Merge branch 'master' of git+ssh://michal@git.freedesktop.org/git/mesa/mesa into...
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 #include "glheader.h"
26 #include "imports.h"
27 #include "accum.h"
28 #include "arrayobj.h"
29 #include "attrib.h"
30 #include "blend.h"
31 #include "buffers.h"
32 #include "bufferobj.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "depth.h"
37 #include "enable.h"
38 #include "enums.h"
39 #include "fog.h"
40 #include "hint.h"
41 #include "light.h"
42 #include "lines.h"
43 #include "matrix.h"
44 #include "points.h"
45 #include "polygon.h"
46 #include "simple_list.h"
47 #include "stencil.h"
48 #include "texobj.h"
49 #include "texstate.h"
50 #include "mtypes.h"
51 #include "math/m_xform.h"
52
53
54 /**
55 * Allocate a new attribute state node. These nodes have a
56 * "kind" value and a pointer to a struct of state data.
57 */
58 static struct gl_attrib_node *
59 new_attrib_node( GLbitfield kind )
60 {
61 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
62 if (an) {
63 an->kind = kind;
64 }
65 return an;
66 }
67
68
69 void GLAPIENTRY
70 _mesa_PushAttrib(GLbitfield mask)
71 {
72 struct gl_attrib_node *newnode;
73 struct gl_attrib_node *head;
74
75 GET_CURRENT_CONTEXT(ctx);
76 ASSERT_OUTSIDE_BEGIN_END(ctx);
77
78 if (MESA_VERBOSE & VERBOSE_API)
79 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
80
81 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
82 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
83 return;
84 }
85
86 /* Build linked list of attribute nodes which save all attribute */
87 /* groups specified by the mask. */
88 head = NULL;
89
90 if (mask & GL_ACCUM_BUFFER_BIT) {
91 struct gl_accum_attrib *attr;
92 attr = MALLOC_STRUCT( gl_accum_attrib );
93 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
94 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
95 newnode->data = attr;
96 newnode->next = head;
97 head = newnode;
98 }
99
100 if (mask & GL_COLOR_BUFFER_BIT) {
101 GLuint i;
102 struct gl_colorbuffer_attrib *attr;
103 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
104 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
105 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
106 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
107 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
108 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
109 newnode->data = attr;
110 newnode->next = head;
111 head = newnode;
112 }
113
114 if (mask & GL_CURRENT_BIT) {
115 struct gl_current_attrib *attr;
116 FLUSH_CURRENT( ctx, 0 );
117 attr = MALLOC_STRUCT( gl_current_attrib );
118 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
119 newnode = new_attrib_node( GL_CURRENT_BIT );
120 newnode->data = attr;
121 newnode->next = head;
122 head = newnode;
123 }
124
125 if (mask & GL_DEPTH_BUFFER_BIT) {
126 struct gl_depthbuffer_attrib *attr;
127 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
128 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
129 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
130 newnode->data = attr;
131 newnode->next = head;
132 head = newnode;
133 }
134
135 if (mask & GL_ENABLE_BIT) {
136 struct gl_enable_attrib *attr;
137 GLuint i;
138 attr = MALLOC_STRUCT( gl_enable_attrib );
139 /* Copy enable flags from all other attributes into the enable struct. */
140 attr->AlphaTest = ctx->Color.AlphaEnabled;
141 attr->AutoNormal = ctx->Eval.AutoNormal;
142 attr->Blend = ctx->Color.BlendEnabled;
143 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
144 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
145 for (i = 0; i < COLORTABLE_MAX; i++) {
146 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
147 }
148 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
149 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
150 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
151 attr->CullFace = ctx->Polygon.CullFlag;
152 attr->DepthTest = ctx->Depth.Test;
153 attr->Dither = ctx->Color.DitherFlag;
154 attr->Fog = ctx->Fog.Enabled;
155 for (i = 0; i < ctx->Const.MaxLights; i++) {
156 attr->Light[i] = ctx->Light.Light[i].Enabled;
157 }
158 attr->Lighting = ctx->Light.Enabled;
159 attr->LineSmooth = ctx->Line.SmoothFlag;
160 attr->LineStipple = ctx->Line.StippleFlag;
161 attr->Histogram = ctx->Pixel.HistogramEnabled;
162 attr->MinMax = ctx->Pixel.MinMaxEnabled;
163 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
164 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
165 attr->Map1Color4 = ctx->Eval.Map1Color4;
166 attr->Map1Index = ctx->Eval.Map1Index;
167 attr->Map1Normal = ctx->Eval.Map1Normal;
168 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
169 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
170 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
171 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
172 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
173 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
174 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
175 attr->Map2Color4 = ctx->Eval.Map2Color4;
176 attr->Map2Index = ctx->Eval.Map2Index;
177 attr->Map2Normal = ctx->Eval.Map2Normal;
178 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
179 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
180 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
181 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
182 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
183 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
184 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
