s/16/32/ (Josh Vanderhoof)
[mesa.git] / src / mesa / main / attrib.c
1 /* $Id: attrib.c,v 1.75 2002/10/24 23:57:19 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 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 #include "glheader.h"
28 #include "imports.h"
29 #include "accum.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "colormac.h"
34 #include "context.h"
35 #include "depth.h"
36 #include "enable.h"
37 #include "enums.h"
38 #include "fog.h"
39 #include "hint.h"
40 #include "light.h"
41 #include "lines.h"
42 #include "matrix.h"
43 #include "points.h"
44 #include "polygon.h"
45 #include "simple_list.h"
46 #include "stencil.h"
47 #include "texobj.h"
48 #include "texstate.h"
49 #include "mtypes.h"
50 #include "math/m_xform.h"
51
52
53 /*
54 * Allocate a new attribute state node. These nodes have a
55 * "kind" value and a pointer to a struct of state data.
56 */
57 static struct gl_attrib_node *
58 new_attrib_node( GLbitfield kind )
59 {
60 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
61 if (an) {
62 an->kind = kind;
63 }
64 return an;
65 }
66
67
68 void
69 _mesa_PushAttrib(GLbitfield mask)
70 {
71 struct gl_attrib_node *newnode;
72 struct gl_attrib_node *head;
73
74 GET_CURRENT_CONTEXT(ctx);
75 ASSERT_OUTSIDE_BEGIN_END(ctx);
76
77 if (MESA_VERBOSE & VERBOSE_API)
78 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
79
80 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
81 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
82 return;
83 }
84
85 /* Build linked list of attribute nodes which save all attribute */
86 /* groups specified by the mask. */
87 head = NULL;
88
89 if (mask & GL_ACCUM_BUFFER_BIT) {
90 struct gl_accum_attrib *attr;
91 attr = MALLOC_STRUCT( gl_accum_attrib );
92 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
93 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
94 newnode->data = attr;
95 newnode->next = head;
96 head = newnode;
97 }
98
99 if (mask & GL_COLOR_BUFFER_BIT) {
100 struct gl_colorbuffer_attrib *attr;
101 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
102 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
103 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
104 newnode->data = attr;
105 newnode->next = head;
106 head = newnode;
107 }
108
109 if (mask & GL_CURRENT_BIT) {
110 struct gl_current_attrib *attr;
111 FLUSH_CURRENT( ctx, 0 );
112 attr = MALLOC_STRUCT( gl_current_attrib );
113 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
114 newnode = new_attrib_node( GL_CURRENT_BIT );
115 newnode->data = attr;
116 newnode->next = head;
117 head = newnode;
118 }
119
120 if (mask & GL_DEPTH_BUFFER_BIT) {
121 struct gl_depthbuffer_attrib *attr;
122 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
123 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
124 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
125 newnode->data = attr;
126 newnode->next = head;
127 head = newnode;
128 }
129
130 if (mask & GL_ENABLE_BIT) {
131 struct gl_enable_attrib *attr;
132 GLuint i;
133 attr = MALLOC_STRUCT( gl_enable_attrib );
134 /* Copy enable flags from all other attributes into the enable struct. */
135 attr->AlphaTest = ctx->Color.AlphaEnabled;
136 attr->AutoNormal = ctx->Eval.AutoNormal;
137 attr->Blend = ctx->Color.BlendEnabled;
138 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
139 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
140 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
141 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
142 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
143 attr->CullFace = ctx->Polygon.CullFlag;
144 attr->DepthTest = ctx->Depth.Test;
145 attr->Dither = ctx->Color.DitherFlag;
146 attr->Fog = ctx->Fog.Enabled;
147 for (i=0;i<MAX_LIGHTS;i++) {
148 attr->Light[i] = ctx->Light.Light[i].Enabled;
149 }
150 attr->Lighting = ctx->Light.Enabled;
151 attr->LineSmooth = ctx->Line.SmoothFlag;
152 attr->LineStipple = ctx->Line.StippleFlag;
153 attr->Histogram = ctx->Pixel.HistogramEnabled;
154 attr->MinMax = ctx->Pixel.MinMaxEnabled;
155 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
156 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
157 attr->Map1Color4 = ctx->Eval.Map1Color4;
158 attr->Map1Index = ctx->Eval.Map1Index;
159 attr->Map1Normal = ctx->Eval.Map1Normal;
160 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
161 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
162 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
163 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
164 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
165 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
166 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
167 attr->Map2Color4 = ctx->Eval.Map2Color4;
168 attr->Map2Index = ctx->Eval.Map2Index;
169 attr->Map2Normal = ctx->Eval.Map2Normal;
170 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
171 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
172 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
173 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
174 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
175 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
176 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
177 attr->Normalize = ctx->Transform.Normalize;
