init secondary color to (0,0,0,1). remove some redundant initializations.
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.1
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 "colormac.h"
32 #include "colortab.h"
33 #include "context.h"
34 #include "depth.h"
35 #include "enable.h"
36 #include "enums.h"
37 #include "fog.h"
38 #include "hint.h"
39 #include "light.h"
40 #include "lines.h"
41 #include "matrix.h"
42 #include "points.h"
43 #include "polygon.h"
44 #include "simple_list.h"
45 #include "stencil.h"
46 #include "texobj.h"
47 #include "texstate.h"
48 #include "mtypes.h"
49 #include "math/m_xform.h"
50
51
52 /*
53 * Allocate a new attribute state node. These nodes have a
54 * "kind" value and a pointer to a struct of state data.
55 */
56 static struct gl_attrib_node *
57 new_attrib_node( GLbitfield kind )
58 {
59 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
60 if (an) {
61 an->kind = kind;
62 }
63 return an;
64 }
65
66
67 void GLAPIENTRY
68 _mesa_PushAttrib(GLbitfield mask)
69 {
70 struct gl_attrib_node *newnode;
71 struct gl_attrib_node *head;
72
73 GET_CURRENT_CONTEXT(ctx);
74 ASSERT_OUTSIDE_BEGIN_END(ctx);
75
76 if (MESA_VERBOSE & VERBOSE_API)
77 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
78
79 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
80 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
81 return;
82 }
83
84 /* Build linked list of attribute nodes which save all attribute */
85 /* groups specified by the mask. */
86 head = NULL;
87
88 if (mask & GL_ACCUM_BUFFER_BIT) {
89 struct gl_accum_attrib *attr;
90 attr = MALLOC_STRUCT( gl_accum_attrib );
91 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
92 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
93 newnode->data = attr;
94 newnode->next = head;
95 head = newnode;
96 }
97
98 if (mask & GL_COLOR_BUFFER_BIT) {
99 struct gl_colorbuffer_attrib *attr;
100 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
101 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
102 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
103 newnode->data = attr;
104 newnode->next = head;
105 head = newnode;
106 }
107
108 if (mask & GL_CURRENT_BIT) {
109 struct gl_current_attrib *attr;
110 FLUSH_CURRENT( ctx, 0 );
111 attr = MALLOC_STRUCT( gl_current_attrib );
112 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
113 newnode = new_attrib_node( GL_CURRENT_BIT );
114 newnode->data = attr;
115 newnode->next = head;
116 head = newnode;
117 }
118
119 if (mask & GL_DEPTH_BUFFER_BIT) {
120 struct gl_depthbuffer_attrib *attr;
121 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
122 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
123 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
124 newnode->data = attr;
125 newnode->next = head;
126 head = newnode;
127 }
128
129 if (mask & GL_ENABLE_BIT) {
130 struct gl_enable_attrib *attr;
131 GLuint i;
132 attr = MALLOC_STRUCT( gl_enable_attrib );
133 /* Copy enable flags from all other attributes into the enable struct. */
134 attr->AlphaTest = ctx->Color.AlphaEnabled;
135 attr->AutoNormal = ctx->Eval.AutoNormal;
136 attr->Blend = ctx->Color.BlendEnabled;
137 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
138 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
139 attr->ColorTable = ctx->Pixel.ColorTableEnabled;
140 attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled;
141 attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled;
142 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
143 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
144 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
145 attr->CullFace = ctx->Polygon.CullFlag;
146 attr->DepthTest = ctx->Depth.Test;
147 attr->Dither = ctx->Color.DitherFlag;
148 attr->Fog = ctx->Fog.Enabled;
149 for (i=0;i<MAX_LIGHTS;i++) {
150 attr->Light[i] = ctx->Light.Light[i].Enabled;
151 }
152 attr->Lighting = ctx->Light.Enabled;
153 attr->LineSmooth = ctx->Line.SmoothFlag;
154 attr->LineStipple = ctx->Line.StippleFlag;
155 attr->Histogram = ctx->Pixel.HistogramEnabled;
156 attr->MinMax = ctx->Pixel.MinMaxEnabled;
157 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
158 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
159 attr->Map1Color4 = ctx->Eval.Map1Color4;
160 attr->Map1Index = ctx->Eval.Map1Index;
161 attr->Map1Normal = ctx->Eval.Map1Normal;
162 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
163 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
164 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
165 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
166 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
167 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
168 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
169 attr->Map2Color4 = ctx->Eval.Map2Color4;
170 attr->Map2Index = ctx->Eval.Map2Index;
171 attr->Map2Normal = ctx->Eval.Map2Normal;
172 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
173 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
174 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
175 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
176 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
177 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
178 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
179 attr->Normalize = ctx->Transform.Normalize;
