctx->AttribStackDepth++;
422 }
423
424
425
426 static void
427 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
428 {
429 GLuint i;
430
431 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
432 if ((VALUE) != (NEWVALUE)) { \
433 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
434 }
435
436 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
437 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
438
439 for (i=0;i<MAX_CLIP_PLANES;i++) {
440 const GLuint mask = 1 << i;
441 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
442 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
443 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
444 }
445
446 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
447 GL_COLOR_MATERIAL);
448 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
449 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
450 GL_COLOR_TABLE);
451 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
452 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
453 GL_POST_CONVOLUTION_COLOR_TABLE);
454 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
455 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
456 GL_POST_COLOR_MATRIX_COLOR_TABLE);
457 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
458 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
459 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
460 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
461 GL_CONVOLUTION_1D);
462 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
463 GL_CONVOLUTION_2D);
464 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
465 GL_SEPARABLE_2D);
466 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
467 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
468 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
469 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
470 GL_LINE_STIPPLE);
471 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
472 GL_INDEX_LOGIC_OP);
473 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
474 GL_COLOR_LOGIC_OP);
475
476 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
477 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
478 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
479 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
480 GL_MAP1_TEXTURE_COORD_1);
481 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
482 GL_MAP1_TEXTURE_COORD_2);
483 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
484 GL_MAP1_TEXTURE_COORD_3);
485 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
486 GL_MAP1_TEXTURE_COORD_4);
487 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
488 GL_MAP1_VERTEX_3);
489 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
490 GL_MAP1_VERTEX_4);
491 for (i = 0; i < 16; i++) {
492 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
493 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
494 }
495
496 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
497 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
498 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
499 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
500 GL_MAP2_TEXTURE_COORD_1);
501 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
502 GL_MAP2_TEXTURE_COORD_2);
503 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
504 GL_MAP2_TEXTURE_COORD_3);
505 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
506 GL_MAP2_TEXTURE_COORD_4);
507 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
508 GL_MAP2_VERTEX_3);
509 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
510 GL_MAP2_VERTEX_4);
511 for (i = 0; i < 16; i++) {
512 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
513 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
514 }
515
516 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
517 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
518 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
519 GL_RESCALE_NORMAL_EXT);
520 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
521 enable->RasterPositionUnclipped,
522 GL_RASTER_POSITION_UNCLIPPED_IBM);
523 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
524 GL_POINT_SMOOTH);
525 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
526 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
527 GL_POINT_SPRITE_NV);
528 }
529 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
530 GL_POLYGON_OFFSET_POINT);
531 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
532 GL_POLYGON_OFFSET_LINE);
533 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
534 GL_POLYGON_OFFSET_FILL);
535 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
536 GL_POLYGON_SMOOTH);
537 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
538 GL_POLYGON_STIPPLE);
539 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
540 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
541 if (ctx->Extensions.EXT_stencil_two_side) {
542 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
543 }
544 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
545 GL_MULTISAMPLE_ARB);
546 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
547 enable->SampleAlphaToCoverage,
548 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
549 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
550 enable->SampleAlphaToOne,
551 GL_SAMPLE_ALPHA_TO_ONE_ARB);
552 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
553 enable->SampleCoverage,
554 GL_SAMPLE_COVERAGE_ARB);
555 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
556 enable->SampleCoverageInvert,
557 GL_SAMPLE_COVERAGE_INVERT_ARB);
558 /* GL_ARB_vertex_program, GL_NV_vertex_program */
559 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
560 enable->VertexProgram,
561 GL_VERTEX_PROGRAM_ARB);
562 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
563 enable->VertexProgramPointSize,
564 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
565 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
566 enable->VertexProgramTwoSide,
567 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
568
569 #undef TEST_AND_UPDATE
