7adb2e2eac7dafd964db4a36cae00c288270b506
[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 "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 "texenv.h"
52 #include "texgen.h"
53 #include "texobj.h"
54 #include "texparam.h"
55 #include "texstate.h"
56 #include "varray.h"
57 #include "viewport.h"
58 #include "mtypes.h"
59 #include "glapi/dispatch.h"
60
61
62 /**
63 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
64 */
65 struct gl_enable_attrib
66 {
67 GLboolean AlphaTest;
68 GLboolean AutoNormal;
69 GLboolean Blend;
70 GLbitfield ClipPlanes;
71 GLboolean ColorMaterial;
72 GLboolean ColorTable[COLORTABLE_MAX];
73 GLboolean Convolution1D;
74 GLboolean Convolution2D;
75 GLboolean Separable2D;
76 GLboolean CullFace;
77 GLboolean DepthClamp;
78 GLboolean DepthTest;
79 GLboolean Dither;
80 GLboolean Fog;
81 GLboolean Histogram;
82 GLboolean Light[MAX_LIGHTS];
83 GLboolean Lighting;
84 GLboolean LineSmooth;
85 GLboolean LineStipple;
86 GLboolean IndexLogicOp;
87 GLboolean ColorLogicOp;
88
89 GLboolean Map1Color4;
90 GLboolean Map1Index;
91 GLboolean Map1Normal;
92 GLboolean Map1TextureCoord1;
93 GLboolean Map1TextureCoord2;
94 GLboolean Map1TextureCoord3;
95 GLboolean Map1TextureCoord4;
96 GLboolean Map1Vertex3;
97 GLboolean Map1Vertex4;
98 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
99 GLboolean Map2Color4;
100 GLboolean Map2Index;
101 GLboolean Map2Normal;
102 GLboolean Map2TextureCoord1;
103 GLboolean Map2TextureCoord2;
104 GLboolean Map2TextureCoord3;
105 GLboolean Map2TextureCoord4;
106 GLboolean Map2Vertex3;
107 GLboolean Map2Vertex4;
108 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
109
110 GLboolean MinMax;
111 GLboolean Normalize;
112 GLboolean PixelTexture;
113 GLboolean PointSmooth;
114 GLboolean PolygonOffsetPoint;
115 GLboolean PolygonOffsetLine;
116 GLboolean PolygonOffsetFill;
117 GLboolean PolygonSmooth;
118 GLboolean PolygonStipple;
119 GLboolean RescaleNormals;
120 GLboolean Scissor;
121 GLboolean Stencil;
122 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
123 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
124 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
125 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
126 GLboolean SampleCoverage; /* GL_ARB_multisample */
127 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
128 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
129
130 GLbitfield Texture[MAX_TEXTURE_UNITS];
131 GLbitfield TexGen[MAX_TEXTURE_UNITS];
132
133 /* SGI_texture_color_table */
134 GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
135
136 /* GL_ARB_vertex_program / GL_NV_vertex_program */
137 GLboolean VertexProgram;
138 GLboolean VertexProgramPointSize;
139 GLboolean VertexProgramTwoSide;
140
141 /* GL_ARB_point_sprite / GL_NV_point_sprite */
142 GLboolean PointSprite;
143 GLboolean FragmentShaderATI;
144 };
145
146
147 /**
148 * Node for the attribute stack.
149 */
150 struct gl_attrib_node
151 {
152 GLbitfield kind;
153 void *data;
154 struct gl_attrib_node *next;
155 };
156
157
158
159 /**
160 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
161 */
162 struct texture_state
163 {
164 struct gl_texture_attrib Texture; /**< The usual context state */
165
166 /** to save per texture object state (wrap modes, filters, etc): */
167 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
168
169 /**
170 * To save references to texture objects (so they don't get accidentally
171 * deleted while saved in the attribute stack).
172 */
173 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
174 };
175
176
177 #if FEATURE_attrib_stack
178
179
180 /**
181 * Allocate new attribute node of given type/kind. Attach payload data.
182 * Insert it into the linked list named by 'head'.