185 attr->Normalize = ctx->Transform.Normalize;
186 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
187 attr->PointSmooth = ctx->Point.SmoothFlag;
188 attr->PointSprite = ctx->Point.PointSprite;
189 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
190 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
191 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
192 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
193 attr->PolygonStipple = ctx->Polygon.StippleFlag;
194 attr->RescaleNormals = ctx->Transform.RescaleNormals;
195 attr->Scissor = ctx->Scissor.Enabled;
196 attr->Stencil = ctx->Stencil.Enabled;
197 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
198 attr->MultisampleEnabled = ctx->Multisample.Enabled;
199 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
200 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
201 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
202 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
203 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
204 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
205 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
206 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
207 }
208 /* GL_NV_vertex_program */
209 attr->VertexProgram = ctx->VertexProgram.Enabled;
210 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
211 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
212 newnode = new_attrib_node( GL_ENABLE_BIT );
213 newnode->data = attr;
214 newnode->next = head;
215 head = newnode;
216 }
217
218 if (mask & GL_EVAL_BIT) {
219 struct gl_eval_attrib *attr;
220 attr = MALLOC_STRUCT( gl_eval_attrib );
221 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
222 newnode = new_attrib_node( GL_EVAL_BIT );
223 newnode->data = attr;
224 newnode->next = head;
225 head = newnode;
226 }
227
228 if (mask & GL_FOG_BIT) {
229 struct gl_fog_attrib *attr;
230 attr = MALLOC_STRUCT( gl_fog_attrib );
231 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
232 newnode = new_attrib_node( GL_FOG_BIT );
233 newnode->data = attr;
234 newnode->next = head;
235 head = newnode;
236 }
237
238 if (mask & GL_HINT_BIT) {
239 struct gl_hint_attrib *attr;
240 attr = MALLOC_STRUCT( gl_hint_attrib );
241 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
242 newnode = new_attrib_node( GL_HINT_BIT );
243 newnode->data = attr;
244 newnode->next = head;
245 head = newnode;
246 }
247
248 if (mask & GL_LIGHTING_BIT) {
249 struct gl_light_attrib *attr;
250 FLUSH_CURRENT(ctx, 0); /* flush material changes */
251 attr = MALLOC_STRUCT( gl_light_attrib );
252 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
253 newnode = new_attrib_node( GL_LIGHTING_BIT );
254 newnode->data = attr;
255 newnode->next = head;
256 head = newnode;
257 }
258
259 if (mask & GL_LINE_BIT) {
260 struct gl_line_attrib *attr;
261 attr = MALLOC_STRUCT( gl_line_attrib );
262 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
263 newnode = new_attrib_node( GL_LINE_BIT );
264 newnode->data = attr;
265 newnode->next = head;
266 head = newnode;
267 }
268
269 if (mask & GL_LIST_BIT) {
270 struct gl_list_attrib *attr;
271 attr = MALLOC_STRUCT( gl_list_attrib );
272 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
273 newnode = new_attrib_node( GL_LIST_BIT );
274 newnode->data = attr;
275 newnode->next = head;
276 head = newnode;
277 }
278
279 if (mask & GL_PIXEL_MODE_BIT) {
280 struct gl_pixel_attrib *attr;
281 attr = MALLOC_STRUCT( gl_pixel_attrib );
282 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
283 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
284 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
285 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
286 newnode->data = attr;
287 newnode->next = head;
288 head = newnode;
289 }
290
291 if (mask & GL_POINT_BIT) {
292 struct gl_point_attrib *attr;
293 attr = MALLOC_STRUCT( gl_point_attrib );
294 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
295 newnode = new_attrib_node( GL_POINT_BIT );
296 newnode->data = attr;
297 newnode->next = head;
298 head = newnode;
299 }
300
301 if (mask & GL_POLYGON_BIT) {
302 struct gl_polygon_attrib *attr;
303 attr = MALLOC_STRUCT( gl_polygon_attrib );
304 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
305 newnode = new_attrib_node( GL_POLYGON_BIT );
306 newnode->data = attr;
307 newnode->next = head;
308 head = newnode;
309 }
310
311 if (mask & GL_POLYGON_STIPPLE_BIT) {
312 GLuint *stipple;
313 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
314 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
315 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
316 newnode->data = stipple;
317 newnode->next = head;
318 head = newnode;
319 }
320
321 if (mask & GL_SCISSOR_BIT) {
322 struct gl_scissor_attrib *attr;
323 attr = MALLOC_STRUCT( gl_scissor_attrib );
324 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
325 newnode = new_attrib_node( GL_SCISSOR_BIT );
326 newnode->data = attr;
327 newnode->next = head;
328 head = newnode;
329 }
330
331 if (mask & GL_STENCIL_BUFFER_BIT) {
332 struct gl_stencil_attrib *attr;
333 attr = MALLOC_STRUCT( gl_stencil_attrib );
334 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
335 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
336 newnode->data = attr;
337 newnode->next = head;
338 head = newnode;
339 }
340
341 if (mask & GL_TEXTURE_BIT) {
342 struct gl_texture_attrib *attr;
343 GLuint u;
344
345 _mesa_lock_context_textures(ctx);
346 /* Bump the texture object reference counts so that they don't
347 * inadvertantly get deleted.