178 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
179 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
180 attr->PointSmooth = ctx->Point.SmoothFlag;
181 attr->PointSprite = ctx->Point.PointSprite;
182 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
183 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
184 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
185 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
186 attr->PolygonStipple = ctx->Polygon.StippleFlag;
187 attr->RescaleNormals = ctx->Transform.RescaleNormals;
188 attr->Scissor = ctx->Scissor.Enabled;
189 attr->Stencil = ctx->Stencil.Enabled;
190 attr->MultisampleEnabled = ctx->Multisample.Enabled;
191 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
192 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
193 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
194 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
195 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
196 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
197 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
198 }
199 /* GL_NV_vertex_program */
200 attr->VertexProgram = ctx->VertexProgram.Enabled;
201 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
202 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
203 newnode = new_attrib_node( GL_ENABLE_BIT );
204 newnode->data = attr;
205 newnode->next = head;
206 head = newnode;
207 }
208
209 if (mask & GL_EVAL_BIT) {
210 struct gl_eval_attrib *attr;
211 attr = MALLOC_STRUCT( gl_eval_attrib );
212 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
213 newnode = new_attrib_node( GL_EVAL_BIT );
214 newnode->data = attr;
215 newnode->next = head;
216 head = newnode;
217 }
218
219 if (mask & GL_FOG_BIT) {
220 struct gl_fog_attrib *attr;
221 attr = MALLOC_STRUCT( gl_fog_attrib );
222 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
223 newnode = new_attrib_node( GL_FOG_BIT );
224 newnode->data = attr;
225 newnode->next = head;
226 head = newnode;
227 }
228
229 if (mask & GL_HINT_BIT) {
230 struct gl_hint_attrib *attr;
231 attr = MALLOC_STRUCT( gl_hint_attrib );
232 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
233 newnode = new_attrib_node( GL_HINT_BIT );
234 newnode->data = attr;
235 newnode->next = head;
236 head = newnode;
237 }
238
239 if (mask & GL_LIGHTING_BIT) {
240 struct gl_light_attrib *attr;
241 FLUSH_CURRENT(ctx, 0); /* flush material changes */
242 attr = MALLOC_STRUCT( gl_light_attrib );
243 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
244 newnode = new_attrib_node( GL_LIGHTING_BIT );
245 newnode->data = attr;
246 newnode->next = head;
247 head = newnode;
248 }
249
250 if (mask & GL_LINE_BIT) {
251 struct gl_line_attrib *attr;
252 attr = MALLOC_STRUCT( gl_line_attrib );
253 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
254 newnode = new_attrib_node( GL_LINE_BIT );
255 newnode->data = attr;
256 newnode->next = head;
257 head = newnode;
258 }
259
260 if (mask & GL_LIST_BIT) {
261 struct gl_list_attrib *attr;
262 attr = MALLOC_STRUCT( gl_list_attrib );
263 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
264 newnode = new_attrib_node( GL_LIST_BIT );
265 newnode->data = attr;
266 newnode->next = head;
267 head = newnode;
268 }
269
270 if (mask & GL_PIXEL_MODE_BIT) {
271 struct gl_pixel_attrib *attr;
272 attr = MALLOC_STRUCT( gl_pixel_attrib );
273 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
274 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
275 newnode->data = attr;
276 newnode->next = head;
277 head = newnode;
278 }
279
280 if (mask & GL_POINT_BIT) {
281 struct gl_point_attrib *attr;
282 attr = MALLOC_STRUCT( gl_point_attrib );
283 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
284 newnode = new_attrib_node( GL_POINT_BIT );
285 newnode->data = attr;
286 newnode->next = head;
287 head = newnode;
288 }
289
290 if (mask & GL_POLYGON_BIT) {
291 struct gl_polygon_attrib *attr;
292 attr = MALLOC_STRUCT( gl_polygon_attrib );
293 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
294 newnode = new_attrib_node( GL_POLYGON_BIT );
295 newnode->data = attr;
296 newnode->next = head;
297 head = newnode;
298 }
299
300 if (mask & GL_POLYGON_STIPPLE_BIT) {
301 GLuint *stipple;
302 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
303 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
304 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
305 newnode->data = stipple;
306 newnode->next = head;
307 head = newnode;
308 }
309
310 if (mask & GL_SCISSOR_BIT) {
311 struct gl_scissor_attrib *attr;
312 attr = MALLOC_STRUCT( gl_scissor_attrib );
313 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
314 newnode = new_attrib_node( GL_SCISSOR_BIT );
315 newnode->data = attr;
316 newnode->next = head;
317 head = newnode;
318 }
319
320 if (mask & GL_STENCIL_BUFFER_BIT) {
321 struct gl_stencil_attrib *attr;
322 attr = MALLOC_STRUCT( gl_stencil_attrib );
323 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
324 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
325 newnode->data = attr;
326 newnode->next = head;
327 head = newnode;
328 }
329
330 if (mask & GL_TEXTURE_BIT) {
331 struct gl_texture_attrib *attr;
332 GLuint u;
333 /* Bump the texture object reference counts so that they don't
334 * inadvertantly get deleted.