183 */
184 static void
185 save_attrib_data(struct gl_attrib_node **head,
186 GLbitfield kind, void *payload)
187 {
188 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
189 if (n) {
190 n->kind = kind;
191 n->data = payload;
192 /* insert at head */
193 n->next = *head;
194 *head = n;
195 }
196 else {
197 /* out of memory! */
198 }
199 }
200
201
202 void GLAPIENTRY
203 _mesa_PushAttrib(GLbitfield mask)
204 {
205 struct gl_attrib_node *head;
206
207 GET_CURRENT_CONTEXT(ctx);
208 ASSERT_OUTSIDE_BEGIN_END(ctx);
209
210 if (MESA_VERBOSE & VERBOSE_API)
211 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
212
213 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
214 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
215 return;
216 }
217
218 /* Build linked list of attribute nodes which save all attribute */
219 /* groups specified by the mask. */
220 head = NULL;
221
222 if (mask & GL_ACCUM_BUFFER_BIT) {
223 struct gl_accum_attrib *attr;
224 attr = MALLOC_STRUCT( gl_accum_attrib );
225 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
226 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
227 }
228
229 if (mask & GL_COLOR_BUFFER_BIT) {
230 GLuint i;
231 struct gl_colorbuffer_attrib *attr;
232 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
233 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
234 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
235 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
236 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
237 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
238 }
239
240 if (mask & GL_CURRENT_BIT) {
241 struct gl_current_attrib *attr;
242 FLUSH_CURRENT( ctx, 0 );
243 attr = MALLOC_STRUCT( gl_current_attrib );
244 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
245 save_attrib_data(&head, GL_CURRENT_BIT, attr);
246 }
247
248 if (mask & GL_DEPTH_BUFFER_BIT) {
249 struct gl_depthbuffer_attrib *attr;
250 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
251 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
252 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
253 }
254
255 if (mask & GL_ENABLE_BIT) {
256 struct gl_enable_attrib *attr;
257 GLuint i;
258 attr = MALLOC_STRUCT( gl_enable_attrib );
259 /* Copy enable flags from all other attributes into the enable struct. */
260 attr->AlphaTest = ctx->Color.AlphaEnabled;
261 attr->AutoNormal = ctx->Eval.AutoNormal;
262 attr->Blend = ctx->Color.BlendEnabled;
263 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
264 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
265 for (i = 0; i < COLORTABLE_MAX; i++) {
266 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
267 }
268 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
269 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
270 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
271 attr->CullFace = ctx->Polygon.CullFlag;
272 attr->DepthClamp = ctx->Transform.DepthClamp;
273 attr->DepthTest = ctx->Depth.Test;
274 attr->Dither = ctx->Color.DitherFlag;
275 attr->Fog = ctx->Fog.Enabled;
276 for (i = 0; i < ctx->Const.MaxLights; i++) {
277 attr->Light[i] = ctx->Light.Light[i].Enabled;
278 }
279 attr->Lighting = ctx->Light.Enabled;
280 attr->LineSmooth = ctx->Line.SmoothFlag;
281 attr->LineStipple = ctx->Line.StippleFlag;
282 attr->Histogram = ctx->Pixel.HistogramEnabled;
283 attr->MinMax = ctx->Pixel.MinMaxEnabled;
284 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
285 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
286 attr->Map1Color4 = ctx->Eval.Map1Color4;
287 attr->Map1Index = ctx->Eval.Map1Index;
288 attr->Map1Normal = ctx->Eval.Map1Normal;
289 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
290 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
291 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
292 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
293 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
294 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
295 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
296 attr->Map2Color4 = ctx->Eval.Map2Color4;
297 attr->Map2Index = ctx->Eval.Map2Index;
298 attr->Map2Normal = ctx->Eval.Map2Normal;
299 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
300 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
301 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
302 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
303 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
304 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
305 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
306 attr->Normalize = ctx->Transform.Normalize;
307 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
308 attr->PointSmooth = ctx->Point.SmoothFlag;
309 attr->PointSprite = ctx->Point.PointSprite;
310 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
311 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
312 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
313 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
314 attr->PolygonStipple = ctx->Polygon.StippleFlag;
315 attr->RescaleNormals = ctx->Transform.RescaleNormals;
316 attr->Scissor = ctx->Scissor.Enabled;
317 attr->Stencil = ctx->Stencil.Enabled;
318 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
319 attr->MultisampleEnabled = ctx->Multisample.Enabled;
320 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
321 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
322 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
323 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
324 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
325 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
326 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
327 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
328 }
329 /* GL_NV_vertex_program */
330 attr->VertexProgram = ctx->VertexProgram.Enabled;
331 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
332 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
333 save_attrib_data(&head, GL_ENABLE_BIT, attr);
334 }
335
336 if (mask & GL_EVAL_BIT) {
337 struct gl_eval_attrib *attr;
338 attr = MALLOC_STRUCT( gl_eval_attrib );
339 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
340 save_attrib_data(&head, GL_EVAL_BIT, attr);
341 }
342
343 if (mask & GL_FOG_BIT) {
344 struct gl_fog_attrib *attr;
345 attr = MALLOC_STRUCT( gl_fog_attrib );
346 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
347 save_attrib_data(&head, GL_FOG_BIT, attr);
348 }
349
350 if (mask & GL_HINT_BIT) {
351 struct gl_hint_attrib *attr;
352 attr = MALLOC_STRUCT( gl_hint_attrib );
353 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
354 save_attrib_data(&head, GL_HINT_BIT, attr);
355 }
356
357 if (mask & GL_LIGHTING_BIT) {
358 struct gl_light_attrib *attr;
359 FLUSH_CURRENT(ctx, 0); /* flush material changes */
360 attr = MALLOC_STRUCT( gl_light_attrib );
361 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
362 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
363 }
364
365 if (mask & GL_LINE_BIT) {
366 struct gl_line_attrib *attr;
367 attr = MALLOC_STRUCT( gl_line_attrib );
368 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
369 save_attrib_data(&head, GL_LINE_BIT, attr);
370 }
371
372 if (mask & GL_LIST_BIT) {
373 struct gl_list_attrib *attr;
374 attr = MALLOC_STRUCT( gl_list_attrib );
375 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
376 save_attrib_data(&head, GL_LIST_BIT, attr);
377 }
378
379 if (mask & GL_PIXEL_MODE_BIT) {
380 struct gl_pixel_attrib *attr;
381 attr = MALLOC_STRUCT( gl_pixel_attrib );
382 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
383 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
384 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
385 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
386 }
387
388 if (mask & GL_POINT_BIT) {
389 struct gl_point_attrib *attr;
390 attr = MALLOC_STRUCT( gl_point_attrib );
391 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
392 save_attrib_data(&head, GL_POINT_BIT, attr);
393 }
394
395 if (mask & GL_POLYGON_BIT) {
396 struct gl_polygon_attrib *attr;
397 attr = MALLOC_STRUCT( gl_polygon_attrib );
398 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
399 save_attrib_data(&head, GL_POLYGON_BIT, attr);
400 }
401
402 if (mask & GL_POLYGON_STIPPLE_BIT) {
403 GLuint *stipple;
404 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
405 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
406 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
407 }
408
409 if (mask & GL_SCISSOR_BIT) {
410 struct gl_scissor_attrib *attr;
411 attr = MALLOC_STRUCT( gl_scissor_attrib );
412 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
413 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
414 }
415
416 if (mask & GL_STENCIL_BUFFER_BIT) {
417 struct gl_stencil_attrib *attr;
418 attr = MALLOC_STRUCT( gl_stencil_attrib );
419 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
420 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
421 }
422
423 if (mask & GL_TEXTURE_BIT) {
424 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
425 GLuint u, tex;
426
427 if (!texstate) {
428 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
429 goto end;
430 }
431
432 _mesa_lock_context_textures(ctx);
433
434 /* copy/save the bulk of texture state here */
435 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
436
437 /* Save references to the currently bound texture objects so they don't
438 * accidentally get deleted while referenced in the attribute stack.
