- Port 3.4 texture utils, texture format work to 3.5 (including new
[mesa.git] / src / mesa / main / attrib.c
1 /* $Id: attrib.c,v 1.47 2001/03/18 08:53:49 gareth Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "accum.h"
33 #include "alpha.h"
34 #include "attrib.h"
35 #include "blend.h"
36 #include "buffers.h"
37 #include "clip.h"
38 #include "colormac.h"
39 #include "context.h"
40 #include "depth.h"
41 #include "enable.h"
42 #include "enums.h"
43 #include "fog.h"
44 #include "hint.h"
45 #include "light.h"
46 #include "lines.h"
47 #include "logic.h"
48 #include "masking.h"
49 #include "matrix.h"
50 #include "mem.h"
51 #include "points.h"
52 #include "polygon.h"
53 #include "scissor.h"
54 #include "simple_list.h"
55 #include "stencil.h"
56 #include "texstate.h"
57 #include "mtypes.h"
58 #endif
59
60
61
62
63 /*
64 * Allocate a new attribute state node. These nodes have a
65 * "kind" value and a pointer to a struct of state data.
66 */
67 static struct gl_attrib_node *
68 new_attrib_node( GLbitfield kind )
69 {
70 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
71 if (an) {
72 an->kind = kind;
73 }
74 return an;
75 }
76
77
78
79 /*
80 * Copy texture object state from one texture object to another.
81 */
82 static void
83 copy_texobj_state( struct gl_texture_object *dest,
84 const struct gl_texture_object *src )
85 {
86 /*
87 dest->Name = src->Name;
88 dest->Dimensions = src->Dimensions;
89 */
90 dest->Priority = src->Priority;
91 dest->BorderColor[0] = src->BorderColor[0];
92 dest->BorderColor[1] = src->BorderColor[1];
93 dest->BorderColor[2] = src->BorderColor[2];
94 dest->BorderColor[3] = src->BorderColor[3];
95 dest->WrapS = src->WrapS;
96 dest->WrapT = src->WrapT;
97 dest->WrapR = src->WrapR;
98 dest->MinFilter = src->MinFilter;
99 dest->MagFilter = src->MagFilter;
100 dest->MinLod = src->MinLod;
101 dest->MaxLod = src->MaxLod;
102 dest->BaseLevel = src->BaseLevel;
103 dest->MaxLevel = src->MaxLevel;
104 dest->MaxAnisotropy = src->MaxAnisotropy;
105 dest->CompareFlag = src->CompareFlag;
106 dest->CompareOperator = src->CompareOperator;
107 dest->ShadowAmbient = src->ShadowAmbient;
108 dest->_MaxLevel = src->_MaxLevel;
109 dest->_MaxLambda = src->_MaxLambda;
110 dest->Palette = src->Palette;
111 dest->Complete = src->Complete;
112 }
113
114
115
116 void
117 _mesa_PushAttrib(GLbitfield mask)
118 {
119 struct gl_attrib_node *newnode;
120 struct gl_attrib_node *head;
121
122 GET_CURRENT_CONTEXT(ctx);
123 ASSERT_OUTSIDE_BEGIN_END(ctx);
124
125 if (MESA_VERBOSE&VERBOSE_API)
126 fprintf(stderr, "glPushAttrib %x\n", (int)mask);
127
128 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
129 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
130 return;
131 }
132
133 /* Build linked list of attribute nodes which save all attribute */
134 /* groups specified by the mask. */
135 head = NULL;
136
137 if (mask & GL_ACCUM_BUFFER_BIT) {
138 struct gl_accum_attrib *attr;
139 attr = MALLOC_STRUCT( gl_accum_attrib );
140 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
141 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
142 newnode->data = attr;
143 newnode->next = head;
144 head = newnode;
145 }
146
147 if (mask & GL_COLOR_BUFFER_BIT) {
148 struct gl_colorbuffer_attrib *attr;
149 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
150 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
151 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
152 newnode->data = attr;
153 newnode->next = head;
154 head = newnode;
155 }
156
157 if (mask & GL_CURRENT_BIT) {
158 struct gl_current_attrib *attr;
159 FLUSH_CURRENT( ctx, 0 );
160 attr = MALLOC_STRUCT( gl_current_attrib );
161 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
162 newnode = new_attrib_node( GL_CURRENT_BIT );
163 newnode->data = attr;
164 newnode->next = head;
165 head = newnode;
166 }
167
168 if (mask & GL_DEPTH_BUFFER_BIT) {
169 struct gl_depthbuffer_attrib *attr;
170 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
171 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
172 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
173 newnode->data = attr;
174 newnode->next = head;
175 head = newnode;
176 }
177
178 if (mask & GL_ENABLE_BIT) {
179 struct gl_enable_attrib *attr;
180 GLuint i;
181 attr = MALLOC_STRUCT( gl_enable_attrib );
182 /* Copy enable flags from all other attributes into the enable struct. */
183 attr->AlphaTest = ctx->Color.AlphaEnabled;
184 attr->AutoNormal = ctx->Eval.AutoNormal;
185 attr->Blend = ctx->Color.BlendEnabled;
186 for (i=0;i<MAX_CLIP_PLANES;i++) {
187 attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
188 }
189 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