335 */
336 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
337 ctx->Texture.Unit[u].Current1D->RefCount++;
338 ctx->Texture.Unit[u].Current2D->RefCount++;
339 ctx->Texture.Unit[u].Current3D->RefCount++;
340 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
341 ctx->Texture.Unit[u].CurrentRect->RefCount++;
342 }
343 attr = MALLOC_STRUCT( gl_texture_attrib );
344 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
345 /* copy state of the currently bound texture objects */
346 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
347 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
348 attr->Unit[u].Current1D);
349 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
350 attr->Unit[u].Current2D);
351 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
352 attr->Unit[u].Current3D);
353 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
354 attr->Unit[u].CurrentCubeMap);
355 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
356 attr->Unit[u].CurrentRect);
357 }
358 newnode = new_attrib_node( GL_TEXTURE_BIT );
359 newnode->data = attr;
360 newnode->next = head;
361 head = newnode;
362 }
363
364 if (mask & GL_TRANSFORM_BIT) {
365 struct gl_transform_attrib *attr;
366 attr = MALLOC_STRUCT( gl_transform_attrib );
367 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
368 newnode = new_attrib_node( GL_TRANSFORM_BIT );
369 newnode->data = attr;
370 newnode->next = head;
371 head = newnode;
372 }
373
374 if (mask & GL_VIEWPORT_BIT) {
375 struct gl_viewport_attrib *attr;
376 attr = MALLOC_STRUCT( gl_viewport_attrib );
377 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
378 newnode = new_attrib_node( GL_VIEWPORT_BIT );
379 newnode->data = attr;
380 newnode->next = head;
381 head = newnode;
382 }
383
384 /* GL_ARB_multisample */
385 if (mask & GL_MULTISAMPLE_BIT_ARB) {
386 struct gl_multisample_attrib *attr;
387 attr = MALLOC_STRUCT( gl_multisample_attrib );
388 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
389 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
390 newnode->data = attr;
391 newnode->next = head;
392 head = newnode;
393 }
394
395 ctx->AttribStack[ctx->AttribStackDepth] = head;
396 ctx->AttribStackDepth++;
397 }
398
399
400
401 static void
402 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
403 {
404 GLuint i;
405
406 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
407 if ((VALUE) != (NEWVALUE)) { \
408 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
409 }
410
411 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
412 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
413
414 for (i=0;i<MAX_CLIP_PLANES;i++) {
415 const GLuint mask = 1 << i;
416 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
417 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
418 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
419 }
420
421 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
422 GL_COLOR_MATERIAL);
423 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
424 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
425 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
426 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
427 GL_CONVOLUTION_1D);
428 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
429 GL_CONVOLUTION_2D);
430 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
431 GL_SEPARABLE_2D);
432 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
433 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
434 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
435 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
436 GL_LINE_STIPPLE);
437 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
438 GL_INDEX_LOGIC_OP);
439 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
440 GL_COLOR_LOGIC_OP);
441
442 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
443 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
444 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
445 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
446 GL_MAP1_TEXTURE_COORD_1);
447 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
448 GL_MAP1_TEXTURE_COORD_2);
449 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
450 GL_MAP1_TEXTURE_COORD_3);
451 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
452 GL_MAP1_TEXTURE_COORD_4);
453 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
454 GL_MAP1_VERTEX_3);
455 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
456 GL_MAP1_VERTEX_4);
457 for (i = 0; i < 16; i++) {
458 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
459 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
460 }
461
462 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
463 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
464 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
465 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
466 GL_MAP2_TEXTURE_COORD_1);
467 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
468 GL_MAP2_TEXTURE_COORD_2);
469 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
470 GL_MAP2_TEXTURE_COORD_3);
471 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
472 GL_MAP2_TEXTURE_COORD_4);
473 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
474 GL_MAP2_VERTEX_3);
475 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
476 GL_MAP2_VERTEX_4);
477 for (i = 0; i < 16; i++) {
478 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
479 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
480 }
481
482 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