439 */
440 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
441 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
442 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
443 ctx->Texture.Unit[u].CurrentTex[tex]);
444 }
445 }
446
447 /* copy state/contents of the currently bound texture objects */
448 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
449 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
450 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
451 ctx->Texture.Unit[u].CurrentTex[tex]);
452 }
453 }
454
455 _mesa_unlock_context_textures(ctx);
456
457 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
458 }
459
460 if (mask & GL_TRANSFORM_BIT) {
461 struct gl_transform_attrib *attr;
462 attr = MALLOC_STRUCT( gl_transform_attrib );
463 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
464 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
465 }
466
467 if (mask & GL_VIEWPORT_BIT) {
468 struct gl_viewport_attrib *attr;
469 attr = MALLOC_STRUCT( gl_viewport_attrib );
470 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
471 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
472 }
473
474 /* GL_ARB_multisample */
475 if (mask & GL_MULTISAMPLE_BIT_ARB) {
476 struct gl_multisample_attrib *attr;
477 attr = MALLOC_STRUCT( gl_multisample_attrib );
478 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
479 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
480 }
481
482 end:
483 ctx->AttribStack[ctx->AttribStackDepth] = head;
484 ctx->AttribStackDepth++;
485 }
486
487
488
489 static void
490 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
491 {
492 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
493 GLuint i;
494
495 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
496 if ((VALUE) != (NEWVALUE)) { \
497 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
498 }
499
500 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
501 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
502
503 for (i=0;i<MAX_CLIP_PLANES;i++) {
504 const GLuint mask = 1 << i;
505 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
506 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
507 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
508 }
509
510 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
511 GL_COLOR_MATERIAL);
512 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
513 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
514 GL_COLOR_TABLE);
515 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
516 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
517 GL_POST_CONVOLUTION_COLOR_TABLE);
518 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
519 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
520 GL_POST_COLOR_MATRIX_COLOR_TABLE);
521 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
522 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
523 GL_DEPTH_CLAMP);
524 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
525 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
526 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
527 GL_CONVOLUTION_1D);
528 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
529 GL_CONVOLUTION_2D);
530 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
531 GL_SEPARABLE_2D);
532 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
533 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
534 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
535 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
536 GL_LINE_STIPPLE);
537 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
538 GL_INDEX_LOGIC_OP);
539 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
540 GL_COLOR_LOGIC_OP);
541
542 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
543 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
544 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
545 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
546 GL_MAP1_TEXTURE_COORD_1);
547 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
548 GL_MAP1_TEXTURE_COORD_2);
549 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
550 GL_MAP1_TEXTURE_COORD_3);
551 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
552 GL_MAP1_TEXTURE_COORD_4);
553 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
554 GL_MAP1_VERTEX_3);
555 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
556 GL_MAP1_VERTEX_4);
557 for (i = 0; i < 16; i++) {
558 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
559 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
560 }
561
562 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
563 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
564 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
565 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
566 GL_MAP2_TEXTURE_COORD_1);
567 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
568 GL_MAP2_TEXTURE_COORD_2);
569 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
570 GL_MAP2_TEXTURE_COORD_3);
571 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
572 GL_MAP2_TEXTURE_COORD_4);
573 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
574 GL_MAP2_VERTEX_3);
575 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
576 GL_MAP2_VERTEX_4);
577 for (i = 0; i < 16; i++) {
578 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
579 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
580 }
581
582 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
583 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
584 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
585 GL_RESCALE_NORMAL_EXT);
586 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
587 enable->RasterPositionUnclipped,
588 GL_RASTER_POSITION_UNCLIPPED_IBM);
589 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
590 GL_POINT_SMOOTH);
591 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
592 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
593 GL_POINT_SPRITE_NV);
594 }
595 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
596 GL_POLYGON_OFFSET_POINT);
597 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
598 GL_POLYGON_OFFSET_LINE);
599 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
600 GL_POLYGON_OFFSET_FILL);
601 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
602 GL_POLYGON_SMOOTH);
603 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
604 GL_POLYGON_STIPPLE);
605 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
606 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
607 if (ctx->Extensions.EXT_stencil_two_side) {
608 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
609 }
610 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
611 GL_MULTISAMPLE_ARB);
612 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
613 enable->SampleAlphaToCoverage,
614 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
615 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
616 enable->SampleAlphaToOne,
617 GL_SAMPLE_ALPHA_TO_ONE_ARB);
618 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
619 enable->SampleCoverage,
620 GL_SAMPLE_COVERAGE_ARB);
621 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
622 enable->SampleCoverageInvert,
623 GL_SAMPLE_COVERAGE_INVERT_ARB);
624 /* GL_ARB_vertex_program, GL_NV_vertex_program */
625 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
626 enable->VertexProgram,
627 GL_VERTEX_PROGRAM_ARB);
628 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
629 enable->VertexProgramPointSize,