180 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
181 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
182 attr->PointSmooth = ctx->Point.SmoothFlag;
183 attr->PointSprite = ctx->Point.PointSprite;
184 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
185 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
186 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
187 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
188 attr->PolygonStipple = ctx->Polygon.StippleFlag;
189 attr->RescaleNormals = ctx->Transform.RescaleNormals;
190 attr->Scissor = ctx->Scissor.Enabled;
191 attr->Stencil = ctx->Stencil.Enabled;
192 attr->MultisampleEnabled = ctx->Multisample.Enabled;
193 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
194 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
195 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
196 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
197 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
198 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
199 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
200 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
201 }
202 /* GL_NV_vertex_program */
203 attr->VertexProgram = ctx->VertexProgram.Enabled;
204 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
205 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
206 newnode = new_attrib_node( GL_ENABLE_BIT );
207 newnode->data = attr;
208 newnode->next = head;
209 head = newnode;
210 }
211
212 if (mask & GL_EVAL_BIT) {
213 struct gl_eval_attrib *attr;
214 attr = MALLOC_STRUCT( gl_eval_attrib );
215 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
216 newnode = new_attrib_node( GL_EVAL_BIT );
217 newnode->data = attr;
218 newnode->next = head;
219 head = newnode;
220 }
221
222 if (mask & GL_FOG_BIT) {
223 struct gl_fog_attrib *attr;
224 attr = MALLOC_STRUCT( gl_fog_attrib );
225 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
226 newnode = new_attrib_node( GL_FOG_BIT );
227 newnode->data = attr;
228 newnode->next = head;
229 head = newnode;
230 }
231
232 if (mask & GL_HINT_BIT) {
233 struct gl_hint_attrib *attr;
234 attr = MALLOC_STRUCT( gl_hint_attrib );
235 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
236 newnode = new_attrib_node( GL_HINT_BIT );
237 newnode->data = attr;
238 newnode->next = head;
239 head = newnode;
240 }
241
242 if (mask & GL_LIGHTING_BIT) {
243 struct gl_light_attrib *attr;
244 FLUSH_CURRENT(ctx, 0); /* flush material changes */
245 attr = MALLOC_STRUCT( gl_light_attrib );
246 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
247 newnode = new_attrib_node( GL_LIGHTING_BIT );
248 newnode->data = attr;
249 newnode->next = head;
250 head = newnode;
251 }
252
253 if (mask & GL_LINE_BIT) {
254 struct gl_line_attrib *attr;
255 attr = MALLOC_STRUCT( gl_line_attrib );
256 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
257 newnode = new_attrib_node( GL_LINE_BIT );
258 newnode->data = attr;
259 newnode->next = head;
260 head = newnode;
261 }
262
263 if (mask & GL_LIST_BIT) {
264 struct gl_list_attrib *attr;
265 attr = MALLOC_STRUCT( gl_list_attrib );
266 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
267 newnode = new_attrib_node( GL_LIST_BIT );
268 newnode->data = attr;
269 newnode->next = head;
270 head = newnode;
271 }
272
273 if (mask & GL_PIXEL_MODE_BIT) {
274 struct gl_pixel_attrib *attr;
275 attr = MALLOC_STRUCT( gl_pixel_attrib );
276 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
277 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
278 newnode->data = attr;
279 newnode->next = head;
280 head = newnode;
281 }
282
283 if (mask & GL_POINT_BIT) {
284 struct gl_point_attrib *attr;
285 attr = MALLOC_STRUCT( gl_point_attrib );
286 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
287 newnode = new_attrib_node( GL_POINT_BIT );
288 newnode->data = attr;
289 newnode->next = head;
290 head = newnode;
291 }
292
293 if (mask & GL_POLYGON_BIT) {
294 struct gl_polygon_attrib *attr;
295 attr = MALLOC_STRUCT( gl_polygon_attrib );
296 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
297 newnode = new_attrib_node( GL_POLYGON_BIT );
298 newnode->data = attr;
299 newnode->next = head;
300 head = newnode;
301 }
302
303 if (mask & GL_POLYGON_STIPPLE_BIT) {
304 GLuint *stipple;
305 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
306 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
307 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
308 newnode->data = stipple;
309 newnode->next = head;
310 head = newnode;
311 }
312
313 if (mask & GL_SCISSOR_BIT) {
314 struct gl_scissor_attrib *attr;
315 attr = MALLOC_STRUCT( gl_scissor_attrib );
316 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
317 newnode = new_attrib_node( GL_SCISSOR_BIT );
318 newnode->data = attr;
319 newnode->next = head;
320 head = newnode;
321 }
322
323 if (mask & GL_STENCIL_BUFFER_BIT) {
324 struct gl_stencil_attrib *attr;
325 attr = MALLOC_STRUCT( gl_stencil_attrib );
326 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
327 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
328 newnode->data = attr;
329 newnode->next = head;
330 head = newnode;
331 }
332
333 if (mask & GL_TEXTURE_BIT) {
334 struct gl_texture_attrib *attr;
335 GLuint u;
336 /* Bump the texture object reference counts so that they don't
337 * inadvertantly get deleted.