190 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
191 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
192 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
193 attr->CullFace = ctx->Polygon.CullFlag;
194 attr->DepthTest = ctx->Depth.Test;
195 attr->Dither = ctx->Color.DitherFlag;
196 attr->Fog = ctx->Fog.Enabled;
197 for (i=0;i<MAX_LIGHTS;i++) {
198 attr->Light[i] = ctx->Light.Light[i].Enabled;
199 }
200 attr->Lighting = ctx->Light.Enabled;
201 attr->LineSmooth = ctx->Line.SmoothFlag;
202 attr->LineStipple = ctx->Line.StippleFlag;
203 attr->Histogram = ctx->Pixel.HistogramEnabled;
204 attr->MinMax = ctx->Pixel.MinMaxEnabled;
205 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
206 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
207 attr->Map1Color4 = ctx->Eval.Map1Color4;
208 attr->Map1Index = ctx->Eval.Map1Index;
209 attr->Map1Normal = ctx->Eval.Map1Normal;
210 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
211 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
212 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
213 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
214 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
215 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
216 attr->Map2Color4 = ctx->Eval.Map2Color4;
217 attr->Map2Index = ctx->Eval.Map2Index;
218 attr->Map2Normal = ctx->Eval.Map2Normal;
219 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
220 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
221 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
222 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
223 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
224 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
225 attr->Normalize = ctx->Transform.Normalize;
226 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
227 attr->PointSmooth = ctx->Point.SmoothFlag;
228 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
229 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
230 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
231 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
232 attr->PolygonStipple = ctx->Polygon.StippleFlag;
233 attr->RescaleNormals = ctx->Transform.RescaleNormals;
234 attr->Scissor = ctx->Scissor.Enabled;
235 attr->Stencil = ctx->Stencil.Enabled;
236 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
237 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
238 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
239 }
240 newnode = new_attrib_node( GL_ENABLE_BIT );
241 newnode->data = attr;
242 newnode->next = head;
243 head = newnode;
244 }
245
246 if (mask & GL_EVAL_BIT) {
247 struct gl_eval_attrib *attr;
248 attr = MALLOC_STRUCT( gl_eval_attrib );
249 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
250 newnode = new_attrib_node( GL_EVAL_BIT );
251 newnode->data = attr;
252 newnode->next = head;
253 head = newnode;
254 }
255
256 if (mask & GL_FOG_BIT) {
257 struct gl_fog_attrib *attr;
258 attr = MALLOC_STRUCT( gl_fog_attrib );
259 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
260 newnode = new_attrib_node( GL_FOG_BIT );
261 newnode->data = attr;
262 newnode->next = head;
263 head = newnode;
264 }
265
266 if (mask & GL_HINT_BIT) {
267 struct gl_hint_attrib *attr;
268 attr = MALLOC_STRUCT( gl_hint_attrib );
269 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
270 newnode = new_attrib_node( GL_HINT_BIT );
271 newnode->data = attr;
272 newnode->next = head;
273 head = newnode;
274 }
275
276 if (mask & GL_LIGHTING_BIT) {
277 struct gl_light_attrib *attr;
278 FLUSH_CURRENT(ctx, 0); /* flush material changes */
279 attr = MALLOC_STRUCT( gl_light_attrib );
280 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
281 newnode = new_attrib_node( GL_LIGHTING_BIT );
282 newnode->data = attr;
283 newnode->next = head;
284 head = newnode;
285 }
286
287 if (mask & GL_LINE_BIT) {
288 struct gl_line_attrib *attr;
289 attr = MALLOC_STRUCT( gl_line_attrib );
290 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
291 newnode = new_attrib_node( GL_LINE_BIT );
292 newnode->data = attr;
293 newnode->next = head;
294 head = newnode;
295 }
296
297 if (mask & GL_LIST_BIT) {
298 struct gl_list_attrib *attr;
299 attr = MALLOC_STRUCT( gl_list_attrib );
300 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
301 newnode = new_attrib_node( GL_LIST_BIT );
302 newnode->data = attr;
303 newnode->next = head;
304 head = newnode;
305 }
306
307 if (mask & GL_PIXEL_MODE_BIT) {
308 struct gl_pixel_attrib *attr;
309 attr = MALLOC_STRUCT( gl_pixel_attrib );
310 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
311 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