570
571 /* texture unit enables */
572 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
573 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
574 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
575 if (ctx->Driver.Enable) {
576 if (ctx->Driver.ActiveTexture) {
577 (*ctx->Driver.ActiveTexture)(ctx, i);
578 }
579 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
580 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
581 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
582 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
583 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
584 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
585 if (ctx->Extensions.ARB_texture_cube_map)
586 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
587 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
588 if (ctx->Extensions.NV_texture_rectangle)
589 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
590 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
591 }
592 }
593
594 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
595 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
596 if (ctx->Driver.Enable) {
597 if (ctx->Driver.ActiveTexture) {
598 (*ctx->Driver.ActiveTexture)(ctx, i);
599 }
600 if (enable->TexGen[i] & S_BIT)
601 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
602 else
603 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
604 if (enable->TexGen[i] & T_BIT)
605 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
606 else
607 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
608 if (enable->TexGen[i] & R_BIT)
609 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
610 else
611 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
612 if (enable->TexGen[i] & Q_BIT)
613 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
614 else
615 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
616 }
617 }
618
619 /* GL_SGI_texture_color_table */
620 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
621 }
622
623 if (ctx->Driver.ActiveTexture) {
624 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
625 }
626 }
627
628
629 static void
630 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
631 {
632 GLuint u;
633
634 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
635 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
636 GLuint i;
637
638 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
639 _mesa_set_enable(ctx, GL_TEXTURE_1D,
640 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
641 _mesa_set_enable(ctx, GL_TEXTURE_2D,
642 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
643 _mesa_set_enable(ctx, GL_TEXTURE_3D,
644 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
645 if (ctx->Extensions.ARB_texture_cube_map) {
646 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
647 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
648 }
649 if (ctx->Extensions.NV_texture_rectangle) {
650 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
651 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
652 }
653 if (ctx->Extensions.SGI_texture_color_table) {
654 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
655 unit->ColorTableEnabled);
656 }
657 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
658 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
659 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
660 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
661 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
662 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
663 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
664 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
665 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
666 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
667 /* Eye plane done differently to avoid re-transformation */
668 {
669 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
670 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
671 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
672 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
673 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
674 if (ctx->Driver.TexGen) {
675 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
676 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
677 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
678 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
679 }
680 }
681 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
682 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
683 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
684 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
685 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
686 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
687 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
688 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
689 if (ctx->Extensions.EXT_texture_lod_bias) {
690 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
691 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
692 }
693 if (ctx->Extensions.EXT_texture_env_combine ||
694 ctx->Extensions.ARB_texture_env_combine) {
695 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
696 unit->Combine.ModeRGB);
697 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
698 unit->Combine.ModeA);
699 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
700 unit->Combine.SourceRGB[0]);
701 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
702 unit->Combine.SourceRGB[1]);
703 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
704 unit->Combine.SourceRGB[2]);
705 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
706 unit->Combine.SourceA[0]);
707 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
708 unit->Combine.SourceA[1]);
709 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
710 unit->Combine.SourceA[2]);
711 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
712 unit->Combine.OperandRGB[0]);
713 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
714 unit->Combine.OperandRGB[1]);