630 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
631 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
632 enable->VertexProgramTwoSide,
633 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
634
635 #undef TEST_AND_UPDATE
636
637 /* texture unit enables */
638 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
639 const GLbitfield enabled = enable->Texture[i];
640 const GLbitfield genEnabled = enable->TexGen[i];
641
642 if (ctx->Texture.Unit[i].Enabled != enabled) {
643 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
644
645 _mesa_set_enable(ctx, GL_TEXTURE_1D,
646 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
647 _mesa_set_enable(ctx, GL_TEXTURE_2D,
648 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
649 _mesa_set_enable(ctx, GL_TEXTURE_3D,
650 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
651 if (ctx->Extensions.NV_texture_rectangle) {
652 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
653 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
654 }
655 if (ctx->Extensions.ARB_texture_cube_map) {
656 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
657 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
658 }
659 if (ctx->Extensions.MESA_texture_array) {
660 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
661 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
662 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
663 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
664 }
665 }
666
667 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
668 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
669 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
670 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
671 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
672 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
673 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
674 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
675 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
676 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
677 }
678
679 /* GL_SGI_texture_color_table */
680 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
681 }
682
683 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
684 }
685
686
687 /**
688 * Pop/restore texture attribute/group state.
689 */
690 static void
691 pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
692 {
693 GLuint u;
694
695 _mesa_lock_context_textures(ctx);
696
697 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
698 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
699 GLuint tgt;
700
701 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
702 _mesa_set_enable(ctx, GL_TEXTURE_1D,
703 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
704 _mesa_set_enable(ctx, GL_TEXTURE_2D,
705 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
706 _mesa_set_enable(ctx, GL_TEXTURE_3D,
707 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
708 if (ctx->Extensions.ARB_texture_cube_map) {
709 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
710 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
711 }
712 if (ctx->Extensions.NV_texture_rectangle) {
713 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
714 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
715 }
716 if (ctx->Extensions.MESA_texture_array) {
717 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
718 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
719 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
720 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
721 }
722
723 if (ctx->Extensions.SGI_texture_color_table) {
724 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
725 unit->ColorTableEnabled);
726 }
727 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
728 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
729 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
730 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
731 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
732 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
733 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
734 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
735 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
736 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
737 /* Eye plane done differently to avoid re-transformation */
738 {
739 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
740 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
741 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
742 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
743 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
744 if (ctx->Driver.TexGen) {
745 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
746 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
747 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
748 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
749 }
750 }
751 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
752 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
753 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
754 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
755 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
756 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
757 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
758 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
759 if (ctx->Extensions.EXT_texture_lod_bias) {
760 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
761 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
762 }
763 if (ctx->Extensions.EXT_texture_env_combine ||
764 ctx->Extensions.ARB_texture_env_combine) {
765 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
766 unit->Combine.ModeRGB);
767 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
768 unit->Combine.ModeA);
769 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
770 unit->Combine.SourceRGB[0]);
771 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
772 unit->Combine.SourceRGB[1]);
773 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
774 unit->Combine.SourceRGB[2]);
775 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
776 unit->Combine.SourceA[0]);
777 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
778 unit->Combine.SourceA[1]);
779 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
780 unit->Combine.SourceA[2]);
781 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
782 unit->Combine.OperandRGB[0]);
783 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
784 unit->Combine.OperandRGB[1]);
785 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
786 unit->Combine.OperandRGB[2]);
787 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
788 unit->Combine.OperandA[0]);
789 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
790 unit->Combine.OperandA[1]);
791 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
792 unit->Combine.OperandA[2]);
793 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
794 1 << unit->Combine.ScaleShiftRGB);
795 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
796 1 << unit->Combine.ScaleShiftA);
797 }
798
799 /* Restore texture object state for each target */
800 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
801 const struct gl_texture_object *obj = NULL;
802 GLenum target;
803
804 obj = &texstate->SavedObj[u][tgt];
805
806 /* don't restore state for unsupported targets to prevent
807 * raising GL errors.