312 newnode->data = attr;
313 newnode->next = head;
314 head = newnode;
315 }
316
317 if (mask & GL_POINT_BIT) {
318 struct gl_point_attrib *attr;
319 attr = MALLOC_STRUCT( gl_point_attrib );
320 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
321 newnode = new_attrib_node( GL_POINT_BIT );
322 newnode->data = attr;
323 newnode->next = head;
324 head = newnode;
325 }
326
327 if (mask & GL_POLYGON_BIT) {
328 struct gl_polygon_attrib *attr;
329 attr = MALLOC_STRUCT( gl_polygon_attrib );
330 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
331 newnode = new_attrib_node( GL_POLYGON_BIT );
332 newnode->data = attr;
333 newnode->next = head;
334 head = newnode;
335 }
336
337 if (mask & GL_POLYGON_STIPPLE_BIT) {
338 GLuint *stipple;
339 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
340 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
341 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
342 newnode->data = stipple;
343 newnode->next = head;
344 head = newnode;
345 }
346
347 if (mask & GL_SCISSOR_BIT) {
348 struct gl_scissor_attrib *attr;
349 attr = MALLOC_STRUCT( gl_scissor_attrib );
350 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
351 newnode = new_attrib_node( GL_SCISSOR_BIT );
352 newnode->data = attr;
353 newnode->next = head;
354 head = newnode;
355 }
356
357 if (mask & GL_STENCIL_BUFFER_BIT) {
358 struct gl_stencil_attrib *attr;
359 attr = MALLOC_STRUCT( gl_stencil_attrib );
360 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
361 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
362 newnode->data = attr;
363 newnode->next = head;
364 head = newnode;
365 }
366
367 if (mask & GL_TEXTURE_BIT) {
368 struct gl_texture_attrib *attr;
369 GLuint u;
370 /* Take care of texture object reference counters */
371 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
372 ctx->Texture.Unit[u].Current1D->RefCount++;
373 ctx->Texture.Unit[u].Current2D->RefCount++;
374 ctx->Texture.Unit[u].Current3D->RefCount++;
375 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
376 }
377 attr = MALLOC_STRUCT( gl_texture_attrib );
378 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
379 /* copy state of the currently bound texture objects */
380 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
381 copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].Current1D);
382 copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
383 copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
384 copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
385 }
386 newnode = new_attrib_node( GL_TEXTURE_BIT );
387 newnode->data = attr;
388 newnode->next = head;
389 head = newnode;
390 }
391
392 if (mask & GL_TRANSFORM_BIT) {
393 struct gl_transform_attrib *attr;
394 attr = MALLOC_STRUCT( gl_transform_attrib );
395 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
396 newnode = new_attrib_node( GL_TRANSFORM_BIT );
397 newnode->data = attr;
398 newnode->next = head;
399 head = newnode;
400 }
401
402 if (mask & GL_VIEWPORT_BIT) {
403 struct gl_viewport_attrib *attr;
404 attr = MALLOC_STRUCT( gl_viewport_attrib );
405 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
406 newnode = new_attrib_node( GL_VIEWPORT_BIT );
407 newnode->data = attr;
408 newnode->next = head;
409 head = newnode;
410 }
411
412 ctx->AttribStack[ctx->AttribStackDepth] = head;
413 ctx->AttribStackDepth++;
414 }
415
416
417
418 static void
419 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
420 {
421 GLuint i;
422
423 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
424 if ((VALUE) != (NEWVALUE)) { \
425 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
426 }
427
428 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
429 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE);
430 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
431
432 for (i=0;i<MAX_CLIP_PLANES;i++) {
433 if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
434 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
435 enable->ClipPlane[i]);
436 }
437
438 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
439 GL_COLOR_MATERIAL);
440 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
441 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
442 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
443 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
444 GL_CONVOLUTION_1D);
445 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
446 GL_CONVOLUTION_2D);
447 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
448 GL_SEPARABLE_2D);
449 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
450 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
451 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