348 */
349 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
350 ctx->Texture.Unit[u].Current1D->RefCount++;
351 ctx->Texture.Unit[u].Current2D->RefCount++;
352 ctx->Texture.Unit[u].Current3D->RefCount++;
353 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
354 ctx->Texture.Unit[u].CurrentRect->RefCount++;
355 ctx->Texture.Unit[u].Current1DArray->RefCount++;
356 ctx->Texture.Unit[u].Current2DArray->RefCount++;
357 }
358 attr = MALLOC_STRUCT( gl_texture_attrib );
359 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
360 /* copy state of the currently bound texture objects */
361 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
362 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
363 attr->Unit[u].Current1D);
364 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
365 attr->Unit[u].Current2D);
366 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
367 attr->Unit[u].Current3D);
368 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
369 attr->Unit[u].CurrentCubeMap);
370 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
371 attr->Unit[u].CurrentRect);
372 _mesa_copy_texture_object(&attr->Unit[u].Saved1DArray,
373 attr->Unit[u].Current1DArray);
374 _mesa_copy_texture_object(&attr->Unit[u].Saved2DArray,
375 attr->Unit[u].Current2DArray);
376 }
377
378 _mesa_unlock_context_textures(ctx);
379
380 newnode = new_attrib_node( GL_TEXTURE_BIT );
381 newnode->data = attr;
382 newnode->next = head;
383 head = newnode;
384 }
385
386 if (mask & GL_TRANSFORM_BIT) {
387 struct gl_transform_attrib *attr;
388 attr = MALLOC_STRUCT( gl_transform_attrib );
389 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
390 newnode = new_attrib_node( GL_TRANSFORM_BIT );
391 newnode->data = attr;
392 newnode->next = head;
393 head = newnode;
394 }
395
396 if (mask & GL_VIEWPORT_BIT) {
397 struct gl_viewport_attrib *attr;
398 attr = MALLOC_STRUCT( gl_viewport_attrib );
399 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
400 newnode = new_attrib_node( GL_VIEWPORT_BIT );
401 newnode->data = attr;
402 newnode->next = head;
403 head = newnode;
404 }
405
406 /* GL_ARB_multisample */
407 if (mask & GL_MULTISAMPLE_BIT_ARB) {
408 struct gl_multisample_attrib *attr;
409 attr = MALLOC_STRUCT( gl_multisample_attrib );
410 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
411 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
412 newnode->data = attr;
413 newnode->next = head;
414 head = newnode;
415 }
416
417 ctx->AttribStack[ctx->AttribStackDepth] = head;
418 ctx->AttribStackDepth++;
419 }
420
421
422
423 static void
424 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
425 {
426 GLuint i;
427
428 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
429 if ((VALUE) != (NEWVALUE)) { \
430 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
431 }
432
433 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
434 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
435
436 for (i=0;i<MAX_CLIP_PLANES;i++) {
437 const GLuint mask = 1 << i;
438 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
439 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
440 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
441 }
442
443 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
444 GL_COLOR_MATERIAL);
445 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
446 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
447 GL_COLOR_TABLE);
448 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
449 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
450 GL_POST_CONVOLUTION_COLOR_TABLE);
451 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
452 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
453 GL_POST_COLOR_MATRIX_COLOR_TABLE);
454 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
455 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
456 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
457 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
458 GL_CONVOLUTION_1D);
459 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
460 GL_CONVOLUTION_2D);
461 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
462 GL_SEPARABLE_2D);
463 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
464 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
465 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
466 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
467 GL_LINE_STIPPLE);
468 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
469 GL_INDEX_LOGIC_OP);
470 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
471 GL_COLOR_LOGIC_OP);
472
473 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
474 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
475 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
476 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
477 GL_MAP1_TEXTURE_COORD_1);
478 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
479 GL_MAP1_TEXTURE_COORD_2);
480 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
481 GL_MAP1_TEXTURE_COORD_3);
482 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
483 GL_MAP1_TEXTURE_COORD_4);
484 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
485 GL_MAP1_VERTEX_3);
486 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
487 GL_MAP1_VERTEX_4);
488 for (i = 0; i < 16; i++) {
489 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
490 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
491 }
492
493 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
494 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
495 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
496 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
497 GL_MAP2_TEXTURE_COORD_1);
498 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
499 GL_MAP2_TEXTURE_COORD_2);
500 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
501 GL_MAP2_TEXTURE_COORD_3);
502 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
503 GL_MAP2_TEXTURE_COORD_4);
504 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
505 GL_MAP2_VERTEX_3);
506 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
507 GL_MAP2_VERTEX_4);
508 for (i = 0; i < 16; i++) {
509 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
510 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
511 }
512
513 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
514 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
515 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
516 GL_RESCALE_NORMAL_EXT);
517 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
518 enable->RasterPositionUnclipped,
519 GL_RASTER_POSITION_UNCLIPPED_IBM);
520 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
521 GL_POINT_SMOOTH);
522 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
523 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
524 GL_POINT_SPRITE_NV);
525 }
526 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
527 GL_POLYGON_OFFSET_POINT);
528 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
529 GL_POLYGON_OFFSET_LINE);
530 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
531 GL_POLYGON_OFFSET_FILL);
532 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
533 GL_POLYGON_SMOOTH);
534 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
535 GL_POLYGON_STIPPLE);
536 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
537 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
538 if (ctx->Extensions.EXT_stencil_two_side) {
539 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
540 }
541 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
542 GL_MULTISAMPLE_ARB);
543 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
544 enable->SampleAlphaToCoverage,
545 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
546 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
547 enable->SampleAlphaToOne,
548 GL_SAMPLE_ALPHA_TO_ONE_ARB);
549 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
550 enable->SampleCoverage,
551 GL_SAMPLE_COVERAGE_ARB);
552 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
553 enable->SampleCoverageInvert,
554 GL_SAMPLE_COVERAGE_INVERT_ARB);
555 /* GL_ARB_vertex_program, GL_NV_vertex_program */
556 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
557 enable->VertexProgram,
558 GL_VERTEX_PROGRAM_ARB);
559 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
560 enable->VertexProgramPointSize,
561 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
562 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
563 enable->VertexProgramTwoSide,
564 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
565
566 #undef TEST_AND_UPDATE
567
568 /* texture unit enables */
569 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
570 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
571 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
572 if (ctx->Driver.Enable) {
573 if (ctx->Driver.ActiveTexture) {
574 (*ctx->Driver.ActiveTexture)(ctx, i);
575 }
576 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
577 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
578 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