808 */
809 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
810 !ctx->Extensions.ARB_texture_cube_map) {
811 continue;
812 }
813 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
814 !ctx->Extensions.NV_texture_rectangle) {
815 continue;
816 }
817 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
818 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
819 !ctx->Extensions.MESA_texture_array) {
820 continue;
821 }
822
823 target = obj->Target;
824
825 _mesa_BindTexture(target, obj->Name);
826
827 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor);
828 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
829 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
830 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
831 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
832 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
833 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
834 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
835 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
836 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
837 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
838 if (target != GL_TEXTURE_RECTANGLE_ARB)
839 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
840 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
841 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
842 obj->MaxAnisotropy);
843 }
844 if (ctx->Extensions.ARB_shadow_ambient) {
845 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
846 obj->CompareFailValue);
847 }
848 }
849
850 /* remove saved references to the texture objects */
851 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
852 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
853 }
854 }
855
856 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
857
858 _mesa_unlock_context_textures(ctx);
859 }
860
861
862 /*
863 * This function is kind of long just because we have to call a lot
864 * of device driver functions to update device driver state.
865 *
866 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
867 * in order to restore GL state. This isn't terribly efficient but it
868 * ensures that dirty flags and any derived state gets updated correctly.
869 * We could at least check if the value to restore equals the current value
870 * and then skip the Mesa call.
871 */
872 void GLAPIENTRY
873 _mesa_PopAttrib(void)
874 {
875 struct gl_attrib_node *attr, *next;
876 GET_CURRENT_CONTEXT(ctx);
877 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
878
879 if (ctx->AttribStackDepth == 0) {
880 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
881 return;
882 }
883
884 ctx->AttribStackDepth--;
885 attr = ctx->AttribStack[ctx->AttribStackDepth];
886
887 while (attr) {
888
889 if (MESA_VERBOSE & VERBOSE_API) {
890 _mesa_debug(ctx, "glPopAttrib %s\n",
891 _mesa_lookup_enum_by_nr(attr->kind));
892 }
893
894 switch (attr->kind) {
895 case GL_ACCUM_BUFFER_BIT:
896 {
897 const struct gl_accum_attrib *accum;
898 accum = (const struct gl_accum_attrib *) attr->data;
899 _mesa_ClearAccum(accum->ClearColor[0],
900 accum->ClearColor[1],
901 accum->ClearColor[2],
902 accum->ClearColor[3]);
903 }
904 break;
905 case GL_COLOR_BUFFER_BIT:
906 {
907 const struct gl_colorbuffer_attrib *color;
908 color = (const struct gl_colorbuffer_attrib *) attr->data;
909 _mesa_ClearIndex((GLfloat) color->ClearIndex);
910 _mesa_ClearColor(color->ClearColor[0],
911 color->ClearColor[1],
912 color->ClearColor[2],
913 color->ClearColor[3]);
914 _mesa_IndexMask(color->IndexMask);
915 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
916 (GLboolean) (color->ColorMask[1] != 0),
917 (GLboolean) (color->ColorMask[2] != 0),
918 (GLboolean) (color->ColorMask[3] != 0));
919 {
920 /* Need to determine if more than one color output is
921 * specified. If so, call glDrawBuffersARB, else call
922 * glDrawBuffer(). This is a subtle, but essential point
923 * since GL_FRONT (for example) is illegal for the former
924 * function, but legal for the later.
925 */
926 GLboolean multipleBuffers = GL_FALSE;
927 GLuint i;
928
929 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
930 if (color->DrawBuffer[i] != GL_NONE) {
931 multipleBuffers = GL_TRUE;
932 break;
933 }
934 }
935 /* Call the API_level functions, not _mesa_drawbuffers()
936 * since we need to do error checking on the pop'd
937 * GL_DRAW_BUFFER.
938 * Ex: if GL_FRONT were pushed, but we're popping with a
939 * user FBO bound, GL_FRONT will be illegal and we'll need
940 * to record that error. Per OpenGL ARB decision.
941 */
942 if (multipleBuffers)
943 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
944 color->DrawBuffer);
945 else
946 _mesa_DrawBuffer(color->DrawBuffer[0]);
947 }
948 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
949 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
950 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
951 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
952 color->BlendDstRGB,
953 color->BlendSrcA,
954 color->BlendDstA);
955 /* This special case is because glBlendEquationSeparateEXT
956 * cannot take GL_LOGIC_OP as a parameter.