338 */
339 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
340 ctx->Texture.Unit[u].Current1D->RefCount++;
341 ctx->Texture.Unit[u].Current2D->RefCount++;
342 ctx->Texture.Unit[u].Current3D->RefCount++;
343 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
344 ctx->Texture.Unit[u].CurrentRect->RefCount++;
345 }
346 attr = MALLOC_STRUCT( gl_texture_attrib );
347 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
348 /* copy state of the currently bound texture objects */
349 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
350 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
351 attr->Unit[u].Current1D);
352 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
353 attr->Unit[u].Current2D);
354 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
355 attr->Unit[u].Current3D);
356 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
357 attr->Unit[u].CurrentCubeMap);
358 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
359 attr->Unit[u].CurrentRect);
360 }
361 newnode = new_attrib_node( GL_TEXTURE_BIT );
362 newnode->data = attr;
363 newnode->next = head;
364 head = newnode;
365 }
366
367 if (mask & GL_TRANSFORM_BIT) {
368 struct gl_transform_attrib *attr;
369 attr = MALLOC_STRUCT( gl_transform_attrib );
370 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
371 newnode = new_attrib_node( GL_TRANSFORM_BIT );
372 newnode->data = attr;
373 newnode->next = head;
374 head = newnode;
375 }
376
377 if (mask & GL_VIEWPORT_BIT) {
378 struct gl_viewport_attrib *attr;
379 attr = MALLOC_STRUCT( gl_viewport_attrib );
380 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
381 newnode = new_attrib_node( GL_VIEWPORT_BIT );
382 newnode->data = attr;
383 newnode->next = head;
384 head = newnode;
385 }
386
387 /* GL_ARB_multisample */
388 if (mask & GL_MULTISAMPLE_BIT_ARB) {
389 struct gl_multisample_attrib *attr;
390 attr = MALLOC_STRUCT( gl_multisample_attrib );
391 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
392 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
393 newnode->data = attr;
394 newnode->next = head;
395 head = newnode;
396 }
397
398 ctx->AttribStack[ctx->AttribStackDepth] = head;
399 ctx->AttribStackDepth++;
400 }
401
402
403
404 static void
405 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
406 {
407 GLuint i;
408
409 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
410 if ((VALUE) != (NEWVALUE)) { \
411 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
412 }
413
414 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
415 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
416
417 for (i=0;i<MAX_CLIP_PLANES;i++) {
418 const GLuint mask = 1 << i;
419 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
420 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
421 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
422 }
423
424 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
425 GL_COLOR_MATERIAL);
426 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
427 GL_COLOR_TABLE);
428 TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
429 enable->PostColorMatrixColorTable,
430 GL_POST_COLOR_MATRIX_COLOR_TABLE);
431 TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
432 enable->PostConvolutionColorTable,
433 GL_POST_CONVOLUTION_COLOR_TABLE);
434 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
435 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
436 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
437 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
438 GL_CONVOLUTION_1D);
439 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
440 GL_CONVOLUTION_2D);
441 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
442 GL_SEPARABLE_2D);
443 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
444 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
445 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
446 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
447 GL_LINE_STIPPLE);
448 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
449 GL_INDEX_LOGIC_OP);
450 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
451 GL_COLOR_LOGIC_OP);
452
453 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
454 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
455 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
456 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
457 GL_MAP1_TEXTURE_COORD_1);
458 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
459 GL_MAP1_TEXTURE_COORD_2);
460 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
461 GL_MAP1_TEXTURE_COORD_3);
462 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
463 GL_MAP1_TEXTURE_COORD_4);
464 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
465 GL_MAP1_VERTEX_3);
466 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
467 GL_MAP1_VERTEX_4);
468 for (i = 0; i < 16; i++) {
469 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
470 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
471 }
472
473 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
474 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
475 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
476 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
477 GL_MAP2_TEXTURE_COORD_1);
478 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
479 GL_MAP2_TEXTURE_COORD_2);
480 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
481 GL_MAP2_TEXTURE_COORD_3);
482 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
483 GL_MAP2_TEXTURE_COORD_4);
484 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
485 GL_MAP2_VERTEX_3);
486 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
487 GL_MAP2_VERTEX_4);
488 for (i = 0; i < 16; i++) {
489 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
490 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
491 }
492
493 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
494 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
495 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
496 GL_RESCALE_NORMAL_EXT);
497 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
498 enable->RasterPositionUnclipped,
499 GL_RASTER_POSITION_UNCLIPPED_IBM);
500 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
501 GL_POINT_SMOOTH);
502 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
503 GL_POINT_SMOOTH);