452 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
453 GL_LINE_STIPPLE);
454 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
455 GL_INDEX_LOGIC_OP);
456 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
457 GL_COLOR_LOGIC_OP);
458 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
459 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
460 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
461 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
462 GL_MAP1_TEXTURE_COORD_1);
463 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
464 GL_MAP1_TEXTURE_COORD_2);
465 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
466 GL_MAP1_TEXTURE_COORD_3);
467 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
468 GL_MAP1_TEXTURE_COORD_4);
469 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
470 GL_MAP1_VERTEX_3);
471 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
472 GL_MAP1_VERTEX_4);
473 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
474 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
475 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
476 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
477 GL_MAP2_TEXTURE_COORD_1);
478 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
479 GL_MAP2_TEXTURE_COORD_2);
480 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
481 GL_MAP2_TEXTURE_COORD_3);
482 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
483 GL_MAP2_TEXTURE_COORD_4);
484 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
485 GL_MAP2_VERTEX_3);
486 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
487 GL_MAP2_VERTEX_4);
488 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
489 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
490 GL_RESCALE_NORMAL_EXT);
491 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
492 GL_POINT_SMOOTH);
493 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
494 GL_POINT_SMOOTH);
495 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
496 GL_POLYGON_OFFSET_POINT);
497 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
498 GL_POLYGON_OFFSET_LINE);
499 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
500 GL_POLYGON_OFFSET_FILL);
501 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
502 GL_POLYGON_SMOOTH);
503 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
504 GL_POLYGON_STIPPLE);
505 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
506 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
507 #undef TEST_AND_UPDATE
508
509 /* texture unit enables */
510 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
511 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
512 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
513 if (ctx->Driver.Enable) {
514 if (ctx->Driver.ActiveTexture) {
515 (*ctx->Driver.ActiveTexture)(ctx, i);
516 }
517 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
518 (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
519 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
520 (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
521 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
522 (GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
523 }
524 }
525
526 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
527 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
528 if (ctx->Driver.Enable) {
529 if (ctx->Driver.ActiveTexture) {
530 (*ctx->Driver.ActiveTexture)(ctx, i);
531 }
532 if (enable->TexGen[i] & S_BIT)
533 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
534 else
535 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
536 if (enable->TexGen[i] & T_BIT)
537 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
538 else
539 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
540 if (enable->TexGen[i] & R_BIT)
541 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
542 else
543 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
544 if (enable->TexGen[i] & Q_BIT)
545 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
546 else
547 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
548 }
549 }
550 }
551
552 if (ctx->Driver.ActiveTexture) {
553 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
554 }
555 }
556
557
558
559 /*
560 * This function is kind of long just because we have to call a lot
561 * of device driver functions to update device driver state.
562 *
563 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
564 * in order to restore GL state. This isn't terribly efficient but it
565 * ensures that dirty flags and any derived state gets updated correctly.
566 * We could at least check if the value to restore equals the current value
567 * and then skip the Mesa call.