957 */
958 if ( color->BlendEquationRGB == color->BlendEquationA ) {
959 _mesa_BlendEquation(color->BlendEquationRGB);
960 }
961 else {
962 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
963 color->BlendEquationA);
964 }
965 _mesa_BlendColor(color->BlendColor[0],
966 color->BlendColor[1],
967 color->BlendColor[2],
968 color->BlendColor[3]);
969 _mesa_LogicOp(color->LogicOp);
970 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
971 color->ColorLogicOpEnabled);
972 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
973 color->IndexLogicOpEnabled);
974 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
975 }
976 break;
977 case GL_CURRENT_BIT:
978 FLUSH_CURRENT( ctx, 0 );
979 MEMCPY( &ctx->Current, attr->data,
980 sizeof(struct gl_current_attrib) );
981 break;
982 case GL_DEPTH_BUFFER_BIT:
983 {
984 const struct gl_depthbuffer_attrib *depth;
985 depth = (const struct gl_depthbuffer_attrib *) attr->data;
986 _mesa_DepthFunc(depth->Func);
987 _mesa_ClearDepth(depth->Clear);
988 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
989 _mesa_DepthMask(depth->Mask);
990 }
991 break;
992 case GL_ENABLE_BIT:
993 {
994 const struct gl_enable_attrib *enable;
995 enable = (const struct gl_enable_attrib *) attr->data;
996 pop_enable_group(ctx, enable);
997 ctx->NewState |= _NEW_ALL;
998 }
999 break;
1000 case GL_EVAL_BIT:
1001 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1002 ctx->NewState |= _NEW_EVAL;
1003 break;
1004 case GL_FOG_BIT:
1005 {
1006 const struct gl_fog_attrib *fog;
1007 fog = (const struct gl_fog_attrib *) attr->data;
1008 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1009 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1010 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1011 _mesa_Fogf(GL_FOG_START, fog->Start);
1012 _mesa_Fogf(GL_FOG_END, fog->End);
1013 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1014 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1015 }
1016 break;
1017 case GL_HINT_BIT:
1018 {
1019 const struct gl_hint_attrib *hint;
1020 hint = (const struct gl_hint_attrib *) attr->data;
1021 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1022 hint->PerspectiveCorrection );
1023 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1024 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1025 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1026 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1027 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1028 hint->ClipVolumeClipping);
1029 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1030 hint->TextureCompression);
1031 }
1032 break;
1033 case GL_LIGHTING_BIT:
1034 {
1035 GLuint i;
1036 const struct gl_light_attrib *light;
1037 light = (const struct gl_light_attrib *) attr->data;
1038 /* lighting enable */
1039 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1040 /* per-light state */
1041 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1042 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1043
1044 for (i = 0; i < ctx->Const.MaxLights; i++) {
1045 const struct gl_light *l = &light->Light[i];
1046 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1047 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1048 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1049 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1050 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1051 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1052 {
1053 GLfloat p[4] = { 0 };
1054 p[0] = l->SpotExponent;
1055 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1056 }
1057 {
1058 GLfloat p[4] = { 0 };
1059 p[0] = l->SpotCutoff;
1060 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1061 }
1062 {
1063 GLfloat p[4] = { 0 };
1064 p[0] = l->ConstantAttenuation;
1065 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1066 }
1067 {
1068 GLfloat p[4] = { 0 };
1069 p[0] = l->LinearAttenuation;
1070 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1071 }
1072 {
1073 GLfloat p[4] = { 0 };
1074 p[0] = l->QuadraticAttenuation;
1075 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1076 }
1077 }
1078 /* light model */
1079 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1080 light->Model.Ambient);
1081 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1082 (GLfloat) light->Model.LocalViewer);
1083 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1084 (GLfloat) light->Model.TwoSide);
1085 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1086 (GLfloat) light->Model.ColorControl);
1087 /* shade model */
1088 _mesa_ShadeModel(light->ShadeModel);
1089 /* color material */
1090 _mesa_ColorMaterial(light->ColorMaterialFace,
1091 light->ColorMaterialMode);
1092 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1093 light->ColorMaterialEnabled);
1094 /* materials */
1095 MEMCPY(&ctx->Light.Material, &light->Material,
1096 sizeof(struct gl_material));
1097 }
1098 break;
1099 case GL_LINE_BIT:
1100 {
1101 const struct gl_line_attrib *line;
1102 line = (const struct gl_line_attrib *) attr->data;
1103 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1104 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1105 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1106 _mesa_LineWidth(line->Width);
1107 }
1108 break;
1109 case GL_LIST_BIT:
1110 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1111 break;
1112 case GL_PIXEL_MODE_BIT:
1113 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1114 /* XXX what other pixel state needs to be set by function calls? */
1115 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1116 ctx->NewState |= _NEW_PIXEL;
1117 break;
1118 case GL_POINT_BIT:
1119 {
1120 const struct gl_point_attrib *point;
1121 point = (const struct gl_point_attrib *) attr->data;
1122 _mesa_PointSize(point->Size);
1123 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1124 if (ctx->Extensions.EXT_point_parameters) {
1125 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1126 point->Params);
1127 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1128 point->MinSize);
1129 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1130 point->MaxSize);
1131 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1132 point->Threshold);
1133 }
1134 if (ctx->Extensions.NV_point_sprite
1135 || ctx->Extensions.ARB_point_sprite) {
1136 GLuint u;
1137 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1138 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1139 (GLint) point->CoordReplace[u]);
1140 }
1141 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1142 if (ctx->Extensions.NV_point_sprite)
1143 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1144 ctx->Point.SpriteRMode);
1145 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1146 (GLfloat)ctx->Point.SpriteOrigin);
1147 }
1148 }
1149 break;
1150 case GL_POLYGON_BIT:
1151 {
1152 const struct gl_polygon_attrib *polygon;