504 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
505 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
506 GL_POINT_SPRITE_NV);
507 }
508 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
509 GL_POLYGON_OFFSET_POINT);
510 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
511 GL_POLYGON_OFFSET_LINE);
512 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
513 GL_POLYGON_OFFSET_FILL);
514 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
515 GL_POLYGON_SMOOTH);
516 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
517 GL_POLYGON_STIPPLE);
518 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
519 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
520 /* XXX two-sided stencil */
521 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
522 GL_MULTISAMPLE_ARB);
523 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
524 enable->SampleAlphaToCoverage,
525 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
526 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
527 enable->SampleAlphaToOne,
528 GL_SAMPLE_ALPHA_TO_ONE_ARB);
529 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
530 enable->SampleCoverage,
531 GL_SAMPLE_COVERAGE_ARB);
532 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
533 enable->SampleCoverageInvert,
534 GL_SAMPLE_COVERAGE_INVERT_ARB);
535 /* GL_NV_vertex_program */
536 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
537 enable->VertexProgram,
538 GL_VERTEX_PROGRAM_NV);
539 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
540 enable->VertexProgramPointSize,
541 GL_VERTEX_PROGRAM_POINT_SIZE_NV);
542 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
543 enable->VertexProgramTwoSide,
544 GL_VERTEX_PROGRAM_TWO_SIDE_NV);
545
546 #undef TEST_AND_UPDATE
547
548 /* texture unit enables */
549 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
550 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
551 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
552 if (ctx->Driver.Enable) {
553 if (ctx->Driver.ActiveTexture) {
554 (*ctx->Driver.ActiveTexture)(ctx, i);
555 }
556 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
557 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
558 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
559 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
560 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
561 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
562 if (ctx->Extensions.ARB_texture_cube_map)
563 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
564 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
565 if (ctx->Extensions.NV_texture_rectangle)
566 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
567 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
568 }
569 }
570
571 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
572 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
573 if (ctx->Driver.Enable) {
574 if (ctx->Driver.ActiveTexture) {
575 (*ctx->Driver.ActiveTexture)(ctx, i);
576 }
577 if (enable->TexGen[i] & S_BIT)
578 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
579 else
580 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
581 if (enable->TexGen[i] & T_BIT)
582 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
583 else
584 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
585 if (enable->TexGen[i] & R_BIT)
586 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
587 else
588 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
589 if (enable->TexGen[i] & Q_BIT)
590 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
591 else
592 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
593 }
594 }
595
596 /* GL_SGI_texture_color_table */
597 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
598 }
599
600 if (ctx->Driver.ActiveTexture) {
601 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
602 }
603 }
604
605
606 static void
607 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
608 {
609 GLuint u;
610
611 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
612 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
613 GLuint i;
614
615 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
616 _mesa_set_enable(ctx, GL_TEXTURE_1D,
617 (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
618 _mesa_set_enable(ctx, GL_TEXTURE_2D,
619 (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
620 _mesa_set_enable(ctx, GL_TEXTURE_3D,
621 (GLboolean) (unit->Enabled & TEXTURE_3D_BIT ? GL_TRUE : GL_FALSE));
622 if (ctx->Extensions.ARB_texture_cube_map) {
623 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
624 (GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
625 }
626 if (ctx->Extensions.NV_texture_rectangle) {
627 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
628 (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
629 }
630 if (ctx->Extensions.SGI_texture_color_table) {
631 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
632 unit->ColorTableEnabled);
633 }
634 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
635 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
636 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
637 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
638 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
639 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
640 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
641 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
642 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
643 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
644 _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
645 _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
646 _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
647 _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
648 if (ctx->Extensions.EXT_texture_lod_bias) {
649 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
650 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
651 }
652 if (ctx->Extensions.EXT_texture_env_combine ||
653 ctx->Extensions.ARB_texture_env_combine) {
654 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
655 unit->Combine.ModeRGB);
656 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
657 unit->Combine.ModeA);
658 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
659 unit->Combine.SourceRGB[0]);
660 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