579 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
580 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
581 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
582 if (ctx->Extensions.ARB_texture_cube_map)
583 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
584 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
585 if (ctx->Extensions.NV_texture_rectangle)
586 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
587 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
588 }
589 }
590
591 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
592 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
593 if (ctx->Driver.Enable) {
594 if (ctx->Driver.ActiveTexture) {
595 (*ctx->Driver.ActiveTexture)(ctx, i);
596 }
597 if (enable->TexGen[i] & S_BIT)
598 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
599 else
600 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
601 if (enable->TexGen[i] & T_BIT)
602 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
603 else
604 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
605 if (enable->TexGen[i] & R_BIT)
606 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
607 else
608 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
609 if (enable->TexGen[i] & Q_BIT)
610 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
611 else
612 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
613 }
614 }
615
616 /* GL_SGI_texture_color_table */
617 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
618 }
619
620 if (ctx->Driver.ActiveTexture) {
621 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
622 }
623 }
624
625
626 static void
627 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
628 {
629 GLuint u;
630
631 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
632 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
633 GLuint i;
634
635 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
636 _mesa_set_enable(ctx, GL_TEXTURE_1D,
637 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
638 _mesa_set_enable(ctx, GL_TEXTURE_2D,
639 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
640 _mesa_set_enable(ctx, GL_TEXTURE_3D,
641 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
642 if (ctx->Extensions.ARB_texture_cube_map) {
643 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
644 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
645 }
646 if (ctx->Extensions.NV_texture_rectangle) {
647 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
648 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
649 }
650 if (ctx->Extensions.SGI_texture_color_table) {
651 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
652 unit->ColorTableEnabled);
653 }
654 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
655 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
656 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
657 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
658 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
659 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
660 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
661 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
662 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
663 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
664 /* Eye plane done differently to avoid re-transformation */
665 {
666 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
667 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
668 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
669 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
670 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
671 if (ctx->Driver.TexGen) {
672 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
673 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
674 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
675 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
676 }
677 }
678 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
679 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
680 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
681 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
682 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
683 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
684 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
685 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
686 if (ctx->Extensions.EXT_texture_lod_bias) {
687 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
688 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
689 }
690 if (ctx->Extensions.EXT_texture_env_combine ||
691 ctx->Extensions.ARB_texture_env_combine) {
692 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
693 unit->Combine.ModeRGB);
694 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
695 unit->Combine.ModeA);
696 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
697 unit->Combine.SourceRGB[0]);
698 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
699 unit->Combine.SourceRGB[1]);
700 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
701 unit->Combine.SourceRGB[2]);
702 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
703 unit->Combine.SourceA[0]);
704 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
705 unit->Combine.SourceA[1]);
706 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
707 unit->Combine.SourceA[2]);
708 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
709 unit->Combine.OperandRGB[0]);
710 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
711 unit->Combine.OperandRGB[1]);
712 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
713 unit->Combine.OperandRGB[2]);
714 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
715 unit->Combine.OperandA[0]);
716 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
717 unit->Combine.OperandA[1]);
718 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
719 unit->Combine.OperandA[2]);
720 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
721 1 << unit->Combine.ScaleShiftRGB);
722 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
723 1 << unit->Combine.ScaleShiftA);
724 }
725
726 /* Restore texture object state */
727 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
728 GLenum target = 0;
729 const struct gl_texture_object *obj = NULL;
730 GLfloat bordColor[4];
731
732 switch (i) {
733 case 0:
734 target = GL_TEXTURE_1D;
735 obj = &unit->Saved1D;
736 break;
737 case 1:
738 target = GL_TEXTURE_2D;
739 obj = &unit->Saved2D;
740 break;
741 case 2:
742 target = GL_TEXTURE_3D;
743 obj = &unit->Saved3D;
744 break;
745 case 3:
746 if (!ctx->Extensions.ARB_texture_cube_map)
747 continue;
748 target = GL_TEXTURE_CUBE_MAP_ARB;
749 obj = &unit->SavedCubeMap;
750 break;
751 case 4:
752 if (!ctx->Extensions.NV_texture_rectangle)
753 continue;
754 target = GL_TEXTURE_RECTANGLE_NV;
755 obj = &unit->SavedRect;
756 break;
757 case 5:
758 if (!ctx->Extensions.MESA_texture_array)
759 continue;
760 target = GL_TEXTURE_1D_ARRAY_EXT;
761 obj = &unit->Saved1DArray;
762 break;
763 case 6:
764 if (!ctx->Extensions.MESA_texture_array)
765 continue;
766 target = GL_TEXTURE_2D_ARRAY_EXT;
767 obj = &unit->Saved2DArray;
768 break;
769 default:
770 ; /* silence warnings */
771 }
772
773 _mesa_BindTexture(target, obj->Name);
774
775 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
776 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
777 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
778 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
779
780 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
781 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
782 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
783 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
784 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
785 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
786 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
787 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
788 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
789 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
790 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
791 if (target != GL_TEXTURE_RECTANGLE_ARB)
792 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
793 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
794 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
795 obj->MaxAnisotropy);
796 }
797 if (ctx->Extensions.SGIX_shadow) {
798 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
799 obj->CompareFlag);
800 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
801 obj->CompareOperator);
802 }
803 if (ctx->Extensions.SGIX_shadow_ambient) {
804 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
805 obj->ShadowAmbient);
806 }
807
808 }
809 }
810 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
811 + texAttrib->CurrentUnit);
812
813 /* "un-bump" the texture object reference counts. We did that so they
814 * wouldn't inadvertantly get deleted while they were still referenced
815 * inside the attribute state stack.