568 */
569 void
570 _mesa_PopAttrib(void)
571 {
572 struct gl_attrib_node *attr, *next;
573 GET_CURRENT_CONTEXT(ctx);
574 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
575
576 if (ctx->AttribStackDepth == 0) {
577 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
578 return;
579 }
580
581 ctx->AttribStackDepth--;
582 attr = ctx->AttribStack[ctx->AttribStackDepth];
583
584 while (attr) {
585
586 if (MESA_VERBOSE&VERBOSE_API)
587 fprintf(stderr, "glPopAttrib %s\n", _mesa_lookup_enum_by_nr(attr->kind));
588
589 switch (attr->kind) {
590 case GL_ACCUM_BUFFER_BIT:
591 {
592 const struct gl_accum_attrib *accum;
593 accum = (const struct gl_accum_attrib *) attr->data;
594 _mesa_ClearAccum(accum->ClearColor[0],
595 accum->ClearColor[1],
596 accum->ClearColor[2],
597 accum->ClearColor[3]);
598 }
599 break;
600 case GL_COLOR_BUFFER_BIT:
601 {
602 const struct gl_colorbuffer_attrib *color;
603 color = (const struct gl_colorbuffer_attrib *) attr->data;
604 _mesa_ClearIndex(color->ClearIndex);
605 _mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
606 CHAN_TO_FLOAT(color->ClearColor[1]),
607 CHAN_TO_FLOAT(color->ClearColor[2]),
608 CHAN_TO_FLOAT(color->ClearColor[3]));
609 _mesa_IndexMask(color->IndexMask);
610 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
611 (GLboolean) (color->ColorMask[1] != 0),
612 (GLboolean) (color->ColorMask[2] != 0),
613 (GLboolean) (color->ColorMask[3] != 0));
614 _mesa_DrawBuffer(color->DrawBuffer);
615 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
616 _mesa_AlphaFunc(color->AlphaFunc,
617 CHAN_TO_FLOAT(color->AlphaRef));
618 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
619 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
620 color->BlendDstRGB,
621 color->BlendSrcA,
622 color->BlendDstA);
623 _mesa_BlendEquation(color->BlendEquation);
624 _mesa_BlendColor(color->BlendColor[0],
625 color->BlendColor[1],
626 color->BlendColor[2],
627 color->BlendColor[3]);
628 _mesa_LogicOp(color->LogicOp);
629 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
630 color->ColorLogicOpEnabled);
631 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
632 color->IndexLogicOpEnabled);
633 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
634 }
635 break;
636 case GL_CURRENT_BIT:
637 FLUSH_CURRENT( ctx, 0 );
638 MEMCPY( &ctx->Current, attr->data,
639 sizeof(struct gl_current_attrib) );
640 break;
641 case GL_DEPTH_BUFFER_BIT:
642 {
643 const struct gl_depthbuffer_attrib *depth;
644 depth = (const struct gl_depthbuffer_attrib *) attr->data;
645 _mesa_DepthFunc(depth->Func);
646 _mesa_ClearDepth(depth->Clear);
647 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
648 _mesa_DepthMask(depth->Mask);
649 if (ctx->Extensions.HP_occlusion_test)
650 _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
651 depth->OcclusionTest);
652 }
653 break;
654 case GL_ENABLE_BIT:
655 {
656 const struct gl_enable_attrib *enable;
657 enable = (const struct gl_enable_attrib *) attr->data;
658 pop_enable_group(ctx, enable);
659 ctx->NewState |= _NEW_ALL;
660 }
661 break;
662 case GL_EVAL_BIT:
663 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
664 ctx->NewState |= _NEW_EVAL;
665 break;
666 case GL_FOG_BIT:
667 {
668 const struct gl_fog_attrib *fog;
669 fog = (const struct gl_fog_attrib *) attr->data;
670 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
671 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
672 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
673 _mesa_Fogf(GL_FOG_START, fog->Start);
674 _mesa_Fogf(GL_FOG_END, fog->End);
675 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
676 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
677 }
678 break;
679 case GL_HINT_BIT:
680 {
681 const struct gl_hint_attrib *hint;
682 hint = (const struct gl_hint_attrib *) attr->data;
683 /* XXX this memcpy is temporary: */
684 MEMCPY(&ctx->Hint, hint, sizeof(struct gl_hint_attrib));
685 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
686 hint->PerspectiveCorrection );
687 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
688 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
689 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
690 _mesa_Hint(GL_FOG_HINT, hint->Fog);
691 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
692 hint->ClipVolumeClipping);
693 if (ctx->Extensions.ARB_texture_compression)
694 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
695 hint->TextureCompression);
696 }
697 break;
698 case GL_LIGHTING_BIT:
699 {
700 GLuint i;
701 const struct gl_light_attrib *light;
702 light = (const struct gl_light_attrib *) attr->data;
703 /* lighting enable */
