More GL_EXT_framebuffer_object: rename some things, added device driver hooks.
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.3
4 *
5 * Copyright (C) 1999-2004 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 "attrib.h"
29 #include "blend.h"
30 #include "buffers.h"
31 #include "bufferobj.h"
32 #include "colormac.h"
33 #include "colortab.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 GLAPIENTRY
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->ColorTable = ctx->Pixel.ColorTableEnabled;
141 attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled;
142 attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled;
143 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
144 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
145 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
146 attr->CullFace = ctx->Polygon.CullFlag;
147 attr->DepthTest = ctx->Depth.Test;
148 attr->Dither = ctx->Color.DitherFlag;
149 attr->Fog = ctx->Fog.Enabled;
150 for (i=0;i<MAX_LIGHTS;i++) {
151 attr->Light[i] = ctx->Light.Light[i].Enabled;
152 }
153 attr->Lighting = ctx->Light.Enabled;
154 attr->LineSmooth = ctx->Line.SmoothFlag;
155 attr->LineStipple = ctx->Line.StippleFlag;
156 attr->Histogram = ctx->Pixel.HistogramEnabled;
157 attr->MinMax = ctx->Pixel.MinMaxEnabled;
158 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
159 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
160 attr->Map1Color4 = ctx->Eval.Map1Color4;
161 attr->Map1Index = ctx->Eval.Map1Index;
162 attr->Map1Normal = ctx->Eval.Map1Normal;
163 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
164 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
165 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
166 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
167 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
168 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
169 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
170 attr->Map2Color4 = ctx->Eval.Map2Color4;
171 attr->Map2Index = ctx->Eval.Map2Index;
172 attr->Map2Normal = ctx->Eval.Map2Normal;
173 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
174 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
175 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
176 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
177 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
178 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
179 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
180 attr->Normalize = ctx->Transform.Normalize;
181 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
182 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
183 attr->PointSmooth = ctx->Point.SmoothFlag;
184 attr->PointSprite = ctx->Point.PointSprite;
185 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
186 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
187 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
188 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
189 attr->PolygonStipple = ctx->Polygon.StippleFlag;
190 attr->RescaleNormals = ctx->Transform.RescaleNormals;
191 attr->Scissor = ctx->Scissor.Enabled;
192 attr->Stencil = ctx->Stencil.Enabled;
193 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
194 attr->MultisampleEnabled = ctx->Multisample.Enabled;
195 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
196 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
197 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
198 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
199 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
200 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
201 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
202 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
203 }
204 /* GL_NV_vertex_program */
205 attr->VertexProgram = ctx->VertexProgram.Enabled;
206 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
207 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
208 newnode = new_attrib_node( GL_ENABLE_BIT );
209 newnode->data = attr;
210 newnode->next = head;
211 head = newnode;
212 }
213
214 if (mask & GL_EVAL_BIT) {
215 struct gl_eval_attrib *attr;
216 attr = MALLOC_STRUCT( gl_eval_attrib );
217 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
218 newnode = new_attrib_node( GL_EVAL_BIT );
219 newnode->data = attr;
220 newnode->next = head;
221 head = newnode;
222 }
223
224 if (mask & GL_FOG_BIT) {
225 struct gl_fog_attrib *attr;
226 attr = MALLOC_STRUCT( gl_fog_attrib );
227 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
228 newnode = new_attrib_node( GL_FOG_BIT );
229 newnode->data = attr;
230 newnode->next = head;
231 head = newnode;
232 }
233
234 if (mask & GL_HINT_BIT) {
235 struct gl_hint_attrib *attr;
236 attr = MALLOC_STRUCT( gl_hint_attrib );
237 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
238 newnode = new_attrib_node( GL_HINT_BIT );
239 newnode->data = attr;
240 newnode->next = head;
241 head = newnode;
242 }
243
244 if (mask & GL_LIGHTING_BIT) {
245 struct gl_light_attrib *attr;
246 FLUSH_CURRENT(ctx, 0); /* flush material changes */
247 attr = MALLOC_STRUCT( gl_light_attrib );
248 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
249 newnode = new_attrib_node( GL_LIGHTING_BIT );
250 newnode->data = attr;
251 newnode->next = head;
252 head = newnode;
253 }
254
255 if (mask & GL_LINE_BIT) {
256 struct gl_line_attrib *attr;
257 attr = MALLOC_STRUCT( gl_line_attrib );
258 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
259 newnode = new_attrib_node( GL_LINE_BIT );
260 newnode->data = attr;
261 newnode->next = head;
262 head = newnode;
263 }
264
265 if (mask & GL_LIST_BIT) {
266 struct gl_list_attrib *attr;
267 attr = MALLOC_STRUCT( gl_list_attrib );
268 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
269 newnode = new_attrib_node( GL_LIST_BIT );
270 newnode->data = attr;
271 newnode->next = head;
272 head = newnode;
273 }
274
275 if (mask & GL_PIXEL_MODE_BIT) {
276 struct gl_pixel_attrib *attr;
277 attr = MALLOC_STRUCT( gl_pixel_attrib );
278 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