661 unit->Combine.SourceRGB[1]);
662 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
663 unit->Combine.SourceRGB[2]);
664 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
665 unit->Combine.SourceA[0]);
666 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
667 unit->Combine.SourceA[1]);
668 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
669 unit->Combine.SourceA[2]);
670 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
671 unit->Combine.OperandRGB[0]);
672 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
673 unit->Combine.OperandRGB[1]);
674 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
675 unit->Combine.OperandRGB[2]);
676 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
677 unit->Combine.OperandA[0]);
678 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
679 unit->Combine.OperandA[1]);
680 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
681 unit->Combine.OperandA[2]);
682 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
683 1 << unit->Combine.ScaleShiftRGB);
684 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
685 1 << unit->Combine.ScaleShiftA);
686 }
687
688 /* Restore texture object state */
689 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
690 GLenum target = 0;
691 const struct gl_texture_object *obj = NULL;
692 GLfloat bordColor[4];
693
694 switch (i) {
695 case 0:
696 target = GL_TEXTURE_1D;
697 obj = &unit->Saved1D;
698 break;
699 case 1:
700 target = GL_TEXTURE_2D;
701 obj = &unit->Saved2D;
702 break;
703 case 2:
704 target = GL_TEXTURE_3D;
705 obj = &unit->Saved3D;
706 break;
707 case 3:
708 if (!ctx->Extensions.ARB_texture_cube_map)
709 continue;
710 target = GL_TEXTURE_CUBE_MAP_ARB;
711 obj = &unit->SavedCubeMap;
712 break;
713 case 4:
714 if (!ctx->Extensions.NV_texture_rectangle)
715 continue;
716 target = GL_TEXTURE_RECTANGLE_NV;
717 obj = &unit->SavedRect;
718 break;
719 default:
720 ; /* silence warnings */
721 }
722
723 _mesa_BindTexture(target, obj->Name);
724
725 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
726 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
727 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
728 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
729
730 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
731 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
732 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
733 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
734 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
735 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
736 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
737 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
738 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
739 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
740 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
741 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
742 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
743 obj->MaxAnisotropy);
744 }
745 if (ctx->Extensions.SGIX_shadow) {
746 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
747 obj->CompareFlag);
748 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
749 obj->CompareOperator);
750 }
751 if (ctx->Extensions.SGIX_shadow_ambient) {
752 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
753 obj->ShadowAmbient);
754 }
755
756 }
757 }
758 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
759 + texAttrib->CurrentUnit);
760
761 /* "un-bump" the texture object reference counts. We did that so they
762 * wouldn't inadvertantly get deleted while they were still referenced
763 * inside the attribute state stack.
764 */
765 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
766 ctx->Texture.Unit[u].Current1D->RefCount--;
767 ctx->Texture.Unit[u].Current2D->RefCount--;
768 ctx->Texture.Unit[u].Current3D->RefCount--;
769 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
770 ctx->Texture.Unit[u].CurrentRect->RefCount--;
771 }
772 }
773
774
775 /*
776 * This function is kind of long just because we have to call a lot
777 * of device driver functions to update device driver state.
778 *
779 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
780 * in order to restore GL state. This isn't terribly efficient but it
781 * ensures that dirty flags and any derived state gets updated correctly.
782 * We could at least check if the value to restore equals the current value
783 * and then skip the Mesa call.
784 */
785 void GLAPIENTRY
786 _mesa_PopAttrib(void)
787 {
788 struct gl_attrib_node *attr, *next;
789 GET_CURRENT_CONTEXT(ctx);
790 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
791
792 if (ctx->AttribStackDepth == 0) {
793 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
794 return;
795 }
796
797 ctx->AttribStackDepth--;
798 attr = ctx->AttribStack[ctx->AttribStackDepth];
799
800 while (attr) {
801
802 if (MESA_VERBOSE & VERBOSE_API) {
803 _mesa_debug(ctx, "glPopAttrib %s\n",
804 _mesa_lookup_enum_by_nr(attr->kind));
805 }
806
807 switch (attr->kind) {
808 case GL_ACCUM_BUFFER_BIT:
809 {
810 const struct gl_accum_attrib *accum;
811 accum = (const struct gl_accum_attrib *) attr->data;
812 _mesa_ClearAccum(accum->ClearColor[0],
813 accum->ClearColor[1],
814 accum->ClearColor[2],
815 accum->ClearColor[3]);
816 }
817 break;
818 case GL_COLOR_BUFFER_BIT:
819 {
820 const struct gl_colorbuffer_attrib *color;
821 color = (const struct gl_colorbuffer_attrib *) attr->data;
822 _mesa_ClearIndex((GLfloat) color->ClearIndex);
823 _mesa_ClearColor(color->ClearColor[0],
824 color->ClearColor[1],
825 color->ClearColor[2],
826 color->ClearColor[3]);
827 _mesa_IndexMask(color->IndexMask);
828 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
829 (GLboolean) (color->ColorMask[1] != 0),
830 (GLboolean) (color->ColorMask[2] != 0),
831 (GLboolean) (color->ColorMask[3] != 0));
832 _mesa_DrawBuffer(color->DrawBuffer);
833 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
834 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
835 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
836 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
837 color->BlendDstRGB,
838 color->BlendSrcA,
839 color->BlendDstA);
840 /* This special case is because glBlendEquationSeparateEXT
841 * cannot take GL_LOGIC_OP as a parameter.