483 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
484 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
485 GL_RESCALE_NORMAL_EXT);
486 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
487 enable->RasterPositionUnclipped,
488 GL_RASTER_POSITION_UNCLIPPED_IBM);
489 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
490 GL_POINT_SMOOTH);
491 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
492 GL_POINT_SMOOTH);
493 if (ctx->Extensions.NV_point_sprite) {
494 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
495 GL_POINT_SPRITE_NV);
496 }
497 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
498 GL_POLYGON_OFFSET_POINT);
499 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
500 GL_POLYGON_OFFSET_LINE);
501 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
502 GL_POLYGON_OFFSET_FILL);
503 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
504 GL_POLYGON_SMOOTH);
505 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
506 GL_POLYGON_STIPPLE);
507 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
508 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
509 /* XXX two-sided stencil */
510 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
511 GL_MULTISAMPLE_ARB);
512 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
513 enable->SampleAlphaToCoverage,
514 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
515 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
516 enable->SampleAlphaToOne,
517 GL_SAMPLE_ALPHA_TO_ONE_ARB);
518 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
519 enable->SampleCoverage,
520 GL_SAMPLE_COVERAGE_ARB);
521 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
522 enable->SampleCoverageInvert,
523 GL_SAMPLE_COVERAGE_INVERT_ARB);
524 /* GL_NV_vertex_program */
525 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
526 enable->VertexProgram,
527 GL_VERTEX_PROGRAM_NV);
528 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
529 enable->VertexProgramPointSize,
530 GL_VERTEX_PROGRAM_POINT_SIZE_NV);
531 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
532 enable->VertexProgramTwoSide,
533 GL_VERTEX_PROGRAM_TWO_SIDE_NV);
534
535 #undef TEST_AND_UPDATE
536
537 /* texture unit enables */
538 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
539 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
540 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
541 if (ctx->Driver.Enable) {
542 if (ctx->Driver.ActiveTexture) {
543 (*ctx->Driver.ActiveTexture)(ctx, i);
544 }
545 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
546 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
547 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
548 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
549 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
550 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
551 if (ctx->Extensions.ARB_texture_cube_map)
552 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
553 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
554 if (ctx->Extensions.NV_texture_rectangle)
555 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
556 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
557 }
558 }
559
560 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
561 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
562 if (ctx->Driver.Enable) {
563 if (ctx->Driver.ActiveTexture) {
564 (*ctx->Driver.ActiveTexture)(ctx, i);
565 }
566 if (enable->TexGen[i] & S_BIT)
567 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
568 else
569 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
570 if (enable->TexGen[i] & T_BIT)
571 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
572 else
573 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
574 if (enable->TexGen[i] & R_BIT)
575 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
576 else
577 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
578 if (enable->TexGen[i] & Q_BIT)
579 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
580 else
581 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
582 }
583 }
584 }
585
586 if (ctx->Driver.ActiveTexture) {
587 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
588 }
589 }
590
591
592 static void
593 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
594 {
595 GLuint u;
596
597 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
598 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
599 GLuint i;
600
601 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
602 _mesa_set_enable(ctx, GL_TEXTURE_1D,
603 (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
604 _mesa_set_enable(ctx, GL_TEXTURE_2D,
605 (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
606 _mesa_set_enable(ctx, GL_TEXTURE_3D,
607 (GLboolean) (unit->Enabled & TEXTURE_3D_BIT ? GL_TRUE : GL_FALSE));
608 if (ctx->Extensions.ARB_texture_cube_map) {
609 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
610 (GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
611 }
612 if (ctx->Extensions.NV_texture_rectangle) {
613 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
614 (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
615 }
616 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
617 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
618 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
619 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
620 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
621 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