816 */
817 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
818 ctx->Texture.Unit[u].Current1D->RefCount--;
819 ctx->Texture.Unit[u].Current2D->RefCount--;
820 ctx->Texture.Unit[u].Current3D->RefCount--;
821 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
822 ctx->Texture.Unit[u].CurrentRect->RefCount--;
823 ctx->Texture.Unit[u].Current1DArray->RefCount--;
824 ctx->Texture.Unit[u].Current2DArray->RefCount--;
825 }
826 }
827
828
829 /*
830 * This function is kind of long just because we have to call a lot
831 * of device driver functions to update device driver state.
832 *
833 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
834 * in order to restore GL state. This isn't terribly efficient but it
835 * ensures that dirty flags and any derived state gets updated correctly.
836 * We could at least check if the value to restore equals the current value
837 * and then skip the Mesa call.
838 */
839 void GLAPIENTRY
840 _mesa_PopAttrib(void)
841 {
842 struct gl_attrib_node *attr, *next;
843 GET_CURRENT_CONTEXT(ctx);
844 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
845
846 if (ctx->AttribStackDepth == 0) {
847 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
848 return;
849 }
850
851 ctx->AttribStackDepth--;
852 attr = ctx->AttribStack[ctx->AttribStackDepth];
853
854 while (attr) {
855
856 if (MESA_VERBOSE & VERBOSE_API) {
857 _mesa_debug(ctx, "glPopAttrib %s\n",
858 _mesa_lookup_enum_by_nr(attr->kind));
859 }
860
861 switch (attr->kind) {
862 case GL_ACCUM_BUFFER_BIT:
863 {
864 const struct gl_accum_attrib *accum;
865 accum = (const struct gl_accum_attrib *) attr->data;
866 _mesa_ClearAccum(accum->ClearColor[0],
867 accum->ClearColor[1],
868 accum->ClearColor[2],
869 accum->ClearColor[3]);
870 }
871 break;
872 case GL_COLOR_BUFFER_BIT:
873 {
874 const struct gl_colorbuffer_attrib *color;
875 color = (const struct gl_colorbuffer_attrib *) attr->data;
876 _mesa_ClearIndex((GLfloat) color->ClearIndex);
877 _mesa_ClearColor(color->ClearColor[0],
878 color->ClearColor[1],
879 color->ClearColor[2],
880 color->ClearColor[3]);
881 _mesa_IndexMask(color->IndexMask);
882 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
883 (GLboolean) (color->ColorMask[1] != 0),
884 (GLboolean) (color->ColorMask[2] != 0),
885 (GLboolean) (color->ColorMask[3] != 0));
886 {
887 /* Need to determine if more than one color output is
888 * specified. If so, call glDrawBuffersARB, else call
889 * glDrawBuffer(). This is a subtle, but essential point
890 * since GL_FRONT (for example) is illegal for the former
891 * function, but legal for the later.
892 */
893 GLboolean multipleBuffers = GL_FALSE;
894 if (ctx->Extensions.ARB_draw_buffers) {
895 GLuint i;
896 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
897 if (color->DrawBuffer[i] != GL_NONE) {
898 multipleBuffers = GL_TRUE;
899 break;
900 }
901 }
902 }
903 /* Call the API_level functions, not _mesa_drawbuffers()
904 * since we need to do error checking on the pop'd
905 * GL_DRAW_BUFFER.
906 * Ex: if GL_FRONT were pushed, but we're popping with a
907 * user FBO bound, GL_FRONT will be illegal and we'll need
908 * to record that error. Per OpenGL ARB decision.