715 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
716 unit->Combine.OperandRGB[2]);
717 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
718 unit->Combine.OperandA[0]);
719 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
720 unit->Combine.OperandA[1]);
721 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
722 unit->Combine.OperandA[2]);
723 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
724 1 << unit->Combine.ScaleShiftRGB);
725 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
726 1 << unit->Combine.ScaleShiftA);
727 }
728
729 /* Restore texture object state */
730 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
731 GLenum target = 0;
732 const struct gl_texture_object *obj = NULL;
733 GLfloat bordColor[4];
734
735 switch (i) {
736 case 0:
737 target = GL_TEXTURE_1D;
738 obj = &unit->Saved1D;
739 break;
740 case 1:
741 target = GL_TEXTURE_2D;
742 obj = &unit->Saved2D;
743 break;
744 case 2:
745 target = GL_TEXTURE_3D;
746 obj = &unit->Saved3D;
747 break;
748 case 3:
749 if (!ctx->Extensions.ARB_texture_cube_map)
750 continue;
751 target = GL_TEXTURE_CUBE_MAP_ARB;
752 obj = &unit->SavedCubeMap;
753 break;
754 case 4:
755 if (!ctx->Extensions.NV_texture_rectangle)
756 continue;
757 target = GL_TEXTURE_RECTANGLE_NV;
758 obj = &unit->SavedRect;
759 break;
760 case 5:
761 if (!ctx->Extensions.MESA_texture_array)
762 continue;
763 target = GL_TEXTURE_1D_ARRAY_EXT;
764 obj = &unit->Saved1DArray;
765 break;
766 case 6:
767 if (!ctx->Extensions.MESA_texture_array)
768 continue;
769 target = GL_TEXTURE_2D_ARRAY_EXT;
770 obj = &unit->Saved2DArray;
771 break;
772 default:
773 ; /* silence warnings */
774 }
775
776 _mesa_BindTexture(target, obj->Name);
777
778 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
779 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
780 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
781 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
782
783 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
784 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
785 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
786 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
787 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
788 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
789 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
790 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
791 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
792 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
793 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
794 if (target != GL_TEXTURE_RECTANGLE_ARB)
795 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
796 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
797 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
798 obj->MaxAnisotropy);
799 }
800 if (ctx->Extensions.SGIX_shadow) {
801 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
802 obj->CompareFlag);
803 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
804 obj->CompareOperator);
805 }
806 if (ctx->Extensions.SGIX_shadow_ambient) {
807 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
808 obj->ShadowAmbient);
809 }
810
811 }
812 }
813 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
814 + texAttrib->CurrentUnit);
815
816 /* "un-bump" the texture object reference counts. We did that so they
817 * wouldn't inadvertantly get deleted while they were still referenced
818 * inside the attribute state stack.
819 */
820 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
821 ctx->Texture.Unit[u].Current1D->RefCount--;
822 ctx->Texture.Unit[u].Current2D->RefCount--;
823 ctx->Texture.Unit[u].Current3D->RefCount--;
824 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
825 ctx->Texture.Unit[u].CurrentRect->RefCount--;
826 ctx->Texture.Unit[u].Current1DArray->RefCount--;
827 ctx->Texture.Unit[u].Current2DArray->RefCount--;
828 }
829 }
830
831
832 /*
833 * This function is kind of long just because we have to call a lot
834 * of device driver functions to update device driver state.
835 *
836 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
837 * in order to restore GL state. This isn't terribly efficient but it
838 * ensures that dirty flags and any derived state gets updated correctly.
839 * We could at least check if the value to restore equals the current value
840 * and then skip the Mesa call.
841 */
842 void GLAPIENTRY
843 _mesa_PopAttrib(void)
844 {
845 struct gl_attrib_node *attr, *next;
846 GET_CURRENT_CONTEXT(ctx);
847 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
848
849 if (ctx->AttribStackDepth == 0) {
850 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
851 return;
852 }
853
854 ctx->AttribStackDepth--;
855 attr = ctx->AttribStack[ctx->AttribStackDepth];
856
857 while (attr) {
858
859 if (MESA_VERBOSE & VERBOSE_API) {
860 _mesa_debug(ctx, "glPopAttrib %s\n",
861 _mesa_lookup_enum_by_nr(attr->kind));
862 }
863
864 switch (attr->kind) {
865 case GL_ACCUM_BUFFER_BIT:
866 {
867 const struct gl_accum_attrib *accum;
868 accum = (const struct gl_accum_attrib *) attr->data;
869 _mesa_ClearAccum(accum->ClearColor[0],
870 accum->ClearColor[1],
871 accum->ClearColor[2],
872 accum->ClearColor[3]);
873 }
874 break;
875 case GL_COLOR_BUFFER_BIT:
876 {
877 const struct gl_colorbuffer_attrib *color;
878 color = (const struct gl_colorbuffer_attrib *) attr->data;
879 _mesa_ClearIndex((GLfloat) color->ClearIndex);
880 _mesa_ClearColor(color->ClearColor[0],
881 color->ClearColor[1],
882 color->ClearColor[2],
883 color->ClearColor[3]);
884 _mesa_IndexMask(color->IndexMask);
885 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
886 (GLboolean) (color->ColorMask[1] != 0),
887 (GLboolean) (color->ColorMask[2] != 0),
888 (GLboolean) (color->ColorMask[3] != 0));
889 {
890 /* Need to determine if more than one color output is
891 * specified. If so, call glDrawBuffersARB, else call
892 * glDrawBuffer(). This is a subtle, but essential point
893 * since GL_FRONT (for example) is illegal for the former
894 * function, but legal for the later.
