mesa: Remove SGI_color_table.
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "colormac.h"
36 #include "context.h"
37 #include "depth.h"
38 #include "enable.h"
39 #include "enums.h"
40 #include "fog.h"
41 #include "hint.h"
42 #include "light.h"
43 #include "lines.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "multisample.h"
47 #include "points.h"
48 #include "polygon.h"
49 #include "scissor.h"
50 #include "stencil.h"
51 #include "texenv.h"
52 #include "texgen.h"
53 #include "texobj.h"
54 #include "texparam.h"
55 #include "texstate.h"
56 #include "varray.h"
57 #include "viewport.h"
58 #include "mtypes.h"
59 #include "main/dispatch.h"
60
61
62 /**
63 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
64 */
65 struct gl_enable_attrib
66 {
67 GLboolean AlphaTest;
68 GLboolean AutoNormal;
69 GLboolean Blend;
70 GLbitfield ClipPlanes;
71 GLboolean ColorMaterial;
72 GLboolean Convolution1D;
73 GLboolean Convolution2D;
74 GLboolean Separable2D;
75 GLboolean CullFace;
76 GLboolean DepthClamp;
77 GLboolean DepthTest;
78 GLboolean Dither;
79 GLboolean Fog;
80 GLboolean Light[MAX_LIGHTS];
81 GLboolean Lighting;
82 GLboolean LineSmooth;
83 GLboolean LineStipple;
84 GLboolean IndexLogicOp;
85 GLboolean ColorLogicOp;
86
87 GLboolean Map1Color4;
88 GLboolean Map1Index;
89 GLboolean Map1Normal;
90 GLboolean Map1TextureCoord1;
91 GLboolean Map1TextureCoord2;
92 GLboolean Map1TextureCoord3;
93 GLboolean Map1TextureCoord4;
94 GLboolean Map1Vertex3;
95 GLboolean Map1Vertex4;
96 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
97 GLboolean Map2Color4;
98 GLboolean Map2Index;
99 GLboolean Map2Normal;
100 GLboolean Map2TextureCoord1;
101 GLboolean Map2TextureCoord2;
102 GLboolean Map2TextureCoord3;
103 GLboolean Map2TextureCoord4;
104 GLboolean Map2Vertex3;
105 GLboolean Map2Vertex4;
106 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
107
108 GLboolean Normalize;
109 GLboolean PixelTexture;
110 GLboolean PointSmooth;
111 GLboolean PolygonOffsetPoint;
112 GLboolean PolygonOffsetLine;
113 GLboolean PolygonOffsetFill;
114 GLboolean PolygonSmooth;
115 GLboolean PolygonStipple;
116 GLboolean RescaleNormals;
117 GLboolean Scissor;
118 GLboolean Stencil;
119 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
120 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
121 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
122 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
123 GLboolean SampleCoverage; /* GL_ARB_multisample */
124 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
125 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
126
127 GLbitfield Texture[MAX_TEXTURE_UNITS];
128 GLbitfield TexGen[MAX_TEXTURE_UNITS];
129
130 /* SGI_texture_color_table */
131 GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
132
133 /* GL_ARB_vertex_program / GL_NV_vertex_program */
134 GLboolean VertexProgram;
135 GLboolean VertexProgramPointSize;
136 GLboolean VertexProgramTwoSide;
137
138 /* GL_ARB_point_sprite / GL_NV_point_sprite */
139 GLboolean PointSprite;
140 GLboolean FragmentShaderATI;
141 };
142
143
144 /**
145 * Node for the attribute stack.
146 */
147 struct gl_attrib_node
148 {
149 GLbitfield kind;
150 void *data;
151 struct gl_attrib_node *next;
152 };
153
154
155
156 /**
157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
158 */
159 struct texture_state
160 {
161 struct gl_texture_attrib Texture; /**< The usual context state */
162
163 /** to save per texture object state (wrap modes, filters, etc): */
164 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
165
166 /**
167 * To save references to texture objects (so they don't get accidentally
168 * deleted while saved in the attribute stack).