909 */
910 if (multipleBuffers)
911 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
912 color->DrawBuffer);
913 else
914 _mesa_DrawBuffer(color->DrawBuffer[0]);
915 }
916 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
917 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
918 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
919 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
920 color->BlendDstRGB,
921 color->BlendSrcA,
922 color->BlendDstA);
923 /* This special case is because glBlendEquationSeparateEXT
924 * cannot take GL_LOGIC_OP as a parameter.
925 */
926 if ( color->BlendEquationRGB == color->BlendEquationA ) {
927 _mesa_BlendEquation(color->BlendEquationRGB);
928 }
929 else {
930 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
931 color->BlendEquationA);
932 }
933 _mesa_BlendColor(color->BlendColor[0],
934 color->BlendColor[1],
935 color->BlendColor[2],
936 color->BlendColor[3]);
937 _mesa_LogicOp(color->LogicOp);
938 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
939 color->ColorLogicOpEnabled);
940 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
941 color->IndexLogicOpEnabled);
942 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
943 }
944 break;
945 case GL_CURRENT_BIT:
946 FLUSH_CURRENT( ctx, 0 );
947 MEMCPY( &ctx->Current, attr->data,
948 sizeof(struct gl_current_attrib) );
949 break;
950 case GL_DEPTH_BUFFER_BIT:
951 {
952 const struct gl_depthbuffer_attrib *depth;
953 depth = (const struct gl_depthbuffer_attrib *) attr->data;
954 _mesa_DepthFunc(depth->Func);
955 _mesa_ClearDepth(depth->Clear);
956 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
957 _mesa_DepthMask(depth->Mask);
958 }
959 break;
960 case GL_ENABLE_BIT:
961 {
962 const struct gl_enable_attrib *enable;
963 enable = (const struct gl_enable_attrib *) attr->data;
964 pop_enable_group(ctx, enable);
965 ctx->NewState |= _NEW_ALL;
966 }
967 break;
968 case GL_EVAL_BIT:
969 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
970 ctx->NewState |= _NEW_EVAL;
971 break;
972 case GL_FOG_BIT:
973 {
974 const struct gl_fog_attrib *fog;
975 fog = (const struct gl_fog_attrib *) attr->data;
976 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
977 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
978 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
979 _mesa_Fogf(GL_FOG_START, fog->Start);
980 _mesa_Fogf(GL_FOG_END, fog->End);
981 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
982 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
983 }
984 break;
985 case GL_HINT_BIT:
986 {
987 const struct gl_hint_attrib *hint;
988 hint = (const struct gl_hint_attrib *) attr->data;
989 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
990 hint->PerspectiveCorrection );
991 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
992 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
993 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
994 _mesa_Hint(GL_FOG_HINT, hint->Fog);
995 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
996 hint->ClipVolumeClipping);
997 if (ctx->Extensions.ARB_texture_compression)
998 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
999 hint->TextureCompression);
1000 }
1001 break;
1002 case GL_LIGHTING_BIT:
1003 {
1004 GLuint i;
1005 const struct gl_light_attrib *light;
1006 light = (const struct gl_light_attrib *) attr->data;
1007 /* lighting enable */
1008 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1009 /* per-light state */
1010 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1011 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1012
1013 for (i = 0; i < ctx->Const.MaxLights; i++) {
1014 const struct gl_light *l = &light->Light[i];
1015 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1016 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1017 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1018 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1019 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1020 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1021 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1022 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1023 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1024 &l->ConstantAttenuation);
1025 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1026 &l->LinearAttenuation);
1027 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1028 &l->QuadraticAttenuation);
1029 }
1030 /* light model */
1031 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1032 light->Model.Ambient);
1033 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1034 (GLfloat) light->Model.LocalViewer);
1035 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1036 (GLfloat) light->Model.TwoSide);
1037 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1038 (GLfloat) light->Model.ColorControl);
1039 /* shade model */
1040 _mesa_ShadeModel(light->ShadeModel);
1041 /* color material */
1042 _mesa_ColorMaterial(light->ColorMaterialFace,
1043 light->ColorMaterialMode);
1044 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1045 light->ColorMaterialEnabled);
1046 /* materials */
1047 MEMCPY(&ctx->Light.Material, &light->Material,
1048 sizeof(struct gl_material));
1049 }
1050 break;
1051 case GL_LINE_BIT:
1052 {
1053 const struct gl_line_attrib *line;
1054 line = (const struct gl_line_attrib *) attr->data;
1055 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1056 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1057 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1058 _mesa_LineWidth(line->Width);
1059 }
1060 break;
1061 case GL_LIST_BIT:
1062 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1063 break;
1064 case GL_PIXEL_MODE_BIT:
1065 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1066 /* XXX what other pixel state needs to be set by function calls? */
1067 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1068 ctx->NewState |= _NEW_PIXEL;
1069 break;
1070 case GL_POINT_BIT:
1071 {