279 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
280 newnode->data = attr;
281 newnode->next = head;
282 head = newnode;
283 }
284
285 if (mask & GL_POINT_BIT) {
286 struct gl_point_attrib *attr;
287 attr = MALLOC_STRUCT( gl_point_attrib );
288 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
289 newnode = new_attrib_node( GL_POINT_BIT );
290 newnode->data = attr;
291 newnode->next = head;
292 head = newnode;
293 }
294
295 if (mask & GL_POLYGON_BIT) {
296 struct gl_polygon_attrib *attr;
297 attr = MALLOC_STRUCT( gl_polygon_attrib );
298 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
299 newnode = new_attrib_node( GL_POLYGON_BIT );
300 newnode->data = attr;
301 newnode->next = head;
302 head = newnode;
303 }
304
305 if (mask & GL_POLYGON_STIPPLE_BIT) {
306 GLuint *stipple;
307 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
308 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
309 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
310 newnode->data = stipple;
311 newnode->next = head;
312 head = newnode;
313 }
314
315 if (mask & GL_SCISSOR_BIT) {
316 struct gl_scissor_attrib *attr;
317 attr = MALLOC_STRUCT( gl_scissor_attrib );
318 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
319 newnode = new_attrib_node( GL_SCISSOR_BIT );
320 newnode->data = attr;
321 newnode->next = head;
322 head = newnode;
323 }
324
325 if (mask & GL_STENCIL_BUFFER_BIT) {
326 struct gl_stencil_attrib *attr;
327 attr = MALLOC_STRUCT( gl_stencil_attrib );
328 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
329 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
330 newnode->data = attr;
331 newnode->next = head;
332 head = newnode;
333 }
334
335 if (mask & GL_TEXTURE_BIT) {
336 struct gl_texture_attrib *attr;
337 GLuint u;
338 /* Bump the texture object reference counts so that they don't
339 * inadvertantly get deleted.
340 */
341 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
342 ctx->Texture.Unit[u].Current1D->RefCount++;
343 ctx->Texture.Unit[u].Current2D->RefCount++;
344 ctx->Texture.Unit[u].Current3D->RefCount++;
345 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
346 ctx->Texture.Unit[u].CurrentRect->RefCount++;
347 }
348 attr = MALLOC_STRUCT( gl_texture_attrib );
349 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
350 /* copy state of the currently bound texture objects */
351 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
352 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
353 attr->Unit[u].Current1D);
354 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
355 attr->Unit[u].Current2D);
356 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
357 attr->Unit[u].Current3D);
358 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
359 attr->Unit[u].CurrentCubeMap);
360 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
361 attr->Unit[u].CurrentRect);
362 }
363 newnode = new_attrib_node( GL_TEXTURE_BIT );
364 newnode->data = attr;
365 newnode->next = head;
366 head = newnode;
367 }
368
369 if (mask & GL_TRANSFORM_BIT) {
370 struct gl_transform_attrib *attr;
371 attr = MALLOC_STRUCT( gl_transform_attrib );
372 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
373 newnode = new_attrib_node( GL_TRANSFORM_BIT );
374 newnode->data = attr;
375 newnode->next = head;
376 head = newnode;
377 }
378
379 if (mask & GL_VIEWPORT_BIT) {
380 struct gl_viewport_attrib *attr;
381 attr = MALLOC_STRUCT( gl_viewport_attrib );
382 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
383 newnode = new_attrib_node( GL_VIEWPORT_BIT );
384 newnode->data = attr;
385 newnode->next = head;
386 head = newnode;
387 }
388
389 /* GL_ARB_multisample */
390 if (mask & GL_MULTISAMPLE_BIT_ARB) {
391 struct gl_multisample_attrib *attr;
392 attr = MALLOC_STRUCT( gl_multisample_attrib );
393 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
394 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
395 newnode->data = attr;
396 newnode->next = head;
397 head = newnode;
398 }
399
400 ctx->AttribStack[ctx->AttribStackDepth] = head;
401 ctx->AttribStackDepth++;
402 }
403
404
405
406 static void
407 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
408 {
409 GLuint i;
410
411 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
412 if ((VALUE) != (NEWVALUE)) { \
413 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
414 }
415
416 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
417 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
418
419 for (i=0;i<MAX_CLIP_PLANES;i++) {
420 const GLuint mask = 1 << i;
421 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
422 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
423 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
424 }
425
426 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
427 GL_COLOR_MATERIAL);
428 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
429 GL_COLOR_TABLE);
430 TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
431 enable->PostColorMatrixColorTable,
432 GL_POST_COLOR_MATRIX_COLOR_TABLE);
433 TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
434 enable->PostConvolutionColorTable,
435 GL_POST_CONVOLUTION_COLOR_TABLE);
436 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
437 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
438 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
439 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
440 GL_CONVOLUTION_1D);
441 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
442 GL_CONVOLUTION_2D);
443 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
444 GL_SEPARABLE_2D);
445 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
446 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
447 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
448 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
449 GL_LINE_STIPPLE);
450 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
451 GL_INDEX_LOGIC_OP);
452 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
453 GL_COLOR_LOGIC_OP);
454
455 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
456 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