842 */
843 if ( color->BlendEquationRGB == color->BlendEquationA ) {
844 _mesa_BlendEquation(color->BlendEquationRGB);
845 }
846 else {
847 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
848 color->BlendEquationA);
849 }
850 _mesa_BlendColor(color->BlendColor[0],
851 color->BlendColor[1],
852 color->BlendColor[2],
853 color->BlendColor[3]);
854 _mesa_LogicOp(color->LogicOp);
855 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
856 color->ColorLogicOpEnabled);
857 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
858 color->IndexLogicOpEnabled);
859 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
860 }
861 break;
862 case GL_CURRENT_BIT:
863 FLUSH_CURRENT( ctx, 0 );
864 MEMCPY( &ctx->Current, attr->data,
865 sizeof(struct gl_current_attrib) );
866 break;
867 case GL_DEPTH_BUFFER_BIT:
868 {
869 const struct gl_depthbuffer_attrib *depth;
870 depth = (const struct gl_depthbuffer_attrib *) attr->data;
871 _mesa_DepthFunc(depth->Func);
872 _mesa_ClearDepth(depth->Clear);
873 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
874 _mesa_DepthMask(depth->Mask);
875 if (ctx->Extensions.HP_occlusion_test)
876 _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
877 depth->OcclusionTest);
878 }
879 break;
880 case GL_ENABLE_BIT:
881 {
882 const struct gl_enable_attrib *enable;
883 enable = (const struct gl_enable_attrib *) attr->data;
884 pop_enable_group(ctx, enable);
885 ctx->NewState |= _NEW_ALL;
886 }
887 break;
888 case GL_EVAL_BIT:
889 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
890 ctx->NewState |= _NEW_EVAL;
891 break;
892 case GL_FOG_BIT:
893 {
894 const struct gl_fog_attrib *fog;
895 fog = (const struct gl_fog_attrib *) attr->data;
896 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
897 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
898 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
899 _mesa_Fogf(GL_FOG_START, fog->Start);
900 _mesa_Fogf(GL_FOG_END, fog->End);
901 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
902 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
903 }
904 break;
905 case GL_HINT_BIT:
906 {
907 const struct gl_hint_attrib *hint;
908 hint = (const struct gl_hint_attrib *) attr->data;
909 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
910 hint->PerspectiveCorrection );
911 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
912 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
913 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
914 _mesa_Hint(GL_FOG_HINT, hint->Fog);
915 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
916 hint->ClipVolumeClipping);
917 if (ctx->Extensions.ARB_texture_compression)
918 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
919 hint->TextureCompression);
920 }
921 break;
922 case GL_LIGHTING_BIT:
923 {
924 GLuint i;
925 const struct gl_light_attrib *light;
926 light = (const struct gl_light_attrib *) attr->data;
927 /* lighting enable */
928 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
929 /* per-light state */
930
931 if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
932 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
933
934 for (i = 0; i < MAX_LIGHTS; i++) {
935 GLenum lgt = (GLenum) (GL_LIGHT0 + i);
936 const struct gl_light *l = &light->Light[i];
937 GLfloat tmp[4];
938 _mesa_set_enable(ctx, lgt, l->Enabled);
939 _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
940 _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
941 _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
942 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
943 _mesa_Lightfv( lgt, GL_POSITION, tmp );
944 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
945 _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
946 _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
947 _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
948 _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
949 &l->ConstantAttenuation );
950 _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
951 &l->LinearAttenuation );
952 _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
953 &l->QuadraticAttenuation );
954 }
955 /* light model */
956 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
957 light->Model.Ambient);
958 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
959 (GLfloat) light->Model.LocalViewer);
960 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
961 (GLfloat) light->Model.TwoSide);
962 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
963 (GLfloat) light->Model.ColorControl);
964 /* materials */
965 MEMCPY(&ctx->Light.Material, &light->Material,
966 sizeof(struct gl_material));
967 /* shade model */
968 _mesa_ShadeModel(light->ShadeModel);
969 /* color material */
970 _mesa_ColorMaterial(light->ColorMaterialFace,
971 light->ColorMaterialMode);
972 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
973 light->ColorMaterialEnabled);
974 }
975 break;
976 case GL_LINE_BIT:
977 {
978 const struct gl_line_attrib *line;