895 */
896 GLboolean multipleBuffers = GL_FALSE;
897 if (ctx->Extensions.ARB_draw_buffers) {
898 GLuint i;
899 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
900 if (color->DrawBuffer[i] != GL_NONE) {
901 multipleBuffers = GL_TRUE;
902 break;
903 }
904 }
905 }
906 /* Call the API_level functions, not _mesa_drawbuffers()
907 * since we need to do error checking on the pop'd
908 * GL_DRAW_BUFFER.
909 * Ex: if GL_FRONT were pushed, but we're popping with a
910 * user FBO bound, GL_FRONT will be illegal and we'll need
911 * to record that error. Per OpenGL ARB decision.
912 */
913 if (multipleBuffers)
914 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
915 color->DrawBuffer);
916 else
917 _mesa_DrawBuffer(color->DrawBuffer[0]);
918 }
919 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
920 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
921 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
922 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
923 color->BlendDstRGB,
924 color->BlendSrcA,
925 color->BlendDstA);
926 /* This special case is because glBlendEquationSeparateEXT
927 * cannot take GL_LOGIC_OP as a parameter.
928 */
929 if ( color->BlendEquationRGB == color->BlendEquationA ) {
930 _mesa_BlendEquation(color->BlendEquationRGB);
931 }
932 else {
933 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
934 color->BlendEquationA);
935 }
936 _mesa_BlendColor(color->BlendColor[0],
937 color->BlendColor[1],
938 color->BlendColor[2],
939 color->BlendColor[3]);
940 _mesa_LogicOp(color->LogicOp);
941 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
942 color->ColorLogicOpEnabled);
943 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
944 color->IndexLogicOpEnabled);
945 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
946 }
947 break;
948 case GL_CURRENT_BIT:
949 FLUSH_CURRENT( ctx, 0 );
950 MEMCPY( &ctx->Current, attr->data,
951 sizeof(struct gl_current_attrib) );
952 break;
953 case GL_DEPTH_BUFFER_BIT:
954 {
955 const struct gl_depthbuffer_attrib *depth;
956 depth = (const struct gl_depthbuffer_attrib *) attr->data;
957 _mesa_DepthFunc(depth->Func);
958 _mesa_ClearDepth(depth->Clear);
959 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
960 _mesa_DepthMask(depth->Mask);
961 }
962 break;
963 case GL_ENABLE_BIT:
964 {
965 const struct gl_enable_attrib *enable;
966 enable = (const struct gl_enable_attrib *) attr->data;
967 pop_enable_group(ctx, enable);
968 ctx->NewState |= _NEW_ALL;
969 }
970 break;
971 case GL_EVAL_BIT:
972 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
973 ctx->NewState |= _NEW_EVAL;
974 break;
975 case GL_FOG_BIT:
976 {
977 const struct gl_fog_attrib *fog;
978 fog = (const struct gl_fog_attrib *) attr->data;
979 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
980 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
981 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
982 _mesa_Fogf(GL_FOG_START, fog->Start);
983 _mesa_Fogf(GL_FOG_END, fog->End);
984 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
985 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
986 }
987 break;
988 case GL_HINT_BIT:
989 {
990 const struct gl_hint_attrib *hint;
991 hint = (const struct gl_hint_attrib *) attr->data;
992 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
993 hint->PerspectiveCorrection );
994 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
995 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
996 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
997 _mesa_Hint(GL_FOG_HINT, hint->Fog);
998 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
999 hint->ClipVolumeClipping);
1000 if (ctx->Extensions.ARB_texture_compression)
1001 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1002 hint->TextureCompression);
1003 }
1004 break;
1005 case GL_LIGHTING_BIT:
1006 {
1007 GLuint i;
1008 const struct gl_light_attrib *light;
1009 light = (const struct gl_light_attrib *) attr->data;
1010 /* lighting enable */
1011 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1012 /* per-light state */
1013 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1014 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1015
1016 for (i = 0; i < ctx->Const.MaxLights; i++) {
1017 const struct gl_light *l = &light->Light[i];
1018 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1019 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1020 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1021 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1022 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1023 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1024 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1025 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1026 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1027 &l->ConstantAttenuation);