457 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
458 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
459 GL_MAP1_TEXTURE_COORD_1);
460 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
461 GL_MAP1_TEXTURE_COORD_2);
462 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
463 GL_MAP1_TEXTURE_COORD_3);
464 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
465 GL_MAP1_TEXTURE_COORD_4);
466 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
467 GL_MAP1_VERTEX_3);
468 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
469 GL_MAP1_VERTEX_4);
470 for (i = 0; i < 16; i++) {
471 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
472 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
473 }
474
475 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
476 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
477 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
478 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
479 GL_MAP2_TEXTURE_COORD_1);
480 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
481 GL_MAP2_TEXTURE_COORD_2);
482 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
483 GL_MAP2_TEXTURE_COORD_3);
484 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
485 GL_MAP2_TEXTURE_COORD_4);
486 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
487 GL_MAP2_VERTEX_3);
488 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
489 GL_MAP2_VERTEX_4);
490 for (i = 0; i < 16; i++) {
491 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
492 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
493 }
494
495 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
496 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
497 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
498 GL_RESCALE_NORMAL_EXT);
499 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
500 enable->RasterPositionUnclipped,
501 GL_RASTER_POSITION_UNCLIPPED_IBM);
502 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
503 GL_POINT_SMOOTH);
504 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
505 GL_POINT_SMOOTH);
506 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
507 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
508 GL_POINT_SPRITE_NV);
509 }
510 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
511 GL_POLYGON_OFFSET_POINT);
512 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
513 GL_POLYGON_OFFSET_LINE);
514 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
515 GL_POLYGON_OFFSET_FILL);
516 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
517 GL_POLYGON_SMOOTH);
518 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
519 GL_POLYGON_STIPPLE);
520 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
521 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
522 if (ctx->Extensions.EXT_stencil_two_side) {
523 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
524 }
525 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
526 GL_MULTISAMPLE_ARB);
527 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
528 enable->SampleAlphaToCoverage,
529 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
530 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
531 enable->SampleAlphaToOne,
532 GL_SAMPLE_ALPHA_TO_ONE_ARB);
533 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
534 enable->SampleCoverage,
535 GL_SAMPLE_COVERAGE_ARB);
536 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
537 enable->SampleCoverageInvert,
538 GL_SAMPLE_COVERAGE_INVERT_ARB);
539 /* GL_NV_vertex_program */
540 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
541 enable->VertexProgram,
542 GL_VERTEX_PROGRAM_NV);
543 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
544 enable->VertexProgramPointSize,
545 GL_VERTEX_PROGRAM_POINT_SIZE_NV);
546 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
547 enable->VertexProgramTwoSide,
548 GL_VERTEX_PROGRAM_TWO_SIDE_NV);
549
550 #undef TEST_AND_UPDATE
551
552 /* texture unit enables */
553 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
554 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
555 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
556 if (ctx->Driver.Enable) {
557 if (ctx->Driver.ActiveTexture) {
558 (*ctx->Driver.ActiveTexture)(ctx, i);
559 }
560 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
561 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
562 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
563 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
564 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
565 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
566 if (ctx->Extensions.ARB_texture_cube_map)
567 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
568 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
569 if (ctx->Extensions.NV_texture_rectangle)
570 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
571 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
572 }
573 }
574
575 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
576 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
577 if (ctx->Driver.Enable) {
578 if (ctx->Driver.ActiveTexture) {
579 (*ctx->Driver.ActiveTexture)(ctx, i);
580 }
581 if (enable->TexGen[i] & S_BIT)
582 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
583 else
584 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
585 if (enable->TexGen[i] & T_BIT)
586 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
587 else
588 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
589 if (enable->TexGen[i] & R_BIT)
590 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
591 else
592 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
593 if (enable->TexGen[i] & Q_BIT)
594 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
595 else
596 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
597 }
598 }
599
600 /* GL_SGI_texture_color_table */
601 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
602 }
603
604 if (ctx->Driver.ActiveTexture) {
605 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
606 }
607 }
608
609
610 static void
611 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