979 line = (const struct gl_line_attrib *) attr->data;
980 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
981 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
982 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
983 _mesa_LineWidth(line->Width);
984 }
985 break;
986 case GL_LIST_BIT:
987 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
988 break;
989 case GL_PIXEL_MODE_BIT:
990 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
991 ctx->NewState |= _NEW_PIXEL;
992 break;
993 case GL_POINT_BIT:
994 {
995 const struct gl_point_attrib *point;
996 point = (const struct gl_point_attrib *) attr->data;
997 _mesa_PointSize(point->Size);
998 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
999 if (ctx->Extensions.EXT_point_parameters) {
1000 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1001 point->Params);
1002 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1003 point->MinSize);
1004 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1005 point->MaxSize);
1006 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1007 point->Threshold);
1008 }
1009 if (ctx->Extensions.NV_point_sprite
1010 || ctx->Extensions.ARB_point_sprite) {
1011 GLuint u;
1012 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1013 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1014 (GLint) point->CoordReplace[u]);
1015 }
1016 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1017 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1018 ctx->Point.SpriteRMode);
1019 }
1020 }
1021 break;
1022 case GL_POLYGON_BIT:
1023 {
1024 const struct gl_polygon_attrib *polygon;
1025 polygon = (const struct gl_polygon_attrib *) attr->data;
1026 _mesa_CullFace(polygon->CullFaceMode);
1027 _mesa_FrontFace(polygon->FrontFace);
1028 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1029 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1030 _mesa_PolygonOffset(polygon->OffsetFactor,
1031 polygon->OffsetUnits);
1032 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1033 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1034 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1035 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1036 polygon->OffsetPoint);
1037 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1038 polygon->OffsetLine);
1039 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1040 polygon->OffsetFill);
1041 }
1042 break;
1043 case GL_POLYGON_STIPPLE_BIT:
1044 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1045 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1046 if (ctx->Driver.PolygonStipple)
1047 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1048 break;
1049 case GL_SCISSOR_BIT:
1050 {
1051 const struct gl_scissor_attrib *scissor;
1052 scissor = (const struct gl_scissor_attrib *) attr->data;
1053 _mesa_Scissor(scissor->X, scissor->Y,
1054 scissor->Width, scissor->Height);
1055 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1056 }
1057 break;
1058 case GL_STENCIL_BUFFER_BIT:
1059 {
1060 const GLint face = 0; /* XXX stencil two side */
1061 const struct gl_stencil_attrib *stencil;
1062 stencil = (const struct gl_stencil_attrib *) attr->data;
1063 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1064 _mesa_ClearStencil(stencil->Clear);
1065 _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face],
1066 stencil->ValueMask[face]);
1067 _mesa_StencilMask(stencil->WriteMask[face]);
1068 _mesa_StencilOp(stencil->FailFunc[face],
1069 stencil->ZFailFunc[face],
1070 stencil->ZPassFunc[face]);
1071 }
1072 break;
1073 case GL_TRANSFORM_BIT:
1074 {
1075 GLuint i;
1076 const struct gl_transform_attrib *xform;
1077 xform = (const struct gl_transform_attrib *) attr->data;
1078 _mesa_MatrixMode(xform->MatrixMode);
1079
1080 if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
1081 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1082
1083 /* restore clip planes */
1084 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1085 const GLuint mask = 1 << 1;
1086 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1087 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1088 if (xform->ClipPlanesEnabled & mask) {
1089 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1090 }
1091 else {
1092 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1093 }
1094 if (ctx->Driver.ClipPlane)
1095 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1096 }
1097
1098 /* normalize/rescale */
1099 if (xform->Normalize != ctx->Transform.Normalize)
1100 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1101 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1102 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1103 ctx->Transform.RescaleNormals);
1104 }
1105 break;
1106 case GL_TEXTURE_BIT:
1107 /* Take care of texture object reference counters */
1108 {
1109 const struct gl_texture_attrib *texture;
1110 texture = (const struct gl_texture_attrib *) attr->data;
1111 pop_texture_group(ctx, texture);
1112 ctx->NewState |= _NEW_TEXTURE;