1028 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1029 &l->LinearAttenuation);
1030 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1031 &l->QuadraticAttenuation);
1032 }
1033 /* light model */
1034 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1035 light->Model.Ambient);
1036 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1037 (GLfloat) light->Model.LocalViewer);
1038 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1039 (GLfloat) light->Model.TwoSide);
1040 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1041 (GLfloat) light->Model.ColorControl);
1042 /* shade model */
1043 _mesa_ShadeModel(light->ShadeModel);
1044 /* color material */
1045 _mesa_ColorMaterial(light->ColorMaterialFace,
1046 light->ColorMaterialMode);
1047 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1048 light->ColorMaterialEnabled);
1049 /* materials */
1050 MEMCPY(&ctx->Light.Material, &light->Material,
1051 sizeof(struct gl_material));
1052 }
1053 break;
1054 case GL_LINE_BIT:
1055 {
1056 const struct gl_line_attrib *line;
1057 line = (const struct gl_line_attrib *) attr->data;
1058 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1059 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1060 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1061 _mesa_LineWidth(line->Width);
1062 }
1063 break;
1064 case GL_LIST_BIT:
1065 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1066 break;
1067 case GL_PIXEL_MODE_BIT:
1068 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1069 /* XXX what other pixel state needs to be set by function calls? */
1070 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1071 ctx->NewState |= _NEW_PIXEL;
1072 break;
1073 case GL_POINT_BIT:
1074 {
1075 const struct gl_point_attrib *point;
1076 point = (const struct gl_point_attrib *) attr->data;
1077 _mesa_PointSize(point->Size);
1078 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1079 if (ctx->Extensions.EXT_point_parameters) {
1080 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1081 point->Params);
1082 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1083 point->MinSize);
1084 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1085 point->MaxSize);
1086 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1087 point->Threshold);
1088 }
1089 if (ctx->Extensions.NV_point_sprite
1090 || ctx->Extensions.ARB_point_sprite) {
1091 GLuint u;
1092 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1093 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1094 (GLint) point->CoordReplace[u]);
1095 }
1096 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1097 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1098 ctx->Point.SpriteRMode);
1099 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1100 (GLfloat)ctx->Point.SpriteOrigin);
1101 }
1102 }
1103 break;
1104 case GL_POLYGON_BIT:
1105 {
1106 const struct gl_polygon_attrib *polygon;
1107 polygon = (const struct gl_polygon_attrib *) attr->data;
1108 _mesa_CullFace(polygon->CullFaceMode);
1109 _mesa_FrontFace(polygon->FrontFace);
1110 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1111 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1112 _mesa_PolygonOffset(polygon->OffsetFactor,
1113 polygon->OffsetUnits);
1114 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1115 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1116 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1117 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1118 polygon->OffsetPoint);
1119 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1120 polygon->OffsetLine);
1121 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1122 polygon->OffsetFill);
1123 }
1124 break;
1125 case GL_POLYGON_STIPPLE_BIT:
1126 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1127 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1128 if (ctx->Driver.PolygonStipple)
1129 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1130 break;
1131 case GL_SCISSOR_BIT:
1132 {
1133 const struct gl_scissor_attrib *scissor;
1134 scissor = (const struct gl_scissor_attrib *) attr->data;
1135 _mesa_Scissor(scissor->X, scissor->Y,
1136 scissor->Width, scissor->Height);
1137 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1138 }
1139 break;
1140 case GL_STENCIL_BUFFER_BIT:
1141 {
1142 const struct gl_stencil_attrib *stencil;
1143 stencil = (const struct gl_stencil_attrib *) attr->data;