612 {
613 GLuint u;
614
615 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
616 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
617 GLuint i;
618
619 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
620 _mesa_set_enable(ctx, GL_TEXTURE_1D,
621 (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
622 _mesa_set_enable(ctx, GL_TEXTURE_2D,
623 (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
624 _mesa_set_enable(ctx, GL_TEXTURE_3D,
625 (GLboolean) (unit->Enabled & TEXTURE_3D_BIT ? GL_TRUE : GL_FALSE));
626 if (ctx->Extensions.ARB_texture_cube_map) {
627 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
628 (GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
629 }
630 if (ctx->Extensions.NV_texture_rectangle) {
631 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
632 (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
633 }
634 if (ctx->Extensions.SGI_texture_color_table) {
635 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
636 unit->ColorTableEnabled);
637 }
638 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
639 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
640 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
641 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
642 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
643 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
644 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
645 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
646 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
647 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
648 _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
649 _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
650 _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
651 _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
652 if (ctx->Extensions.EXT_texture_lod_bias) {
653 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
654 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
655 }
656 if (ctx->Extensions.EXT_texture_env_combine ||
657 ctx->Extensions.ARB_texture_env_combine) {
658 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
659 unit->Combine.ModeRGB);
660 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
661 unit->Combine.ModeA);
662 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
663 unit->Combine.SourceRGB[0]);
664 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
665 unit->Combine.SourceRGB[1]);
666 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
667 unit->Combine.SourceRGB[2]);
668 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
669 unit->Combine.SourceA[0]);
670 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
671 unit->Combine.SourceA[1]);
672 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
673 unit->Combine.SourceA[2]);
674 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
675 unit->Combine.OperandRGB[0]);
676 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
677 unit->Combine.OperandRGB[1]);
678 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
679 unit->Combine.OperandRGB[2]);
680 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
681 unit->Combine.OperandA[0]);
682 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
683 unit->Combine.OperandA[1]);
684 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
685 unit->Combine.OperandA[2]);
686 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
687 1 << unit->Combine.ScaleShiftRGB);
688 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
689 1 << unit->Combine.ScaleShiftA);
690 }
691
692 /* Restore texture object state */
693 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
694 GLenum target = 0;
695 const struct gl_texture_object *obj = NULL;
696 GLfloat bordColor[4];
697
698 switch (i) {
699 case 0:
700 target = GL_TEXTURE_1D;
701 obj = &unit->Saved1D;
702 break;
703 case 1:
704 target = GL_TEXTURE_2D;
705 obj = &unit->Saved2D;
706 break;
707 case 2:
708 target = GL_TEXTURE_3D;
709 obj = &unit->Saved3D;
710 break;
711 case 3:
712 if (!ctx->Extensions.ARB_texture_cube_map)
713 continue;
714 target = GL_TEXTURE_CUBE_MAP_ARB;
715 obj = &unit->SavedCubeMap;
716 break;
717 case 4:
718 if (!ctx->Extensions.NV_texture_rectangle)
719 continue;
720 target = GL_TEXTURE_RECTANGLE_NV;
721 obj = &unit->SavedRect;
722 break;
723 default:
724 ; /* silence warnings */
725 }
726
727 _mesa_BindTexture(target, obj->Name);
728
729 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
730 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
731 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
732 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
733
734 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
735 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
736 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
737 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
738 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
739 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
740 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
741 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
742 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
743 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
744 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
745 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
746 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
747 obj->MaxAnisotropy);
748 }
749 if (ctx->Extensions.SGIX_shadow) {
750 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
751 obj->CompareFlag);
752 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
753 obj->CompareOperator);
754 }
755 if (ctx->Extensions.SGIX_shadow_ambient) {
756 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
757 obj->ShadowAmbient);
758 }
759
760 }
761 }
762 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
763 + texAttrib->CurrentUnit);
764
765 /* "un-bump" the texture object reference counts. We did that so they
766 * wouldn't inadvertantly get deleted while they were still referenced
767 * inside the attribute state stack.