622 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
623 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
624 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
625 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
626 _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
627 _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
628 _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
629 _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
630 if (ctx->Extensions.EXT_texture_lod_bias) {
631 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
632 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
633 }
634 if (ctx->Extensions.EXT_texture_env_combine ||
635 ctx->Extensions.ARB_texture_env_combine) {
636 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
637 unit->CombineModeRGB);
638 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
639 unit->CombineModeA);
640 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
641 unit->CombineSourceRGB[0]);
642 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
643 unit->CombineSourceRGB[1]);
644 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
645 unit->CombineSourceRGB[2]);
646 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
647 unit->CombineSourceA[0]);
648 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
649 unit->CombineSourceA[1]);
650 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
651 unit->CombineSourceA[2]);
652 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
653 unit->CombineOperandRGB[0]);
654 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
655 unit->CombineOperandRGB[1]);
656 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
657 unit->CombineOperandRGB[2]);
658 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
659 unit->CombineOperandA[0]);
660 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
661 unit->CombineOperandA[1]);
662 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
663 unit->CombineOperandA[2]);
664 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
665 1 << unit->CombineScaleShiftRGB);
666 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
667 1 << unit->CombineScaleShiftA);
668 }
669
670 /* Restore texture object state */
671 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
672 GLenum target = 0;
673 const struct gl_texture_object *obj = NULL;
674 GLfloat bordColor[4];
675
676 switch (i) {
677 case 0:
678 target = GL_TEXTURE_1D;
679 obj = &unit->Saved1D;
680 break;
681 case 1:
682 target = GL_TEXTURE_2D;
683 obj = &unit->Saved2D;
684 break;
685 case 2:
686 target = GL_TEXTURE_3D;
687 obj = &unit->Saved3D;
688 break;
689 case 3:
690 if (!ctx->Extensions.ARB_texture_cube_map)
691 continue;
692 target = GL_TEXTURE_CUBE_MAP_ARB;
693 obj = &unit->SavedCubeMap;
694 break;
695 case 4:
696 if (!ctx->Extensions.NV_texture_rectangle)
697 continue;
698 target = GL_TEXTURE_RECTANGLE_NV;
699 obj = &unit->SavedRect;
700 break;
701 default:
702 ; /* silence warnings */
703 }
704
705 _mesa_BindTexture(target, obj->Name);
706
707 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
708 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
709 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
710 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
711
712 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
713 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
714 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
715 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
716 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
717 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
718 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
719 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
720 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
721 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
722 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
723 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
724 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
725 obj->MaxAnisotropy);
726 }
727 if (ctx->Extensions.SGIX_shadow) {
728 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
729 obj->CompareFlag);
730 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
731 obj->CompareOperator);
732 }
733 if (ctx->Extensions.SGIX_shadow_ambient) {
734 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
735 obj->ShadowAmbient);
736 }
737
738 }
739 }
740 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
741 + texAttrib->CurrentUnit);
742
743 /* "un-bump" the texture object reference counts. We did that so they
744 * wouldn't inadvertantly get deleted while they were still referenced
745 * inside the attribute state stack.
746 */
747 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
748 ctx->Texture.Unit[u].Current1D->RefCount--;
749 ctx->Texture.Unit[u].Current2D->RefCount--;
750 ctx->Texture.Unit[u].Current3D->RefCount--;
751 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
752 ctx->Texture.Unit[u].CurrentRect->RefCount--;
753 }
754 }
755
756
757 /*
758 * This function is kind of long just because we have to call a lot
759 * of device driver functions to update device driver state.
760 *
761 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
762 * in order to restore GL state. This isn't terribly efficient but it
763 * ensures that dirty flags and any derived state gets updated correctly.
764 * We could at least check if the value to restore equals the current value
765 * and then skip the Mesa call.