1144 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1145 _mesa_ClearStencil(stencil->Clear);
1146 if (ctx->Extensions.EXT_stencil_two_side) {
1147 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1148 stencil->TestTwoSide);
1149 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1150 ? GL_BACK : GL_FRONT);
1151 }
1152 /* front state */
1153 _mesa_StencilFuncSeparate(GL_FRONT,
1154 stencil->Function[0],
1155 stencil->Ref[0],
1156 stencil->ValueMask[0]);
1157 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1158 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1159 stencil->ZFailFunc[0],
1160 stencil->ZPassFunc[0]);
1161 /* back state */
1162 _mesa_StencilFuncSeparate(GL_BACK,
1163 stencil->Function[1],
1164 stencil->Ref[1],
1165 stencil->ValueMask[1]);
1166 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1167 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1168 stencil->ZFailFunc[1],
1169 stencil->ZPassFunc[1]);
1170 }
1171 break;
1172 case GL_TRANSFORM_BIT:
1173 {
1174 GLuint i;
1175 const struct gl_transform_attrib *xform;
1176 xform = (const struct gl_transform_attrib *) attr->data;
1177 _mesa_MatrixMode(xform->MatrixMode);
1178 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1179 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1180
1181 /* restore clip planes */
1182 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1183 const GLuint mask = 1 << 1;
1184 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1185 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1186 if (xform->ClipPlanesEnabled & mask) {
1187 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1188 }
1189 else {
1190 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1191 }
1192 if (ctx->Driver.ClipPlane)
1193 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1194 }
1195
1196 /* normalize/rescale */
1197 if (xform->Normalize != ctx->Transform.Normalize)
1198 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1199 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1200 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1201 ctx->Transform.RescaleNormals);
1202 }
1203 break;
1204 case GL_TEXTURE_BIT:
1205 /* Take care of texture object reference counters */
1206 {
1207 const struct gl_texture_attrib *texture;
1208 texture = (const struct gl_texture_attrib *) attr->data;
1209 pop_texture_group(ctx, texture);
1210 ctx->NewState |= _NEW_TEXTURE;
1211 }
1212 break;
1213 case GL_VIEWPORT_BIT:
1214 {
1215 const struct gl_viewport_attrib *vp;
1216 vp = (const struct gl_viewport_attrib *) attr->data;
1217 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1218 _mesa_DepthRange(vp->Near, vp->Far);
1219 }
1220 break;
1221 case GL_MULTISAMPLE_BIT_ARB:
1222 {
1223 const struct gl_multisample_attrib *ms;
1224 ms = (const struct gl_multisample_attrib *) attr->data;
1225 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1226 ms->SampleCoverageInvert);
1227 }
1228 break;
1229
1230 default:
1231 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1232 break;
1233 }
1234
1235 next = attr->next;
1236 FREE( attr->data );
1237 FREE( attr );
1238 attr = next;
1239 }
1240 }
1241
1242
1243 /**
1244 * Helper for incrementing/decrementing vertex buffer object reference
1245 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1246 */
1247 static void
1248 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1249 {
1250 GLuint i;
1251 array->ArrayObj->Vertex.BufferObj->RefCount += step;
1252 array->ArrayObj->Normal.BufferObj->RefCount += step;
1253 array->ArrayObj->Color.BufferObj->RefCount += step;
1254 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1255 array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1256 array->ArrayObj->Index.BufferObj->RefCount += step;
1257 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1258 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1259 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1260 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1261 array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1262
1263 array->ArrayBufferObj->RefCount += step;
1264 array->ElementArrayBufferObj->RefCount += step;
1265 }
1266
1267
1268 #define GL_CLIENT_PACK_BIT (1<<20)
1269 #define GL_CLIENT_UNPACK_BIT (1<<21)
1270
1271
1272 void GLAPIENTRY
1273 _mesa_PushClientAttrib(GLbitfield mask)
1274 {
1275 struct gl_attrib_node *newnode;
1276 struct gl_attrib_node *head;
1277
1278 GET_CURRENT_CONTEXT(ctx);
1279 ASSERT_OUTSIDE_BEGIN_END(ctx);
1280
1281 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1282 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1283 return;
1284 }
1285
1286 /* Build linked list of attribute nodes which save all attribute */