1153 polygon = (const struct gl_polygon_attrib *) attr->data;
1154 _mesa_CullFace(polygon->CullFaceMode);
1155 _mesa_FrontFace(polygon->FrontFace);
1156 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1157 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1158 _mesa_PolygonOffset(polygon->OffsetFactor,
1159 polygon->OffsetUnits);
1160 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1161 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1162 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1163 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1164 polygon->OffsetPoint);
1165 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1166 polygon->OffsetLine);
1167 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1168 polygon->OffsetFill);
1169 }
1170 break;
1171 case GL_POLYGON_STIPPLE_BIT:
1172 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1173 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1174 if (ctx->Driver.PolygonStipple)
1175 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1176 break;
1177 case GL_SCISSOR_BIT:
1178 {
1179 const struct gl_scissor_attrib *scissor;
1180 scissor = (const struct gl_scissor_attrib *) attr->data;
1181 _mesa_Scissor(scissor->X, scissor->Y,
1182 scissor->Width, scissor->Height);
1183 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1184 }
1185 break;
1186 case GL_STENCIL_BUFFER_BIT:
1187 {
1188 const struct gl_stencil_attrib *stencil;
1189 stencil = (const struct gl_stencil_attrib *) attr->data;
1190 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1191 _mesa_ClearStencil(stencil->Clear);
1192 if (ctx->Extensions.EXT_stencil_two_side) {
1193 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1194 stencil->TestTwoSide);
1195 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1196 ? GL_BACK : GL_FRONT);
1197 }
1198 /* front state */
1199 _mesa_StencilFuncSeparate(GL_FRONT,
1200 stencil->Function[0],
1201 stencil->Ref[0],
1202 stencil->ValueMask[0]);
1203 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1204 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1205 stencil->ZFailFunc[0],
1206 stencil->ZPassFunc[0]);
1207 /* back state */
1208 _mesa_StencilFuncSeparate(GL_BACK,
1209 stencil->Function[1],
1210 stencil->Ref[1],
1211 stencil->ValueMask[1]);
1212 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1213 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1214 stencil->ZFailFunc[1],
1215 stencil->ZPassFunc[1]);
1216 }
1217 break;
1218 case GL_TRANSFORM_BIT:
1219 {
1220 GLuint i;
1221 const struct gl_transform_attrib *xform;
1222 xform = (const struct gl_transform_attrib *) attr->data;
1223 _mesa_MatrixMode(xform->MatrixMode);
1224 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1225 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1226
1227 /* restore clip planes */
1228 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1229 const GLuint mask = 1 << i;
1230 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1231 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1232 if (xform->ClipPlanesEnabled & mask) {
1233 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1234 }
1235 else {
1236 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1237 }
1238 if (ctx->Driver.ClipPlane)
1239 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1240 }
1241
1242 /* normalize/rescale */
1243 if (xform->Normalize != ctx->Transform.Normalize)
1244 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1245 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1246 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1247 ctx->Transform.RescaleNormals);
1248 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1249 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1250 ctx->Transform.DepthClamp);
1251 }
1252 break;
1253 case GL_TEXTURE_BIT:
1254 /* Take care of texture object reference counters */
1255 {
1256 struct texture_state *texstate
1257 = (struct texture_state *) attr->data;
1258 pop_texture_group(ctx, texstate);
1259 ctx->NewState |= _NEW_TEXTURE;
1260 }
1261 break;
1262 case GL_VIEWPORT_BIT:
1263 {
1264 const struct gl_viewport_attrib *vp;
1265 vp = (const struct gl_viewport_attrib *) attr->data;
1266 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1267 _mesa_DepthRange(vp->Near, vp->Far);
1268 }
1269 break;
1270 case GL_MULTISAMPLE_BIT_ARB:
1271 {
1272 const struct gl_multisample_attrib *ms;
1273 ms = (const struct gl_multisample_attrib *) attr->data;
1274 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1275 ms->SampleCoverageInvert);
1276 }
1277 break;
1278
1279 default:
1280 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1281 break;
1282 }
1283
1284 next = attr->next;
1285 FREE( attr->data );
1286 FREE( attr );
1287 attr = next;
1288 }
1289 }
1290
1291
1292 /**
1293 * Helper for incrementing/decrementing vertex buffer object reference
1294 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1295 */
1296 static void
1297 adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
1298 {
1299 GLuint i;
1300
1301 arrayObj->Vertex.BufferObj->RefCount += step;
1302 arrayObj->Weight.BufferObj->RefCount += step;
1303 arrayObj->Normal.BufferObj->RefCount += step;
1304 arrayObj->Color.BufferObj->RefCount += step;
1305 arrayObj->SecondaryColor.BufferObj->RefCount += step;
1306 arrayObj->FogCoord.BufferObj->RefCount += step;
1307 arrayObj->Index.BufferObj->RefCount += step;
1308 arrayObj->EdgeFlag.BufferObj->RefCount += step;
1309 for (i = 0; i < Elements(arrayObj->TexCoord); i++)
1310 arrayObj->TexCoord[i].BufferObj->RefCount += step;
1311 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
1312 arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1313 }
1314
1315
1316 /**
1317 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1318 * object refcounts.
1319 */
1320 static void
1321 copy_pixelstore(GLcontext *ctx,
1322 struct gl_pixelstore_attrib *dst,
1323 const struct gl_pixelstore_attrib *src)
1324 {
1325 dst->Alignment = src->Alignment;
1326 dst->RowLength = src->RowLength;
1327 dst->SkipPixels = src->SkipPixels;
1328 dst->SkipRows = src->SkipRows;
1329 dst->ImageHeight = src->ImageHeight;
1330 dst->SkipImages = src->SkipImages;
1331 dst->SwapBytes = src->SwapBytes;
1332 dst->LsbFirst = src->LsbFirst;
1333 dst->ClientStorage = src->ClientStorage;
1334 dst->Invert = src->Invert;
1335 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1336 }
1337
1338
1339 #define GL_CLIENT_PACK_BIT (1<<20)
1340 #define GL_CLIENT_UNPACK_BIT (1<<21)
1341
1342
1343 void GLAPIENTRY
1344 _mesa_PushClientAttrib(GLbitfield mask)
1345 {
1346 struct gl_attrib_node *head;
1347
1348 GET_CURRENT_CONTEXT(ctx);
1349 ASSERT_OUTSIDE_BEGIN_END(ctx);
1350
1351 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1352 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1353 return;
1354 }
1355
1356 /* Build linked list of attribute nodes which save all attribute
1357 * groups specified by the mask.