169 */
170 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
171 };
172
173
174 #if FEATURE_attrib_stack
175
176
177 /**
178 * Allocate new attribute node of given type/kind. Attach payload data.
179 * Insert it into the linked list named by 'head'.
180 */
181 static void
182 save_attrib_data(struct gl_attrib_node **head,
183 GLbitfield kind, void *payload)
184 {
185 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
186 if (n) {
187 n->kind = kind;
188 n->data = payload;
189 /* insert at head */
190 n->next = *head;
191 *head = n;
192 }
193 else {
194 /* out of memory! */
195 }
196 }
197
198
199 void GLAPIENTRY
200 _mesa_PushAttrib(GLbitfield mask)
201 {
202 struct gl_attrib_node *head;
203
204 GET_CURRENT_CONTEXT(ctx);
205 ASSERT_OUTSIDE_BEGIN_END(ctx);
206
207 if (MESA_VERBOSE & VERBOSE_API)
208 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
209
210 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
211 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
212 return;
213 }
214
215 /* Build linked list of attribute nodes which save all attribute */
216 /* groups specified by the mask. */
217 head = NULL;
218
219 if (mask & GL_ACCUM_BUFFER_BIT) {
220 struct gl_accum_attrib *attr;
221 attr = MALLOC_STRUCT( gl_accum_attrib );
222 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
223 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
224 }
225
226 if (mask & GL_COLOR_BUFFER_BIT) {
227 GLuint i;
228 struct gl_colorbuffer_attrib *attr;
229 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
230 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
231 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
232 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
233 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
234 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
235 }
236
237 if (mask & GL_CURRENT_BIT) {
238 struct gl_current_attrib *attr;
239 FLUSH_CURRENT( ctx, 0 );
240 attr = MALLOC_STRUCT( gl_current_attrib );
241 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
242 save_attrib_data(&head, GL_CURRENT_BIT, attr);
243 }
244
245 if (mask & GL_DEPTH_BUFFER_BIT) {
246 struct gl_depthbuffer_attrib *attr;
247 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
248 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
249 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
250 }
251
252 if (mask & GL_ENABLE_BIT) {
253 struct gl_enable_attrib *attr;
254 GLuint i;
255 attr = MALLOC_STRUCT( gl_enable_attrib );
256 /* Copy enable flags from all other attributes into the enable struct. */
257 attr->AlphaTest = ctx->Color.AlphaEnabled;
258 attr->AutoNormal = ctx->Eval.AutoNormal;
259 attr->Blend = ctx->Color.BlendEnabled;
260 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
261 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
262 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
263 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
264 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
265 attr->CullFace = ctx->Polygon.CullFlag;
266 attr->DepthClamp = ctx->Transform.DepthClamp;
267 attr->DepthTest = ctx->Depth.Test;
268 attr->Dither = ctx->Color.DitherFlag;
269 attr->Fog = ctx->Fog.Enabled;
270 for (i = 0; i < ctx->Const.MaxLights; i++) {
271 attr->Light[i] = ctx->Light.Light[i].Enabled;
272 }
273 attr->Lighting = ctx->Light.Enabled;
274 attr->LineSmooth = ctx->Line.SmoothFlag;
275 attr->LineStipple = ctx->Line.StippleFlag;
276 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
277 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
278 attr->Map1Color4 = ctx->Eval.Map1Color4;
279 attr->Map1Index = ctx->Eval.Map1Index;
280 attr->Map1Normal = ctx->Eval.Map1Normal;
281 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
282 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
283 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
284 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
285 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
286 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
287 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
288 attr->Map2Color4 = ctx->Eval.Map2Color4;
289 attr->Map2Index = ctx->Eval.Map2Index;
290 attr->Map2Normal = ctx->Eval.Map2Normal;
291 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
292 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
293 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
294 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
295 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
296 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
297 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
298 attr->Normalize = ctx->Transform.Normalize;
299 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
300 attr->PointSmooth = ctx->Point.SmoothFlag;