704 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
705 /* per-light state */
706 for (i = 0; i < MAX_LIGHTS; i++) {
707 GLenum lgt = (GLenum) (GL_LIGHT0 + i);
708 _mesa_set_enable(ctx, lgt, light->Light[i].Enabled);
709 MEMCPY(&ctx->Light.Light[i], &light->Light[i],
710 sizeof(struct gl_light));
711 }
712 /* light model */
713 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
714 light->Model.Ambient);
715 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
716 (GLfloat) light->Model.LocalViewer);
717 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
718 (GLfloat) light->Model.TwoSide);
719 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
720 (GLfloat) light->Model.ColorControl);
721 /* materials */
722 MEMCPY(ctx->Light.Material, light->Material,
723 2 * sizeof(struct gl_material));
724 /* shade model */
725 _mesa_ShadeModel(light->ShadeModel);
726 /* color material */
727 _mesa_ColorMaterial(light->ColorMaterialFace,
728 light->ColorMaterialMode);
729 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
730 light->ColorMaterialEnabled);
731 }
732 break;
733 case GL_LINE_BIT:
734 {
735 const struct gl_line_attrib *line;
736 line = (const struct gl_line_attrib *) attr->data;
737 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
738 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
739 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
740 _mesa_LineWidth(line->Width);
741 }
742 break;
743 case GL_LIST_BIT:
744 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
745 break;
746 case GL_PIXEL_MODE_BIT:
747 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
748 ctx->NewState |= _NEW_PIXEL;
749 break;
750 case GL_POINT_BIT:
751 {
752 const struct gl_point_attrib *point;
753 point = (const struct gl_point_attrib *) attr->data;
754 _mesa_PointSize(point->Size);
755 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
756 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
757 point->Params);
758 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize);
759 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize);
760 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
761 point->Threshold);
762 }
763 break;
764 case GL_POLYGON_BIT:
765 {
766 const struct gl_polygon_attrib *polygon;
767 polygon = (const struct gl_polygon_attrib *) attr->data;
768 _mesa_CullFace(polygon->CullFaceMode);
769 _mesa_FrontFace(polygon->FrontFace);
770 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
771 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
772 _mesa_PolygonOffset(polygon->OffsetFactor,
773 polygon->OffsetUnits);
774 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
775 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
776 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
777 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
778 polygon->OffsetPoint);
779 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
780 polygon->OffsetLine);
781 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
782 polygon->OffsetFill);
783 }
784 break;
785 case GL_POLYGON_STIPPLE_BIT:
786 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
787 ctx->NewState |= _NEW_POLYGONSTIPPLE;
788 if (ctx->Driver.PolygonStipple)
789 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
790 break;
791 case GL_SCISSOR_BIT:
792 {
793 const struct gl_scissor_attrib *scissor;
794 scissor = (const struct gl_scissor_attrib *) attr->data;
795 _mesa_Scissor(scissor->X, scissor->Y,
796 scissor->Width, scissor->Height);
797 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
798 }
799 break;
800 case GL_STENCIL_BUFFER_BIT:
801 {
802 const struct gl_stencil_attrib *stencil;
803 stencil = (const struct gl_stencil_attrib *) attr->data;
804 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
805 _mesa_ClearStencil(stencil->Clear);
806 _mesa_StencilFunc(stencil->Function, stencil->Ref,
807 stencil->ValueMask);
808 _mesa_StencilMask(stencil->WriteMask);
809 _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc,
810 stencil->ZPassFunc);
811 }
812 break;
813 case GL_TRANSFORM_BIT:
814 {
815 GLuint i;
816 const struct gl_transform_attrib *xform;
817 xform = (const struct gl_transform_attrib *) attr->data;
818 _mesa_MatrixMode(xform->MatrixMode);
819 /* clip planes */
820 MEMCPY(ctx->Transform.EyeUserPlane, xform->EyeUserPlane,
821 sizeof(xform->EyeUserPlane));
822 MEMCPY(ctx->Transform._ClipUserPlane, xform->_ClipUserPlane,
823 sizeof(xform->EyeUserPlane));
824 /* clip plane enable flags */
825 for (i = 0; i < MAX_CLIP_PLANES; i++) {
826 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
827 xform->ClipEnabled[i]);
828 }
829 /* normalize/rescale */