1358 */
1359 head = NULL;
1360
1361 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1362 struct gl_pixelstore_attrib *attr;
1363 /* packing attribs */
1364 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1365 copy_pixelstore(ctx, attr, &ctx->Pack);
1366 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1367 /* unpacking attribs */
1368 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1369 copy_pixelstore(ctx, attr, &ctx->Unpack);
1370 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1371 }
1372
1373 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1374 struct gl_array_attrib *attr;
1375 struct gl_array_object *obj;
1376
1377 attr = MALLOC_STRUCT( gl_array_attrib );
1378 obj = MALLOC_STRUCT( gl_array_object );
1379
1380 #if FEATURE_ARB_vertex_buffer_object
1381 /* increment ref counts since we're copying pointers to these objects */
1382 ctx->Array.ArrayBufferObj->RefCount++;
1383 ctx->Array.ElementArrayBufferObj->RefCount++;
1384 #endif
1385
1386 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1387 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1388
1389 attr->ArrayObj = obj;
1390
1391 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1392
1393 /* bump reference counts on buffer objects */
1394 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
1395 }
1396
1397 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1398 ctx->ClientAttribStackDepth++;
1399 }
1400
1401
1402
1403
1404 void GLAPIENTRY
1405 _mesa_PopClientAttrib(void)
1406 {
1407 struct gl_attrib_node *node, *next;
1408
1409 GET_CURRENT_CONTEXT(ctx);
1410 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1411
1412 if (ctx->ClientAttribStackDepth == 0) {
1413 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1414 return;
1415 }
1416
1417 ctx->ClientAttribStackDepth--;
1418 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1419
1420 while (node) {
1421 switch (node->kind) {
1422 case GL_CLIENT_PACK_BIT:
1423 {
1424 struct gl_pixelstore_attrib *store =
1425 (struct gl_pixelstore_attrib *) node->data;
1426 copy_pixelstore(ctx, &ctx->Pack, store);
1427 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1428 }
1429 ctx->NewState |= _NEW_PACKUNPACK;
1430 break;
1431 case GL_CLIENT_UNPACK_BIT:
1432 {
1433 struct gl_pixelstore_attrib *store =
1434 (struct gl_pixelstore_attrib *) node->data;
1435 copy_pixelstore(ctx, &ctx->Unpack, store);
1436 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1437 }
1438 ctx->NewState |= _NEW_PACKUNPACK;
1439 break;
1440 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1441 struct gl_array_attrib * data =
1442 (struct gl_array_attrib *) node->data;
1443
1444 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
1445
1446 ctx->Array.ActiveTexture = data->ActiveTexture;
1447 if (data->LockCount != 0)
1448 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1449 else if (ctx->Array.LockCount)
1450 _mesa_UnlockArraysEXT();
1451
1452 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1453
1454 #if FEATURE_ARB_vertex_buffer_object
1455 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1456 data->ArrayBufferObj->Name);
1457 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1458 data->ElementArrayBufferObj->Name);
1459 #endif
1460
1461 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1462 sizeof( struct gl_array_object ) );
1463
1464 FREE( data->ArrayObj );
1465
1466 /* FIXME: Should some bits in ctx->Array->NewState also be set
1467 * FIXME: here? It seems like it should be set to inclusive-or
1468 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1469 */
1470
1471 ctx->NewState |= _NEW_ARRAY;
1472 break;
1473 }
1474 default:
1475 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1476 break;
1477 }
1478
1479 next = node->next;
1480 FREE( node->data );
1481 FREE( node );
1482 node = next;
1483 }
1484 }
1485
1486
1487 void
1488 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
1489 {
1490 SET_PopAttrib(disp, _mesa_PopAttrib);
1491 SET_PushAttrib(disp, _mesa_PushAttrib);
1492 SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1493 SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1494 }
1495
1496
1497 #endif /* FEATURE_attrib_stack */
1498
1499
1500 /**
1501 * Free any attribute state data that might be attached to the context.
1502 */
1503 void
1504 _mesa_free_attrib_data(GLcontext *ctx)
1505 {
1506 while (ctx->AttribStackDepth > 0) {
1507 struct gl_attrib_node *attr, *next;
1508
1509 ctx->AttribStackDepth--;
1510 attr = ctx->AttribStack[ctx->AttribStackDepth];
1511
1512 while (attr) {
1513 if (attr->kind == GL_TEXTURE_BIT) {
1514 struct texture_state *texstate = (struct texture_state*)attr->data;
1515 GLuint u, tgt;
1516 /* clear references to the saved texture objects */
1517 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1518 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1519 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1520 }
1521 }
1522 }
1523 else {
1524 /* any other chunks of state that requires special handling? */
1525 }
1526
1527 next = attr->next;
1528 _mesa_free(attr->data);
1529 _mesa_free(attr);
1530 attr = next;
1531 }
1532 }
1533 }
1534
1535
1536 void _mesa_init_attrib( GLcontext *ctx )
1537 {
1538 /* Renderer and client attribute stacks */
1539 ctx->AttribStackDepth = 0;
1540 ctx->ClientAttribStackDepth = 0;
1541 }