301 attr->PointSprite = ctx->Point.PointSprite;
302 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
303 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
304 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
305 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
306 attr->PolygonStipple = ctx->Polygon.StippleFlag;
307 attr->RescaleNormals = ctx->Transform.RescaleNormals;
308 attr->Scissor = ctx->Scissor.Enabled;
309 attr->Stencil = ctx->Stencil.Enabled;
310 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
311 attr->MultisampleEnabled = ctx->Multisample.Enabled;
312 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
313 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
314 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
315 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
316 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
317 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
318 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
319 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
320 }
321 /* GL_NV_vertex_program */
322 attr->VertexProgram = ctx->VertexProgram.Enabled;
323 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
324 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
325 save_attrib_data(&head, GL_ENABLE_BIT, attr);
326 }
327
328 if (mask & GL_EVAL_BIT) {
329 struct gl_eval_attrib *attr;
330 attr = MALLOC_STRUCT( gl_eval_attrib );
331 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
332 save_attrib_data(&head, GL_EVAL_BIT, attr);
333 }
334
335 if (mask & GL_FOG_BIT) {
336 struct gl_fog_attrib *attr;
337 attr = MALLOC_STRUCT( gl_fog_attrib );
338 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
339 save_attrib_data(&head, GL_FOG_BIT, attr);
340 }
341
342 if (mask & GL_HINT_BIT) {
343 struct gl_hint_attrib *attr;
344 attr = MALLOC_STRUCT( gl_hint_attrib );
345 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
346 save_attrib_data(&head, GL_HINT_BIT, attr);
347 }
348
349 if (mask & GL_LIGHTING_BIT) {
350 struct gl_light_attrib *attr;
351 FLUSH_CURRENT(ctx, 0); /* flush material changes */
352 attr = MALLOC_STRUCT( gl_light_attrib );
353 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
354 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
355 }
356
357 if (mask & GL_LINE_BIT) {
358 struct gl_line_attrib *attr;
359 attr = MALLOC_STRUCT( gl_line_attrib );
360 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
361 save_attrib_data(&head, GL_LINE_BIT, attr);
362 }
363
364 if (mask & GL_LIST_BIT) {
365 struct gl_list_attrib *attr;
366 attr = MALLOC_STRUCT( gl_list_attrib );
367 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
368 save_attrib_data(&head, GL_LIST_BIT, attr);
369 }
370
371 if (mask & GL_PIXEL_MODE_BIT) {
372 struct gl_pixel_attrib *attr;
373 attr = MALLOC_STRUCT( gl_pixel_attrib );
374 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
375 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
376 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
377 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
378 }
379
380 if (mask & GL_POINT_BIT) {
381 struct gl_point_attrib *attr;
382 attr = MALLOC_STRUCT( gl_point_attrib );
383 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
384 save_attrib_data(&head, GL_POINT_BIT, attr);
385 }
386
387 if (mask & GL_POLYGON_BIT) {
388 struct gl_polygon_attrib *attr;
389 attr = MALLOC_STRUCT( gl_polygon_attrib );
390 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
391 save_attrib_data(&head, GL_POLYGON_BIT, attr);
392 }
393
394 if (mask & GL_POLYGON_STIPPLE_BIT) {
395 GLuint *stipple;
396 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
397 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
398 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
399 }
400
401 if (mask & GL_SCISSOR_BIT) {
402 struct gl_scissor_attrib *attr;
403 attr = MALLOC_STRUCT( gl_scissor_attrib );
404 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
405 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
406 }
407
408 if (mask & GL_STENCIL_BUFFER_BIT) {
409 struct gl_stencil_attrib *attr;
410 attr = MALLOC_STRUCT( gl_stencil_attrib );
411 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
412 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
413 }
414
415 if (mask & GL_TEXTURE_BIT) {
416 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
417 GLuint u, tex;
418
419 if (!texstate) {
420 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
421 goto end;
422 }
423
424 _mesa_lock_context_textures(ctx);
425
426 /* copy/save the bulk of texture state here */
427 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
428
429 /* Save references to the currently bound texture objects so they don't
430 * accidentally get deleted while referenced in the attribute stack.