1113 }
1114 break;
1115 case GL_VIEWPORT_BIT:
1116 {
1117 const struct gl_viewport_attrib *vp;
1118 vp = (const struct gl_viewport_attrib *) attr->data;
1119 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1120 _mesa_DepthRange(vp->Near, vp->Far);
1121 }
1122 break;
1123 case GL_MULTISAMPLE_BIT_ARB:
1124 {
1125 const struct gl_multisample_attrib *ms;
1126 ms = (const struct gl_multisample_attrib *) attr->data;
1127 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1128 ms->SampleCoverageInvert);
1129 }
1130 break;
1131
1132 default:
1133 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1134 break;
1135 }
1136
1137 next = attr->next;
1138 FREE( attr->data );
1139 FREE( attr );
1140 attr = next;
1141 }
1142 }
1143
1144
1145 /**
1146 * Helper for incrementing/decrementing vertex buffer object reference
1147 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1148 */
1149 static void
1150 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1151 {
1152 GLuint i;
1153 array->Vertex.BufferObj->RefCount += step;
1154 array->Normal.BufferObj->RefCount += step;
1155 array->Color.BufferObj->RefCount += step;
1156 array->SecondaryColor.BufferObj->RefCount += step;
1157 array->FogCoord.BufferObj->RefCount += step;
1158 array->Index.BufferObj->RefCount += step;
1159 array->EdgeFlag.BufferObj->RefCount += step;
1160 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1161 array->TexCoord[i].BufferObj->RefCount += step;
1162 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1163 array->VertexAttrib[i].BufferObj->RefCount += step;
1164
1165 array->ArrayBufferObj->RefCount += step;
1166 array->ElementArrayBufferObj->RefCount += step;
1167 }
1168
1169
1170 #define GL_CLIENT_PACK_BIT (1<<20)
1171 #define GL_CLIENT_UNPACK_BIT (1<<21)
1172
1173
1174 void GLAPIENTRY
1175 _mesa_PushClientAttrib(GLbitfield mask)
1176 {
1177 struct gl_attrib_node *newnode;
1178 struct gl_attrib_node *head;
1179
1180 GET_CURRENT_CONTEXT(ctx);
1181 ASSERT_OUTSIDE_BEGIN_END(ctx);
1182
1183 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1184 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1185 return;
1186 }
1187
1188 /* Build linked list of attribute nodes which save all attribute */
1189 /* groups specified by the mask. */
1190 head = NULL;
1191
1192 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1193 struct gl_pixelstore_attrib *attr;
1194 /* packing attribs */
1195 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1196 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1197 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1198 newnode->data = attr;
1199 newnode->next = head;
1200 head = newnode;
1201 /* unpacking attribs */
1202 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1203 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1204 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1205 newnode->data = attr;
1206 newnode->next = head;
1207 head = newnode;
1208 }
1209 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1210 struct gl_array_attrib *attr;
1211 attr = MALLOC_STRUCT( gl_array_attrib );
1212 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1213 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1214 newnode->data = attr;
1215 newnode->next = head;
1216 head = newnode;
1217 /* bump reference counts on buffer objects */
1218 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1219 }
1220
1221 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1222 ctx->ClientAttribStackDepth++;
1223 }
1224
1225
1226
1227
1228 void GLAPIENTRY
1229 _mesa_PopClientAttrib(void)
1230 {
1231 struct gl_attrib_node *attr, *next;
1232
1233 GET_CURRENT_CONTEXT(ctx);
1234 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1235
1236 if (ctx->ClientAttribStackDepth == 0) {
1237 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1238 return;
1239 }
1240
1241 ctx->ClientAttribStackDepth--;
1242 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1243
1244 while (attr) {
1245 switch (attr->kind) {
1246 case GL_CLIENT_PACK_BIT:
1247 MEMCPY( &ctx->Pack, attr->data,
1248 sizeof(struct gl_pixelstore_attrib) );
1249 ctx->NewState |= _NEW_PACKUNPACK;
1250 break;
1251 case GL_CLIENT_UNPACK_BIT:
1252 MEMCPY( &ctx->Unpack, attr->data,
1253 sizeof(struct gl_pixelstore_attrib) );
1254 ctx->NewState |= _NEW_PACKUNPACK;
1255 break;
1256 case GL_CLIENT_VERTEX_ARRAY_BIT:
1257 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1258 MEMCPY( &ctx->Array, attr->data,
1259 sizeof(struct gl_array_attrib) );
1260 /* decrement reference counts on buffer objects */
1261 ctx->NewState |= _NEW_ARRAY;
1262 break;
1263 default:
1264 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1265 break;
1266 }
1267
1268 next = attr->next;
1269 FREE( attr->data );
1270 FREE( attr );
1271 attr = next;
1272 }
1273 }
1274
1275
1276 void _mesa_init_attrib( GLcontext *ctx )
1277 {
1278 /* Renderer and client attribute stacks */
1279 ctx->AttribStackDepth = 0;
1280 ctx->ClientAttribStackDepth = 0;
1281 }