1287 /* groups specified by the mask. */
1288 head = NULL;
1289
1290 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1291 struct gl_pixelstore_attrib *attr;
1292 #if FEATURE_EXT_pixel_buffer_object
1293 ctx->Pack.BufferObj->RefCount++;
1294 ctx->Unpack.BufferObj->RefCount++;
1295 #endif
1296 /* packing attribs */
1297 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1298 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1299 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1300 newnode->data = attr;
1301 newnode->next = head;
1302 head = newnode;
1303 /* unpacking attribs */
1304 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1305 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1306 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1307 newnode->data = attr;
1308 newnode->next = head;
1309 head = newnode;
1310 }
1311 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1312 struct gl_array_attrib *attr;
1313 struct gl_array_object *obj;
1314
1315 attr = MALLOC_STRUCT( gl_array_attrib );
1316 obj = MALLOC_STRUCT( gl_array_object );
1317
1318 #if FEATURE_ARB_vertex_buffer_object
1319 /* increment ref counts since we're copying pointers to these objects */
1320 ctx->Array.ArrayBufferObj->RefCount++;
1321 ctx->Array.ElementArrayBufferObj->RefCount++;
1322 #endif
1323
1324 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1325 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1326
1327 attr->ArrayObj = obj;
1328
1329 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1330 newnode->data = attr;
1331 newnode->next = head;
1332 head = newnode;
1333 /* bump reference counts on buffer objects */
1334 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1335 }
1336
1337 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1338 ctx->ClientAttribStackDepth++;
1339 }
1340
1341
1342
1343
1344 void GLAPIENTRY
1345 _mesa_PopClientAttrib(void)
1346 {
1347 struct gl_attrib_node *attr, *next;
1348
1349 GET_CURRENT_CONTEXT(ctx);
1350 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1351
1352 if (ctx->ClientAttribStackDepth == 0) {
1353 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1354 return;
1355 }
1356
1357 ctx->ClientAttribStackDepth--;
1358 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1359
1360 while (attr) {
1361 switch (attr->kind) {
1362 case GL_CLIENT_PACK_BIT:
1363 #if FEATURE_EXT_pixel_buffer_object
1364 ctx->Pack.BufferObj->RefCount--;
1365 if (ctx->Pack.BufferObj->RefCount <= 0) {
1366 _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1367 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1368 }
1369 #endif
1370 MEMCPY( &ctx->Pack, attr->data,
1371 sizeof(struct gl_pixelstore_attrib) );
1372 ctx->NewState |= _NEW_PACKUNPACK;
1373 break;
1374 case GL_CLIENT_UNPACK_BIT:
1375 #if FEATURE_EXT_pixel_buffer_object
1376 ctx->Unpack.BufferObj->RefCount--;
1377 if (ctx->Unpack.BufferObj->RefCount <= 0) {
1378 _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1379 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1380 }
1381 #endif
1382 MEMCPY( &ctx->Unpack, attr->data,
1383 sizeof(struct gl_pixelstore_attrib) );
1384 ctx->NewState |= _NEW_PACKUNPACK;
1385 break;
1386 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1387 struct gl_array_attrib * data =
1388 (struct gl_array_attrib *) attr->data;
1389
1390 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1391
1392 ctx->Array.ActiveTexture = data->ActiveTexture;
1393 ctx->Array.LockFirst = data->LockFirst;
1394 ctx->Array.LockCount = data->LockCount;
1395
1396 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1397
1398 #if FEATURE_ARB_vertex_buffer_object
1399 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1400 data->ArrayBufferObj->Name);
1401 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1402 data->ElementArrayBufferObj->Name);
1403 #endif
1404
1405 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1406 sizeof( struct gl_array_object ) );
1407
1408 FREE( data->ArrayObj );
1409
1410 /* FIXME: Should some bits in ctx->Array->NewState also be set
1411 * FIXME: here? It seems like it should be set to inclusive-or
1412 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1413 */
1414
1415 ctx->NewState |= _NEW_ARRAY;
1416 break;
1417 }
1418 default:
1419 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1420 break;
1421 }
1422
1423 next = attr->next;
1424 FREE( attr->data );
1425 FREE( attr );
1426 attr = next;
1427 }
1428 }
1429
1430
1431 void _mesa_init_attrib( GLcontext *ctx )
1432 {
1433 /* Renderer and client attribute stacks */
1434 ctx->AttribStackDepth = 0;
1435 ctx->ClientAttribStackDepth = 0;
1436 }