431 */
432 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
433 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
434 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
435 ctx->Texture.Unit[u].CurrentTex[tex]);
436 }
437 }
438
439 /* copy state/contents of the currently bound texture objects */
440 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
441 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
442 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
443 ctx->Texture.Unit[u].CurrentTex[tex]);
444 }
445 }
446
447 _mesa_unlock_context_textures(ctx);
448
449 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
450 }
451
452 if (mask & GL_TRANSFORM_BIT) {
453 struct gl_transform_attrib *attr;
454 attr = MALLOC_STRUCT( gl_transform_attrib );
455 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
456 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
457 }
458
459 if (mask & GL_VIEWPORT_BIT) {
460 struct gl_viewport_attrib *attr;
461 attr = MALLOC_STRUCT( gl_viewport_attrib );
462 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
463 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
464 }
465
466 /* GL_ARB_multisample */
467 if (mask & GL_MULTISAMPLE_BIT_ARB) {
468 struct gl_multisample_attrib *attr;
469 attr = MALLOC_STRUCT( gl_multisample_attrib );
470 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
471 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
472 }
473
474 end:
475 ctx->AttribStack[ctx->AttribStackDepth] = head;
476 ctx->AttribStackDepth++;
477 }
478
479
480
481 static void
482 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
483 {
484 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
485 GLuint i;
486
487 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
488 if ((VALUE) != (NEWVALUE)) { \
489 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
490 }
491
492 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
493 if (ctx->Color.BlendEnabled != enable->Blend) {
494 if (ctx->Extensions.EXT_draw_buffers2) {
495 GLuint i;
496 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
497 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
498 }
499 }
500 else {
501 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
502 }
503 }
504
505 for (i=0;i<MAX_CLIP_PLANES;i++) {
506 const GLuint mask = 1 << i;
507 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
508 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
509 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
510 }
511
512 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
513 GL_COLOR_MATERIAL);
514 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
515 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
516 GL_DEPTH_CLAMP);
517 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
518 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
519 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
520 GL_CONVOLUTION_1D);
521 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
522 GL_CONVOLUTION_2D);
523 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
524 GL_SEPARABLE_2D);
525 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
526 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
527 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
528 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
529 GL_LINE_STIPPLE);
530 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
531 GL_INDEX_LOGIC_OP);
532 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
533 GL_COLOR_LOGIC_OP);
534
535 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
536 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
537 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
538 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
539 GL_MAP1_TEXTURE_COORD_1);
540 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
541 GL_MAP1_TEXTURE_COORD_2);
542 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
543 GL_MAP1_TEXTURE_COORD_3);
544 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
545 GL_MAP1_TEXTURE_COORD_4);
546 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
547 GL_MAP1_VERTEX_3);
548 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
549 GL_MAP1_VERTEX_4);
550 for (i = 0; i < 16; i++) {
551 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
552 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
553 }
554
555 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
556 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
557 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
558 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
559 GL_MAP2_TEXTURE_COORD_1);
560 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
561 GL_MAP2_TEXTURE_COORD_2);
562 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
563 GL_MAP2_TEXTURE_COORD_3);
564 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
565 GL_MAP2_TEXTURE_COORD_4);
566 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
567 GL_MAP2_VERTEX_3);
568 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
569 GL_MAP2_VERTEX_4);
570 for (i = 0; i < 16; i++) {
571 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
572 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
573 }
574
575 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
576 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
577 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
578 GL_RESCALE_NORMAL_EXT);
579 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
580 enable->RasterPositionUnclipped,
581 GL_RASTER_POSITION_UNCLIPPED_IBM);
582 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
583 GL_POINT_SMOOTH);
584 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
585 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
586 GL_POINT_SPRITE_NV);
587 }
588 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
589 GL_POLYGON_OFFSET_POINT);
590 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
591 GL_POLYGON_OFFSET_LINE);
592 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
593 GL_POLYGON_OFFSET_FILL);
594 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
595 GL_POLYGON_SMOOTH);
596 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
597 GL_POLYGON_STIPPLE);
598 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
599 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
600 if (ctx->Extensions.EXT_stencil_two_side) {
601 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
602 }
603 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
604 GL_MULTISAMPLE_ARB);
605 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
606 enable->SampleAlphaToCoverage,
607 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
608 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
609 enable->SampleAlphaToOne,
610 GL_SAMPLE_ALPHA_TO_ONE_ARB);
611 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
612 enable->SampleCoverage,
613 GL_SAMPLE_COVERAGE_ARB);
614 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
615 enable->SampleCoverageInvert,
616 GL_SAMPLE_COVERAGE_INVERT_ARB);
617 /* GL_ARB_vertex_program, GL_NV_vertex_program */
618 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
619 enable->VertexProgram,
620 GL_VERTEX_PROGRAM_ARB);
621 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
622 enable->VertexProgramPointSize,
623 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
624 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