1072 const struct gl_point_attrib *point;
1073 point = (const struct gl_point_attrib *) attr->data;
1074 _mesa_PointSize(point->Size);
1075 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1076 if (ctx->Extensions.EXT_point_parameters) {
1077 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1078 point->Params);
1079 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1080 point->MinSize);
1081 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1082 point->MaxSize);
1083 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1084 point->Threshold);
1085 }
1086 if (ctx->Extensions.NV_point_sprite
1087 || ctx->Extensions.ARB_point_sprite) {
1088 GLuint u;
1089 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1090 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1091 (GLint) point->CoordReplace[u]);
1092 }
1093 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1094 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1095 ctx->Point.SpriteRMode);
1096 _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
1097 (GLfloat)ctx->Point.SpriteOrigin);
1098 }
1099 }
1100 break;
1101 case GL_POLYGON_BIT:
1102 {
1103 const struct gl_polygon_attrib *polygon;
1104 polygon = (const struct gl_polygon_attrib *) attr->data;
1105 _mesa_CullFace(polygon->CullFaceMode);
1106 _mesa_FrontFace(polygon->FrontFace);
1107 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1108 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1109 _mesa_PolygonOffset(polygon->OffsetFactor,
1110 polygon->OffsetUnits);
1111 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1112 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1113 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1114 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1115 polygon->OffsetPoint);
1116 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1117 polygon->OffsetLine);
1118 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1119 polygon->OffsetFill);
1120 }
1121 break;
1122 case GL_POLYGON_STIPPLE_BIT:
1123 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1124 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1125 if (ctx->Driver.PolygonStipple)
1126 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1127 break;
1128 case GL_SCISSOR_BIT:
1129 {
1130 const struct gl_scissor_attrib *scissor;
1131 scissor = (const struct gl_scissor_attrib *) attr->data;
1132 _mesa_Scissor(scissor->X, scissor->Y,
1133 scissor->Width, scissor->Height);
1134 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1135 }
1136 break;
1137 case GL_STENCIL_BUFFER_BIT:
1138 {
1139 const struct gl_stencil_attrib *stencil;
1140 stencil = (const struct gl_stencil_attrib *) attr->data;
1141 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1142 _mesa_ClearStencil(stencil->Clear);
1143 if (ctx->Extensions.EXT_stencil_two_side) {
1144 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1145 stencil->TestTwoSide);
1146 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1147 ? GL_BACK : GL_FRONT);
1148 }
1149 /* front state */
1150 _mesa_StencilFuncSeparate(GL_FRONT,
1151 stencil->Function[0],
1152 stencil->Ref[0],
1153 stencil->ValueMask[0]);
1154 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1155 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1156 stencil->ZFailFunc[0],
1157 stencil->ZPassFunc[0]);
1158 /* back state */
1159 _mesa_StencilFuncSeparate(GL_BACK,
1160 stencil->Function[1],
1161 stencil->Ref[1],
1162 stencil->ValueMask[1]);
1163 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1164 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1165 stencil->ZFailFunc[1],
1166 stencil->ZPassFunc[1]);
1167 }
1168 break;
1169 case GL_TRANSFORM_BIT:
1170 {
1171 GLuint i;
1172 const struct gl_transform_attrib *xform;
1173 xform = (const struct gl_transform_attrib *) attr->data;
1174 _mesa_MatrixMode(xform->MatrixMode);
1175 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1176 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1177
1178 /* restore clip planes */
1179 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1180 const GLuint mask = 1 << 1;
1181 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1182 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1183 if (xform->ClipPlanesEnabled & mask) {
1184 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1185 }
1186 else {
1187 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1188 }
1189 if (ctx->Driver.ClipPlane)
1190 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1191 }
1192
1193 /* normalize/rescale */
1194 if (xform->Normalize != ctx->Transform.Normalize)
1195 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1196 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1197 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1198 ctx->Transform.RescaleNormals);
1199 }
1200 break;
1201 case GL_TEXTURE_BIT:
1202 /* Take care of texture object reference counters */
1203 {
1204 const struct gl_texture_attrib *texture;
1205 texture = (const struct gl_texture_attrib *) attr->data;
1206 pop_texture_group(ctx, texture);
1207 ctx->NewState |= _NEW_TEXTURE;
1208 }
1209 break;
1210 case GL_VIEWPORT_BIT:
1211 {
1212 const struct gl_viewport_attrib *vp;
1213 vp = (const struct gl_viewport_attrib *) attr->data;
1214 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1215 _mesa_DepthRange(vp->Near, vp->Far);
1216 }
1217 break;
1218 case GL_MULTISAMPLE_BIT_ARB:
1219 {
1220 const struct gl_multisample_attrib *ms;
1221 ms = (const struct gl_multisample_attrib *) attr->data;
1222 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1223 ms->SampleCoverageInvert);
1224 }
1225 break;
1226
1227 default:
1228 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1229 break;
1230 }
1231
1232 next = attr->next;
1233 FREE( attr->data );
1234 FREE( attr );
1235 attr = next;
1236 }
1237 }
1238
1239
1240 /**
1241 * Helper for incrementing/decrementing vertex buffer object reference
1242 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1243 */
1244 static void