768 */
769 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
770 ctx->Texture.Unit[u].Current1D->RefCount--;
771 ctx->Texture.Unit[u].Current2D->RefCount--;
772 ctx->Texture.Unit[u].Current3D->RefCount--;
773 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
774 ctx->Texture.Unit[u].CurrentRect->RefCount--;
775 }
776 }
777
778
779 /*
780 * This function is kind of long just because we have to call a lot
781 * of device driver functions to update device driver state.
782 *
783 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
784 * in order to restore GL state. This isn't terribly efficient but it
785 * ensures that dirty flags and any derived state gets updated correctly.
786 * We could at least check if the value to restore equals the current value
787 * and then skip the Mesa call.
788 */
789 void GLAPIENTRY
790 _mesa_PopAttrib(void)
791 {
792 struct gl_attrib_node *attr, *next;
793 GET_CURRENT_CONTEXT(ctx);
794 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
795
796 if (ctx->AttribStackDepth == 0) {
797 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
798 return;
799 }
800
801 ctx->AttribStackDepth--;
802 attr = ctx->AttribStack[ctx->AttribStackDepth];
803
804 while (attr) {
805
806 if (MESA_VERBOSE & VERBOSE_API) {
807 _mesa_debug(ctx, "glPopAttrib %s\n",
808 _mesa_lookup_enum_by_nr(attr->kind));
809 }
810
811 switch (attr->kind) {
812 case GL_ACCUM_BUFFER_BIT:
813 {
814 const struct gl_accum_attrib *accum;
815 accum = (const struct gl_accum_attrib *) attr->data;
816 _mesa_ClearAccum(accum->ClearColor[0],
817 accum->ClearColor[1],
818 accum->ClearColor[2],
819 accum->ClearColor[3]);
820 }
821 break;
822 case GL_COLOR_BUFFER_BIT:
823 {
824 const struct gl_colorbuffer_attrib *color;
825 color = (const struct gl_colorbuffer_attrib *) attr->data;
826 _mesa_ClearIndex((GLfloat) color->ClearIndex);
827 _mesa_ClearColor(color->ClearColor[0],
828 color->ClearColor[1],
829 color->ClearColor[2],
830 color->ClearColor[3]);
831 _mesa_IndexMask(color->IndexMask);
832 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
833 (GLboolean) (color->ColorMask[1] != 0),
834 (GLboolean) (color->ColorMask[2] != 0),
835 (GLboolean) (color->ColorMask[3] != 0));
836 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
837 color->DrawBuffer);
838 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
839 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
840 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
841 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
842 color->BlendDstRGB,
843 color->BlendSrcA,
844 color->BlendDstA);
845 /* This special case is because glBlendEquationSeparateEXT
846 * cannot take GL_LOGIC_OP as a parameter.