625 enable->VertexProgramTwoSide,
626 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
627
628 #undef TEST_AND_UPDATE
629
630 /* texture unit enables */
631 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
632 const GLbitfield enabled = enable->Texture[i];
633 const GLbitfield genEnabled = enable->TexGen[i];
634
635 if (ctx->Texture.Unit[i].Enabled != enabled) {
636 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
637
638 _mesa_set_enable(ctx, GL_TEXTURE_1D,
639 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
640 _mesa_set_enable(ctx, GL_TEXTURE_2D,
641 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
642 _mesa_set_enable(ctx, GL_TEXTURE_3D,
643 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
644 if (ctx->Extensions.NV_texture_rectangle) {
645 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
646 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
647 }
648 if (ctx->Extensions.ARB_texture_cube_map) {
649 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
650 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
651 }
652 if (ctx->Extensions.MESA_texture_array) {
653 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
654 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
655 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
656 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
657 }
658 }
659
660 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
661 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
662 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
663 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
664 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
665 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
666 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
667 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
668 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
669 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
670 }
671
672 /* GL_SGI_texture_color_table */
673 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
674 }
675
676 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
677 }
678
679
680 /**
681 * Pop/restore texture attribute/group state.
682 */
683 static void
684 pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
685 {
686 GLuint u;
687
688 _mesa_lock_context_textures(ctx);
689
690 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
691 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
692 GLuint tgt;
693
694 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
695 _mesa_set_enable(ctx, GL_TEXTURE_1D,
696 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
697 _mesa_set_enable(ctx, GL_TEXTURE_2D,
698 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
699 _mesa_set_enable(ctx, GL_TEXTURE_3D,
700 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
701 if (ctx->Extensions.ARB_texture_cube_map) {
702 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
703 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
704 }
705 if (ctx->Extensions.NV_texture_rectangle) {
706 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
707 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
708 }
709 if (ctx->Extensions.MESA_texture_array) {
710 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
711 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
712 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
713 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
714 }
715
716 if (ctx->Extensions.SGI_texture_color_table) {
717 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
718 unit->ColorTableEnabled);
719 }
720 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
721 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
722 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
723 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
724 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
725 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
726 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
727 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
728 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
729 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
730 /* Eye plane done differently to avoid re-transformation */
731 {
732 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
733 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
734 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
735 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
736 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
737 if (ctx->Driver.TexGen) {
738 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
739 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
740 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
741 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
742 }
743 }
744 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
745 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
746 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
747 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
748 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
749 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
750 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
751 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
752 if (ctx->Extensions.EXT_texture_lod_bias) {
753 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
754 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
755 }
756 if (ctx->Extensions.EXT_texture_env_combine ||
757 ctx->Extensions.ARB_texture_env_combine) {
758 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
759 unit->Combine.ModeRGB);
760 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
761 unit->Combine.ModeA);
762 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
763 unit->Combine.SourceRGB[0]);
764 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
765 unit->Combine.SourceRGB[1]);
766 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
767 unit->Combine.SourceRGB[2]);
768 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
769 unit->Combine.SourceA[0]);
770 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
771 unit->Combine.SourceA[1]);
772 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
773 unit->Combine.SourceA[2]);
774 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
775 unit->Combine.OperandRGB[0]);
776 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
777 unit->Combine.OperandRGB[1]);
778 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
779 unit->Combine.OperandRGB[2]);
780 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
781 unit->Combine.OperandA[0]);
782 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
783 unit->Combine.OperandA[1]);
784 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
785 unit->Combine.OperandA[2]);
786 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
787 1 << unit->Combine.ScaleShiftRGB);
788 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
789 1 << unit->Combine.ScaleShiftA);
790 }
791
792 /* Restore texture object state for each target */
793 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
794 const struct gl_texture_object *obj = NULL;
795 GLenum target;
796
797 obj = &texstate->SavedObj[u][tgt];
798
799 /* don't restore state for unsupported targets to prevent
800 * raising GL errors.