1245 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1246 {
1247 GLuint i;
1248 array->ArrayObj->Vertex.BufferObj->RefCount += step;
1249 array->ArrayObj->Normal.BufferObj->RefCount += step;
1250 array->ArrayObj->Color.BufferObj->RefCount += step;
1251 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1252 array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1253 array->ArrayObj->Index.BufferObj->RefCount += step;
1254 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1255 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1256 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1257 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1258 array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1259
1260 array->ArrayBufferObj->RefCount += step;
1261 array->ElementArrayBufferObj->RefCount += step;
1262 }
1263
1264
1265 #define GL_CLIENT_PACK_BIT (1<<20)
1266 #define GL_CLIENT_UNPACK_BIT (1<<21)
1267
1268
1269 void GLAPIENTRY
1270 _mesa_PushClientAttrib(GLbitfield mask)
1271 {
1272 struct gl_attrib_node *newnode;
1273 struct gl_attrib_node *head;
1274
1275 GET_CURRENT_CONTEXT(ctx);
1276 ASSERT_OUTSIDE_BEGIN_END(ctx);
1277
1278 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1279 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1280 return;
1281 }
1282
1283 /* Build linked list of attribute nodes which save all attribute */
1284 /* groups specified by the mask. */
1285 head = NULL;
1286
1287 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1288 struct gl_pixelstore_attrib *attr;
1289 #if FEATURE_EXT_pixel_buffer_object
1290 ctx->Pack.BufferObj->RefCount++;
1291 ctx->Unpack.BufferObj->RefCount++;
1292 #endif
1293 /* packing attribs */
1294 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1295 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1296 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1297 newnode->data = attr;
1298 newnode->next = head;
1299 head = newnode;
1300 /* unpacking attribs */
1301 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1302 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1303 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1304 newnode->data = attr;
1305 newnode->next = head;
1306 head = newnode;
1307 }
1308 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1309 struct gl_array_attrib *attr;
1310 struct gl_array_object *obj;
1311
1312 attr = MALLOC_STRUCT( gl_array_attrib );
1313 obj = MALLOC_STRUCT( gl_array_object );
1314
1315 #if FEATURE_ARB_vertex_buffer_object
1316 /* increment ref counts since we're copying pointers to these objects */
1317 ctx->Array.ArrayBufferObj->RefCount++;
1318 ctx->Array.ElementArrayBufferObj->RefCount++;
1319 #endif
1320
1321 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1322 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1323
1324 attr->ArrayObj = obj;
1325
1326 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1327 newnode->data = attr;
1328 newnode->next = head;
1329 head = newnode;
1330 /* bump reference counts on buffer objects */
1331 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1332 }
1333
1334 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1335 ctx->ClientAttribStackDepth++;
1336 }
1337
1338
1339
1340
1341 void GLAPIENTRY
1342 _mesa_PopClientAttrib(void)
1343 {
1344 struct gl_attrib_node *attr, *next;
1345
1346 GET_CURRENT_CONTEXT(ctx);
1347 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1348
1349 if (ctx->ClientAttribStackDepth == 0) {
1350 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1351 return;
1352 }
1353
1354 ctx->ClientAttribStackDepth--;
1355 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1356
1357 while (attr) {
1358 switch (attr->kind) {
1359 case GL_CLIENT_PACK_BIT:
1360 #if FEATURE_EXT_pixel_buffer_object
1361 ctx->Pack.BufferObj->RefCount--;
1362 if (ctx->Pack.BufferObj->RefCount <= 0) {
1363 _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1364 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1365 }
1366 #endif
1367 MEMCPY( &ctx->Pack, attr->data,
1368 sizeof(struct gl_pixelstore_attrib) );
1369 ctx->NewState |= _NEW_PACKUNPACK;
1370 break;
1371 case GL_CLIENT_UNPACK_BIT:
1372 #if FEATURE_EXT_pixel_buffer_object
1373 ctx->Unpack.BufferObj->RefCount--;
1374 if (ctx->Unpack.BufferObj->RefCount <= 0) {
1375 _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1376 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1377 }
1378 #endif
1379 MEMCPY( &ctx->Unpack, attr->data,
1380 sizeof(struct gl_pixelstore_attrib) );
1381 ctx->NewState |= _NEW_PACKUNPACK;
1382 break;
1383 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1384 struct gl_array_attrib * data =
1385 (struct gl_array_attrib *) attr->data;
1386
1387 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1388
1389 ctx->Array.ActiveTexture = data->ActiveTexture;
1390 ctx->Array.LockFirst = data->LockFirst;
1391 ctx->Array.LockCount = data->LockCount;
1392
1393 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1394
1395 #if FEATURE_ARB_vertex_buffer_object
1396 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1397 data->ArrayBufferObj->Name);
1398 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1399 data->ElementArrayBufferObj->Name);
1400 #endif
1401
1402 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1403 sizeof( struct gl_array_object ) );
1404
1405 FREE( data->ArrayObj );
1406
1407 /* FIXME: Should some bits in ctx->Array->NewState also be set
1408 * FIXME: here? It seems like it should be set to inclusive-or
1409 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1410 */
1411
1412 ctx->NewState |= _NEW_ARRAY;
1413 break;
1414 }
1415 default:
1416 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1417 break;
1418 }
1419
1420 next = attr->next;
1421 FREE( attr->data );
1422 FREE( attr );
1423 attr = next;
1424 }
1425 }
1426
1427
1428 void _mesa_init_attrib( GLcontext *ctx )
1429 {
1430 /* Renderer and client attribute stacks */
1431 ctx->AttribStackDepth = 0;
1432 ctx->ClientAttribStackDepth = 0;
1433 }