847 */
848 if ( color->BlendEquationRGB == color->BlendEquationA ) {
849 _mesa_BlendEquation(color->BlendEquationRGB);
850 }
851 else {
852 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
853 color->BlendEquationA);
854 }
855 _mesa_BlendColor(color->BlendColor[0],
856 color->BlendColor[1],
857 color->BlendColor[2],
858 color->BlendColor[3]);
859 _mesa_LogicOp(color->LogicOp);
860 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
861 color->ColorLogicOpEnabled);
862 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
863 color->IndexLogicOpEnabled);
864 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
865 }
866 break;
867 case GL_CURRENT_BIT:
868 FLUSH_CURRENT( ctx, 0 );
869 MEMCPY( &ctx->Current, attr->data,
870 sizeof(struct gl_current_attrib) );
871 break;
872 case GL_DEPTH_BUFFER_BIT:
873 {
874 const struct gl_depthbuffer_attrib *depth;
875 depth = (const struct gl_depthbuffer_attrib *) attr->data;
876 _mesa_DepthFunc(depth->Func);
877 _mesa_ClearDepth(depth->Clear);
878 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
879 _mesa_DepthMask(depth->Mask);
880 if (ctx->Extensions.HP_occlusion_test)
881 _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
882 depth->OcclusionTest);
883 }
884 break;
885 case GL_ENABLE_BIT:
886 {
887 const struct gl_enable_attrib *enable;
888 enable = (const struct gl_enable_attrib *) attr->data;
889 pop_enable_group(ctx, enable);
890 ctx->NewState |= _NEW_ALL;
891 }
892 break;
893 case GL_EVAL_BIT:
894 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
895 ctx->NewState |= _NEW_EVAL;
896 break;
897 case GL_FOG_BIT:
898 {
899 const struct gl_fog_attrib *fog;
900 fog = (const struct gl_fog_attrib *) attr->data;
901 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
902 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
903 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
904 _mesa_Fogf(GL_FOG_START, fog->Start);
905 _mesa_Fogf(GL_FOG_END, fog->End);
906 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
907 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
908 }
909 break;
910 case GL_HINT_BIT:
911 {
912 const struct gl_hint_attrib *hint;
913 hint = (const struct gl_hint_attrib *) attr->data;
914 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
915 hint->PerspectiveCorrection );
916 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
917 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
918 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
919 _mesa_Hint(GL_FOG_HINT, hint->Fog);
920 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
921 hint->ClipVolumeClipping);
922 if (ctx->Extensions.ARB_texture_compression)
923 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
924 hint->TextureCompression);
925 }
926 break;
927 case GL_LIGHTING_BIT:
928 {
929 GLuint i;
930 const struct gl_light_attrib *light;
931 light = (const struct gl_light_attrib *) attr->data;
932 /* lighting enable */
933 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
934 /* per-light state */
935 if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
936 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
937
938 for (i = 0; i < MAX_LIGHTS; i++) {
939 GLenum lgt = (GLenum) (GL_LIGHT0 + i);
940 const struct gl_light *l = &light->Light[i];
941 GLfloat tmp[4];
942 _mesa_set_enable(ctx, lgt, l->Enabled);
943 _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
944 _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
945 _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
946 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
947 _mesa_Lightfv( lgt, GL_POSITION, tmp );
948 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
949 _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
950 _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
951 _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
952 _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
953 &l->ConstantAttenuation );
954 _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
955 &l->LinearAttenuation );
956 _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
957 &l->QuadraticAttenuation );
958 }
959 /* light model */
960 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
961 light->Model.Ambient);
962 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
963 (GLfloat) light->Model.LocalViewer);
964 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
965 (GLfloat) light->Model.TwoSide);
966 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
967 (GLfloat) light->Model.ColorControl);
968 /* materials */
969 MEMCPY(&ctx->Light.Material, &light->Material,
970 sizeof(struct gl_material));
971 /* shade model */
972 _mesa_ShadeModel(light->ShadeModel);
973 /* color material */
974 _mesa_ColorMaterial(light->ColorMaterialFace,
975 light->ColorMaterialMode);
976 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
977 light->ColorMaterialEnabled);
978 }
979 break;
980 case GL_LINE_BIT:
981 {
982 const struct gl_line_attrib *line;
983 line = (const struct gl_line_attrib *) attr->data;
984 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
985 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
986 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
987 _mesa_LineWidth(line->Width);
988 }
989 break;
990 case GL_LIST_BIT:
991 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