830 _mesa_set_enable(ctx, GL_NORMALIZE, ctx->Transform.Normalize);
831 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
832 ctx->Transform.RescaleNormals);
833 }
834 break;
835 case GL_TEXTURE_BIT:
836 /* Take care of texture object reference counters */
837 {
838 GLuint u;
839 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
840 ctx->Texture.Unit[u].Current1D->RefCount--;
841 ctx->Texture.Unit[u].Current2D->RefCount--;
842 ctx->Texture.Unit[u].Current3D->RefCount--;
843 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
844 }
845 MEMCPY( &ctx->Texture, attr->data,
846 sizeof(struct gl_texture_attrib) );
847 ctx->NewState |= _NEW_TEXTURE;
848 /* restore state of the currently bound texture objects */
849 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
850 copy_texobj_state( ctx->Texture.Unit[u].Current1D,
851 &(ctx->Texture.Unit[u].Saved1D) );
852 copy_texobj_state( ctx->Texture.Unit[u].Current2D,
853 &(ctx->Texture.Unit[u].Saved2D) );
854 copy_texobj_state( ctx->Texture.Unit[u].Current3D,
855 &(ctx->Texture.Unit[u].Saved3D) );
856 copy_texobj_state( ctx->Texture.Unit[u].CurrentCubeMap,
857 &(ctx->Texture.Unit[u].SavedCubeMap) );
858
859 ctx->Texture.Unit[u].Current1D->Complete = GL_FALSE;
860 ctx->Texture.Unit[u].Current2D->Complete = GL_FALSE;
861 ctx->Texture.Unit[u].Current3D->Complete = GL_FALSE;
862 ctx->Texture.Unit[u].CurrentCubeMap->Complete = GL_FALSE;
863 }
864 }
865 break;
866 case GL_VIEWPORT_BIT:
867 {
868 const struct gl_viewport_attrib *vp;
869 vp = (const struct gl_viewport_attrib *)attr->data;
870 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
871 _mesa_DepthRange(vp->Near, vp->Far);
872 }
873 break;
874 default:
875 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
876 break;
877 }
878
879 next = attr->next;
880 FREE( attr->data );
881 FREE( attr );
882 attr = next;
883 }
884 }
885
886
887 #define GL_CLIENT_PACK_BIT (1<<20)
888 #define GL_CLIENT_UNPACK_BIT (1<<21)
889
890
891 void
892 _mesa_PushClientAttrib(GLbitfield mask)
893 {
894 struct gl_attrib_node *newnode;
895 struct gl_attrib_node *head;
896
897 GET_CURRENT_CONTEXT(ctx);
898 ASSERT_OUTSIDE_BEGIN_END(ctx);
899
900 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
901 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
902 return;
903 }
904
905 /* Build linked list of attribute nodes which save all attribute */
906 /* groups specified by the mask. */
907 head = NULL;
908
909 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
910 struct gl_pixelstore_attrib *attr;
911 /* packing attribs */
912 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
913 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
914 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
915 newnode->data = attr;
916 newnode->next = head;
917 head = newnode;
918 /* unpacking attribs */
919 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
920 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
921 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
922 newnode->data = attr;
923 newnode->next = head;
924 head = newnode;
925 }
926 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
927 struct gl_array_attrib *attr;
928 attr = MALLOC_STRUCT( gl_array_attrib );
929 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
930 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
931 newnode->data = attr;
932 newnode->next = head;
933 head = newnode;
934 }
935
936 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
937 ctx->ClientAttribStackDepth++;
938 }
939
940
941
942
943 void
944 _mesa_PopClientAttrib(void)
945 {
946 struct gl_attrib_node *attr, *next;
947
948 GET_CURRENT_CONTEXT(ctx);
949 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
950
951 if (ctx->ClientAttribStackDepth == 0) {
952 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
953 return;
954 }
955
956 ctx->ClientAttribStackDepth--;
957 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
958
959 while (attr) {
960 switch (attr->kind) {
961 case GL_CLIENT_PACK_BIT:
962 MEMCPY( &ctx->Pack, attr->data,
963 sizeof(struct gl_pixelstore_attrib) );
964 ctx->NewState = _NEW_PACKUNPACK;
965 break;
966 case GL_CLIENT_UNPACK_BIT:
967 MEMCPY( &ctx->Unpack, attr->data,
968 sizeof(struct gl_pixelstore_attrib) );
969 ctx->NewState = _NEW_PACKUNPACK;
970 break;
971 case GL_CLIENT_VERTEX_ARRAY_BIT:
972 MEMCPY( &ctx->Array, attr->data,
973 sizeof(struct gl_array_attrib) );
974 ctx->NewState = _NEW_ARRAY;
975 break;
976 default:
977 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
978 break;
979 }
980
981 next = attr->next;
982 FREE( attr->data );
983 FREE( attr );
984 attr = next;
985 }
986 }