801 */
802 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
803 !ctx->Extensions.ARB_texture_cube_map) {
804 continue;
805 }
806 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
807 !ctx->Extensions.NV_texture_rectangle) {
808 continue;
809 }
810 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
811 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
812 !ctx->Extensions.MESA_texture_array) {
813 continue;
814 }
815
816 target = obj->Target;
817
818 _mesa_BindTexture(target, obj->Name);
819
820 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f);
821 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
822 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
823 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
824 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
825 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
826 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
827 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
828 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
829 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
830 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
831 if (target != GL_TEXTURE_RECTANGLE_ARB)
832 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
833 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
834 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
835 obj->MaxAnisotropy);
836 }
837 if (ctx->Extensions.ARB_shadow_ambient) {
838 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
839 obj->CompareFailValue);
840 }
841 }
842
843 /* remove saved references to the texture objects */
844 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
845 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
846 }
847 }
848
849 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
850
851 _mesa_unlock_context_textures(ctx);
852 }
853
854
855 /*
856 * This function is kind of long just because we have to call a lot
857 * of device driver functions to update device driver state.
858 *
859 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
860 * in order to restore GL state. This isn't terribly efficient but it
861 * ensures that dirty flags and any derived state gets updated correctly.
862 * We could at least check if the value to restore equals the current value
863 * and then skip the Mesa call.
864 */
865 void GLAPIENTRY
866 _mesa_PopAttrib(void)
867 {
868 struct gl_attrib_node *attr, *next;
869 GET_CURRENT_CONTEXT(ctx);
870 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
871
872 if (ctx->AttribStackDepth == 0) {
873 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
874 return;
875 }
876
877 ctx->AttribStackDepth--;
878 attr = ctx->AttribStack[ctx->AttribStackDepth];
879
880 while (attr) {
881
882 if (MESA_VERBOSE & VERBOSE_API) {
883 _mesa_debug(ctx, "glPopAttrib %s\n",
884 _mesa_lookup_enum_by_nr(attr->kind));
885 }
886
887 switch (attr->kind) {
888 case GL_ACCUM_BUFFER_BIT:
889 {
890 const struct gl_accum_attrib *accum;
891 accum = (const struct gl_accum_attrib *) attr->data;
892 _mesa_ClearAccum(accum->ClearColor[0],
893 accum->ClearColor[1],
894 accum->ClearColor[2],
895 accum->ClearColor[3]);
896 }
897 break;
898 case GL_COLOR_BUFFER_BIT:
899 {
900 const struct gl_colorbuffer_attrib *color;
901
902 color = (const struct gl_colorbuffer_attrib *) attr->data;
903 _mesa_ClearIndex((GLfloat) color->ClearIndex);
904 _mesa_ClearColor(color->ClearColor[0],
905 color->ClearColor[1],
906 color->ClearColor[2],
907 color->ClearColor[3]);
908 _mesa_IndexMask(color->IndexMask);
909 if (!ctx->Extensions.EXT_draw_buffers2) {
910 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
911 (GLboolean) (color->ColorMask[0][1] != 0),
912 (GLboolean) (color->ColorMask[0][2] != 0),
913 (GLboolean) (color->ColorMask[0][3] != 0));
914 }
915 else {
916 GLuint i;
917 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
918 _mesa_ColorMaskIndexed(i,
919 (GLboolean) (color->ColorMask[i][0] != 0),
920 (GLboolean) (color->ColorMask[i][1] != 0),
921 (GLboolean) (color->ColorMask[i][2] != 0),
922 (GLboolean) (color->ColorMask[i][3] != 0));
923 }
924 }
925 {
926 /* Need to determine if more than one color output is
927 * specified. If so, call glDrawBuffersARB, else call
928 * glDrawBuffer(). This is a subtle, but essential point
929 * since GL_FRONT (for example) is illegal for the former
930 * function, but legal for the later.