992 break;
993 case GL_PIXEL_MODE_BIT:
994 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
995 ctx->NewState |= _NEW_PIXEL;
996 break;
997 case GL_POINT_BIT:
998 {
999 const struct gl_point_attrib *point;
1000 point = (const struct gl_point_attrib *) attr->data;
1001 _mesa_PointSize(point->Size);
1002 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1003 if (ctx->Extensions.EXT_point_parameters) {
1004 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1005 point->Params);
1006 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1007 point->MinSize);
1008 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1009 point->MaxSize);
1010 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1011 point->Threshold);
1012 }
1013 if (ctx->Extensions.NV_point_sprite
1014 || ctx->Extensions.ARB_point_sprite) {
1015 GLuint u;
1016 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1017 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1018 (GLint) point->CoordReplace[u]);
1019 }
1020 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1021 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1022 ctx->Point.SpriteRMode);
1023 _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
1024 (GLfloat)ctx->Point.SpriteOrigin);
1025 }
1026 }
1027 break;
1028 case GL_POLYGON_BIT:
1029 {
1030 const struct gl_polygon_attrib *polygon;
1031 polygon = (const struct gl_polygon_attrib *) attr->data;
1032 _mesa_CullFace(polygon->CullFaceMode);
1033 _mesa_FrontFace(polygon->FrontFace);
1034 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1035 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1036 _mesa_PolygonOffset(polygon->OffsetFactor,
1037 polygon->OffsetUnits);
1038 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1039 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1040 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1041 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1042 polygon->OffsetPoint);
1043 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1044 polygon->OffsetLine);
1045 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1046 polygon->OffsetFill);
1047 }
1048 break;
1049 case GL_POLYGON_STIPPLE_BIT:
1050 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1051 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1052 if (ctx->Driver.PolygonStipple)
1053 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1054 break;
1055 case GL_SCISSOR_BIT:
1056 {
1057 const struct gl_scissor_attrib *scissor;
1058 scissor = (const struct gl_scissor_attrib *) attr->data;
1059 _mesa_Scissor(scissor->X, scissor->Y,
1060 scissor->Width, scissor->Height);
1061 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1062 }
1063 break;
1064 case GL_STENCIL_BUFFER_BIT:
1065 {
1066 GLint face;
1067 const struct gl_stencil_attrib *stencil;
1068 stencil = (const struct gl_stencil_attrib *) attr->data;
1069 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1070 _mesa_ClearStencil(stencil->Clear);
1071 face = stencil->ActiveFace;
1072 if (ctx->Extensions.EXT_stencil_two_side) {
1073 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, stencil->TestTwoSide);
1074 face ^= 1;
1075 }
1076 do {
1077 _mesa_ActiveStencilFaceEXT(face);
1078 _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face],
1079 stencil->ValueMask[face]);
1080 _mesa_StencilMask(stencil->WriteMask[face]);
1081 _mesa_StencilOp(stencil->FailFunc[face],
1082 stencil->ZFailFunc[face],
1083 stencil->ZPassFunc[face]);
1084 face ^= 1;
1085 } while (face != (stencil->ActiveFace ^ 1));
1086 }
1087 break;
1088 case GL_TRANSFORM_BIT:
1089 {
1090 GLuint i;
1091 const struct gl_transform_attrib *xform;
1092 xform = (const struct gl_transform_attrib *) attr->data;
1093 _mesa_MatrixMode(xform->MatrixMode);
1094 if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
1095 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1096
1097 /* restore clip planes */
1098 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1099 const GLuint mask = 1 << 1;
1100 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1101 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1102 if (xform->ClipPlanesEnabled & mask) {
1103 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1104 }
1105 else {
1106 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1107 }
1108 if (ctx->Driver.ClipPlane)
1109 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1110 }
1111
1112 /* normalize/rescale */
1113 if (xform->Normalize != ctx->Transform.Normalize)
1114 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1115 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1116 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1117 ctx->Transform.RescaleNormals);
1118 }
1119 break;
1120 case GL_TEXTURE_BIT:
1121 /* Take care of texture object reference counters */
1122 {
1123 const struct gl_texture_attrib *texture;
1124 texture = (const struct gl_texture_attrib *) attr->data;
1125 pop_texture_group(ctx, texture);
1126 ctx->NewState |= _NEW_TEXTURE;
1127 }
1128 break;
1129 case GL_VIEWPORT_BIT:
1130 {
1131 const struct gl_viewport_attrib *vp;
1132 vp = (const struct gl_viewport_attrib *) attr->data;
1133 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1134 _mesa_DepthRange(vp->Near, vp->Far);
1135 }
1136 break;
1137 case GL_MULTISAMPLE_BIT_ARB:
1138 {