766 */
767 void
768 _mesa_PopAttrib(void)
769 {
770 struct gl_attrib_node *attr, *next;
771 GET_CURRENT_CONTEXT(ctx);
772 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
773
774 if (ctx->AttribStackDepth == 0) {
775 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
776 return;
777 }
778
779 ctx->AttribStackDepth--;
780 attr = ctx->AttribStack[ctx->AttribStackDepth];
781
782 while (attr) {
783
784 if (MESA_VERBOSE & VERBOSE_API) {
785 _mesa_debug(ctx, "glPopAttrib %s\n",
786 _mesa_lookup_enum_by_nr(attr->kind));
787 }
788
789 switch (attr->kind) {
790 case GL_ACCUM_BUFFER_BIT:
791 {
792 const struct gl_accum_attrib *accum;
793 accum = (const struct gl_accum_attrib *) attr->data;
794 _mesa_ClearAccum(accum->ClearColor[0],
795 accum->ClearColor[1],
796 accum->ClearColor[2],
797 accum->ClearColor[3]);
798 }
799 break;
800 case GL_COLOR_BUFFER_BIT:
801 {
802 const struct gl_colorbuffer_attrib *color;
803 color = (const struct gl_colorbuffer_attrib *) attr->data;
804 _mesa_ClearIndex((GLfloat) color->ClearIndex);
805 _mesa_ClearColor(color->ClearColor[0],
806 color->ClearColor[1],
807 color->ClearColor[2],
808 color->ClearColor[3]);
809 _mesa_IndexMask(color->IndexMask);
810 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
811 (GLboolean) (color->ColorMask[1] != 0),
812 (GLboolean) (color->ColorMask[2] != 0),
813 (GLboolean) (color->ColorMask[3] != 0));
814 _mesa_DrawBuffer(color->DrawBuffer);
815 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
816 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
817 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
818 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
819 color->BlendDstRGB,
820 color->BlendSrcA,
821 color->BlendDstA);
822 _mesa_BlendEquation(color->BlendEquation);
823 _mesa_BlendColor(color->BlendColor[0],
824 color->BlendColor[1],
825 color->BlendColor[2],
826 color->BlendColor[3]);
827 _mesa_LogicOp(color->LogicOp);
828 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
829 color->ColorLogicOpEnabled);
830 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
831 color->IndexLogicOpEnabled);
832 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
833 }
834 break;
835 case GL_CURRENT_BIT:
836 FLUSH_CURRENT( ctx, 0 );
837 MEMCPY( &ctx->Current, attr->data,
838 sizeof(struct gl_current_attrib) );
839 break;
840 case GL_DEPTH_BUFFER_BIT:
841 {
842 const struct gl_depthbuffer_attrib *depth;
843 depth = (const struct gl_depthbuffer_attrib *) attr->data;
844 _mesa_DepthFunc(depth->Func);
845 _mesa_ClearDepth(depth->Clear);
846 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
847 _mesa_DepthMask(depth->Mask);
848 if (ctx->Extensions.HP_occlusion_test)
849 _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
850 depth->OcclusionTest);
851 }
852 break;
853 case GL_ENABLE_BIT:
854 {
855 const struct gl_enable_attrib *enable;
856 enable = (const struct gl_enable_attrib *) attr->data;
857 pop_enable_group(ctx, enable);
858 ctx->NewState |= _NEW_ALL;
859 }
860 break;
861 case GL_EVAL_BIT:
862 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
863 ctx->NewState |= _NEW_EVAL;
864 break;
865 case GL_FOG_BIT:
866 {
867 const struct gl_fog_attrib *fog;
868 fog = (const struct gl_fog_attrib *) attr->data;
869 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
870 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
871 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
872 _mesa_Fogf(GL_FOG_START, fog->Start);
873 _mesa_Fogf(GL_FOG_END, fog->End);
874 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
875 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
876 }
877 break;
878 case GL_HINT_BIT:
879 {
880 const struct gl_hint_attrib *hint;
881 hint = (const struct gl_hint_attrib *) attr->data;
882 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
883 hint->PerspectiveCorrection );
884 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
885 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
886 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
887 _mesa_Hint(GL_FOG_HINT, hint->Fog);
888 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
889 hint->ClipVolumeClipping);
890 if (ctx->Extensions.ARB_texture_compression)
891 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
892 hint->TextureCompression);
893 }
894 break;
895 case GL_LIGHTING_BIT:
896 {
897 GLuint i;
898 const struct gl_light_attrib *light;
899 light = (const struct gl_light_attrib *) attr->data;
900 /* lighting enable */
901 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
902 /* per-light state */
903
904 if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
905 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
906
907 for (i = 0; i < MAX_LIGHTS; i++) {
908 GLenum lgt = (GLenum) (GL_LIGHT0 + i);
909 const struct gl_light *l = &light->Light[i];
910 GLfloat tmp[4];
911 _mesa_set_enable(ctx, lgt, l->Enabled);
912 _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
913 _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