1139 const struct gl_multisample_attrib *ms;
1140 ms = (const struct gl_multisample_attrib *) attr->data;
1141 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1142 ms->SampleCoverageInvert);
1143 }
1144 break;
1145
1146 default:
1147 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1148 break;
1149 }
1150
1151 next = attr->next;
1152 FREE( attr->data );
1153 FREE( attr );
1154 attr = next;
1155 }
1156 }
1157
1158
1159 /**
1160 * Helper for incrementing/decrementing vertex buffer object reference
1161 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1162 */
1163 static void
1164 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1165 {
1166 GLuint i;
1167 array->Vertex.BufferObj->RefCount += step;
1168 array->Normal.BufferObj->RefCount += step;
1169 array->Color.BufferObj->RefCount += step;
1170 array->SecondaryColor.BufferObj->RefCount += step;
1171 array->FogCoord.BufferObj->RefCount += step;
1172 array->Index.BufferObj->RefCount += step;
1173 array->EdgeFlag.BufferObj->RefCount += step;
1174 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1175 array->TexCoord[i].BufferObj->RefCount += step;
1176 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1177 array->VertexAttrib[i].BufferObj->RefCount += step;
1178
1179 array->ArrayBufferObj->RefCount += step;
1180 array->ElementArrayBufferObj->RefCount += step;
1181 }
1182
1183
1184 #define GL_CLIENT_PACK_BIT (1<<20)
1185 #define GL_CLIENT_UNPACK_BIT (1<<21)
1186
1187
1188 void GLAPIENTRY
1189 _mesa_PushClientAttrib(GLbitfield mask)
1190 {
1191 struct gl_attrib_node *newnode;
1192 struct gl_attrib_node *head;
1193
1194 GET_CURRENT_CONTEXT(ctx);
1195 ASSERT_OUTSIDE_BEGIN_END(ctx);
1196
1197 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1198 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1199 return;
1200 }
1201
1202 /* Build linked list of attribute nodes which save all attribute */
1203 /* groups specified by the mask. */
1204 head = NULL;
1205
1206 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1207 struct gl_pixelstore_attrib *attr;
1208 #if FEATURE_EXT_pixel_buffer_object
1209 ctx->Pack.BufferObj->RefCount++;
1210 ctx->Unpack.BufferObj->RefCount++;
1211 #endif
1212 /* packing attribs */
1213 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1214 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1215 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1216 newnode->data = attr;
1217 newnode->next = head;
1218 head = newnode;
1219 /* unpacking attribs */
1220 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1221 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1222 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1223 newnode->data = attr;
1224 newnode->next = head;
1225 head = newnode;
1226 }
1227 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1228 struct gl_array_attrib *attr;
1229 attr = MALLOC_STRUCT( gl_array_attrib );
1230 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1231 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1232 newnode->data = attr;
1233 newnode->next = head;
1234 head = newnode;
1235 /* bump reference counts on buffer objects */
1236 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1237 }
1238
1239 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1240 ctx->ClientAttribStackDepth++;
1241 }
1242
1243
1244
1245
1246 void GLAPIENTRY
1247 _mesa_PopClientAttrib(void)
1248 {
1249 struct gl_attrib_node *attr, *next;
1250
1251 GET_CURRENT_CONTEXT(ctx);
1252 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1253
1254 if (ctx->ClientAttribStackDepth == 0) {
1255 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1256 return;
1257 }
1258
1259 ctx->ClientAttribStackDepth--;
1260 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1261
1262 while (attr) {
1263 switch (attr->kind) {
1264 case GL_CLIENT_PACK_BIT:
1265 #if FEATURE_EXT_pixel_buffer_object
1266 ctx->Pack.BufferObj->RefCount--;
1267 if (ctx->Pack.BufferObj->RefCount <= 0) {
1268 _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1269 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1270 }
1271 #endif
1272 MEMCPY( &ctx->Pack, attr->data,
1273 sizeof(struct gl_pixelstore_attrib) );
1274 ctx->NewState |= _NEW_PACKUNPACK;
1275 break;
1276 case GL_CLIENT_UNPACK_BIT:
1277 #if FEATURE_EXT_pixel_buffer_object
1278 ctx->Unpack.BufferObj->RefCount--;
1279 if (ctx->Unpack.BufferObj->RefCount <= 0) {
1280 _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1281 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1282 }
1283 #endif
1284 MEMCPY( &ctx->Unpack, attr->data,
1285 sizeof(struct gl_pixelstore_attrib) );
1286 ctx->NewState |= _NEW_PACKUNPACK;
1287 break;
1288 case GL_CLIENT_VERTEX_ARRAY_BIT:
1289 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1290 MEMCPY( &ctx->Array, attr->data,
1291 sizeof(struct gl_array_attrib) );
1292 /* decrement reference counts on buffer objects */
1293 ctx->NewState |= _NEW_ARRAY;
1294 break;
1295 default:
1296 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1297 break;
1298 }
1299
1300 next = attr->next;
1301 FREE( attr->data );
1302 FREE( attr );
1303 attr = next;
1304 }
1305 }
1306
1307
1308 void _mesa_init_attrib( GLcontext *ctx )
1309 {
1310 /* Renderer and client attribute stacks */
1311 ctx->AttribStackDepth = 0;
1312 ctx->ClientAttribStackDepth = 0;
1313 }