914 _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
915 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
916 _mesa_Lightfv( lgt, GL_POSITION, tmp );
917 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
918 _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
919 _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
920 _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
921 _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
922 &l->ConstantAttenuation );
923 _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
924 &l->LinearAttenuation );
925 _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
926 &l->QuadraticAttenuation );
927 }
928 /* light model */
929 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
930 light->Model.Ambient);
931 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
932 (GLfloat) light->Model.LocalViewer);
933 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
934 (GLfloat) light->Model.TwoSide);
935 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
936 (GLfloat) light->Model.ColorControl);
937 /* materials */
938 MEMCPY(ctx->Light.Material, light->Material,
939 2 * sizeof(struct gl_material));
940 /* shade model */
941 _mesa_ShadeModel(light->ShadeModel);
942 /* color material */
943 _mesa_ColorMaterial(light->ColorMaterialFace,
944 light->ColorMaterialMode);
945 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
946 light->ColorMaterialEnabled);
947 }
948 break;
949 case GL_LINE_BIT:
950 {
951 const struct gl_line_attrib *line;
952 line = (const struct gl_line_attrib *) attr->data;
953 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
954 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
955 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
956 _mesa_LineWidth(line->Width);
957 }
958 break;
959 case GL_LIST_BIT:
960 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
961 break;
962 case GL_PIXEL_MODE_BIT:
963 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
964 ctx->NewState |= _NEW_PIXEL;
965 break;
966 case GL_POINT_BIT:
967 {
968 const struct gl_point_attrib *point;
969 point = (const struct gl_point_attrib *) attr->data;
970 _mesa_PointSize(point->Size);
971 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
972 if (ctx->Extensions.EXT_point_parameters) {
973 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
974 point->Params);
975 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
976 point->MinSize);
977 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
978 point->MaxSize);
979 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
980 point->Threshold);
981 }
982 if (ctx->Extensions.NV_point_sprite) {
983 GLuint u;
984 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
985 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
986 (GLint) point->CoordReplace[u]);
987 }
988 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
989 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
990 ctx->Point.SpriteRMode);
991 }
992 }
993 break;
994 case GL_POLYGON_BIT:
995 {
996 const struct gl_polygon_attrib *polygon;
997 polygon = (const struct gl_polygon_attrib *) attr->data;
998 _mesa_CullFace(polygon->CullFaceMode);
999 _mesa_FrontFace(polygon->FrontFace);
1000 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1001 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1002 _mesa_PolygonOffset(polygon->OffsetFactor,
1003 polygon->OffsetUnits);
1004 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1005 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1006 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1007 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1008 polygon->OffsetPoint);
1009 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1010 polygon->OffsetLine);
1011 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1012 polygon->OffsetFill);
1013 }
1014 break;
1015 case GL_POLYGON_STIPPLE_BIT:
1016 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1017 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1018 if (ctx->Driver.PolygonStipple)
1019 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1020 break;
1021 case GL_SCISSOR_BIT:
1022 {
1023 const struct gl_scissor_attrib *scissor;
1024 scissor = (const struct gl_scissor_attrib *) attr->data;
1025 _mesa_Scissor(scissor->X, scissor->Y,
1026 scissor->Width, scissor->Height);
1027 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1028 }
1029 break;
1030 case GL_STENCIL_BUFFER_BIT:
1031 {
1032 const GLint face = 0; /* XXX stencil two side */
1033 const struct gl_stencil_attrib *stencil;
1034 stencil = (const struct gl_stencil_attrib *) attr->data;
1035 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1036 _mesa_ClearStencil(stencil->Clear);
1037 _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face],
1038 stencil->ValueMask[face]);
1039 _mesa_StencilMask(stencil->WriteMask[face]);
1040 _mesa_StencilOp(stencil->FailFunc[face],
1041 stencil->ZFailFunc[face],
1042 stencil->ZPassFunc[face]);
1043 }
1044 break;
1045 case GL_TRANSFORM_BIT:
1046 {
1047 GLuint i;
1048 const struct gl_transform_attrib *xform;
1049 xform = (const struct gl_transform_attrib *) attr->data;
1050 _mesa_MatrixMode(xform->MatrixMode);
1051
1052 if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
1053 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1054
1055 /* restore clip planes */
1056 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1057 const GLuint mask = 1 << 1;
1058 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1059 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1060 if (xform->ClipPlanesEnabled & mask) {
1061 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1062 }
1063 else {
1064 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1065 }
1066 if (ctx->Driver.ClipPlane)
1067 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1068 }
1069
1070 /* normalize/rescale */
1071 if (xform->Normalize != ctx->Transform.Normalize)
1072 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1073 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1074 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1075 ctx->Transform.RescaleNormals);
1076 }
1077 break;
1078 case GL_TEXTURE_BIT:
1079 /* Take care of texture object reference counters */
1080 {
1081 const struct gl_texture_attrib *texture;
1082 texture = (const struct gl_texture_attrib *) attr->data;
1083 pop_texture_group(ctx, texture);
1084 ctx->NewState |= _NEW_TEXTURE;
1085 }
1086 break;
1087 case GL_VIEWPORT_BIT:
1088 {
1089 const struct gl_viewport_attrib *vp;
1090 vp = (const struct gl_viewport_attrib *) attr->data;
1091 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1092 _mesa_DepthRange(vp->Near, vp->Far);
1093 }
1094 break;
1095 case GL_MULTISAMPLE_BIT_ARB:
1096 {
1097 const struct gl_multisample_attrib *ms;
1098 ms = (const struct gl_multisample_attrib *) attr->data;
1099 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1100 ms->SampleCoverageInvert);
1101 }
1102 break;
1103
1104 default:
1105 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1106 break;
1107 }
1108
1109 next = attr->next;
1110 FREE( attr->data );
1111 FREE( attr );
1112 attr = next;
1113 }
1114 }
1115
1116
1117 #define GL_CLIENT_PACK_BIT (1<<20)
1118 #define GL_CLIENT_UNPACK_BIT (1<<21)
1119
1120
1121 void
1122 _mesa_PushClientAttrib(GLbitfield mask)
1123 {
1124 struct gl_attrib_node *newnode;
1125 struct gl_attrib_node *head;
1126
1127 GET_CURRENT_CONTEXT(ctx);
1128 ASSERT_OUTSIDE_BEGIN_END(ctx);
1129
1130 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1131 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1132 return;
1133 }
1134
1135 /* Build linked list of attribute nodes which save all attribute */
1136 /* groups specified by the mask. */
1137 head = NULL;
1138
1139 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1140 struct gl_pixelstore_attrib *attr;
1141 /* packing attribs */
1142 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1143 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1144 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1145 newnode->data = attr;
1146 newnode->next = head;
1147 head = newnode;
1148 /* unpacking attribs */
1149 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1150 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1151 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1152 newnode->data = attr;
1153 newnode->next = head;
1154 head = newnode;
1155 }
1156 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1157 struct gl_array_attrib *attr;
1158 attr = MALLOC_STRUCT( gl_array_attrib );
1159 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1160 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1161 newnode->data = attr;
1162 newnode->next = head;
1163 head = newnode;
1164 }
1165
1166 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1167 ctx->ClientAttribStackDepth++;
1168 }
1169
1170
1171
1172
1173 void
1174 _mesa_PopClientAttrib(void)
1175 {
1176 struct gl_attrib_node *attr, *next;
1177
1178 GET_CURRENT_CONTEXT(ctx);
1179 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1180
1181 if (ctx->ClientAttribStackDepth == 0) {
1182 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1183 return;
1184 }
1185
1186 ctx->ClientAttribStackDepth--;
1187 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1188
1189 while (attr) {
1190 switch (attr->kind) {
1191 case GL_CLIENT_PACK_BIT:
1192 MEMCPY( &ctx->Pack, attr->data,
1193 sizeof(struct gl_pixelstore_attrib) );
1194 ctx->NewState |= _NEW_PACKUNPACK;
1195 break;
1196 case GL_CLIENT_UNPACK_BIT:
1197 MEMCPY( &ctx->Unpack, attr->data,
1198 sizeof(struct gl_pixelstore_attrib) );
1199 ctx->NewState |= _NEW_PACKUNPACK;
1200 break;
1201 case GL_CLIENT_VERTEX_ARRAY_BIT:
1202 MEMCPY( &ctx->Array, attr->data,
1203 sizeof(struct gl_array_attrib) );
1204 ctx->NewState |= _NEW_ARRAY;
1205 break;
1206 default:
1207 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1208 break;
1209 }
1210
1211 next = attr->next;
1212 FREE( attr->data );
1213 FREE( attr );
1214 attr = next;
1215 }
1216 }