931 */
932 GLboolean multipleBuffers = GL_FALSE;
933 GLuint i;
934
935 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
936 if (color->DrawBuffer[i] != GL_NONE) {
937 multipleBuffers = GL_TRUE;
938 break;
939 }
940 }
941 /* Call the API_level functions, not _mesa_drawbuffers()
942 * since we need to do error checking on the pop'd
943 * GL_DRAW_BUFFER.
944 * Ex: if GL_FRONT were pushed, but we're popping with a
945 * user FBO bound, GL_FRONT will be illegal and we'll need
946 * to record that error. Per OpenGL ARB decision.
947 */
948 if (multipleBuffers)
949 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
950 color->DrawBuffer);
951 else
952 _mesa_DrawBuffer(color->DrawBuffer[0]);
953 }
954 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
955 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
956 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
957 if (ctx->Extensions.EXT_draw_buffers2) {
958 GLuint i;
959 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
960 _mesa_set_enablei(ctx, GL_BLEND, i,
961 (color->BlendEnabled >> i) & 1);
962 }
963 }
964 else {
965 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
966 }
967 }
968 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
969 color->BlendDstRGB,
970 color->BlendSrcA,
971 color->BlendDstA);
972 /* This special case is because glBlendEquationSeparateEXT
973 * cannot take GL_LOGIC_OP as a parameter.
974 */
975 if ( color->BlendEquationRGB == color->BlendEquationA ) {
976 _mesa_BlendEquation(color->BlendEquationRGB);
977 }
978 else {
979 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
980 color->BlendEquationA);
981 }
982 _mesa_BlendColor(color->BlendColor[0],
983 color->BlendColor[1],
984 color->BlendColor[2],
985 color->BlendColor[3]);
986 _mesa_LogicOp(color->LogicOp);
987 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
988 color->ColorLogicOpEnabled);
989 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
990 color->IndexLogicOpEnabled);
991 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
992 }
993 break;
994 case GL_CURRENT_BIT:
995 FLUSH_CURRENT( ctx, 0 );
996 memcpy( &ctx->Current, attr->data,
997 sizeof(struct gl_current_attrib) );
998 break;
999 case GL_DEPTH_BUFFER_BIT:
1000 {
1001 const struct gl_depthbuffer_attrib *depth;
1002 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1003 _mesa_DepthFunc(depth->Func);
1004 _mesa_ClearDepth(depth->Clear);
1005 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1006 _mesa_DepthMask(depth->Mask);
1007 }
1008 break;
1009 case GL_ENABLE_BIT:
1010 {
1011 const struct gl_enable_attrib *enable;
1012 enable = (const struct gl_enable_attrib *) attr->data;
1013 pop_enable_group(ctx, enable);
1014 ctx->NewState |= _NEW_ALL;
1015 }
1016 break;
1017 case GL_EVAL_BIT:
1018 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1019 ctx->NewState |= _NEW_EVAL;
1020 break;
1021 case GL_FOG_BIT:
1022 {
1023 const struct gl_fog_attrib *fog;
1024 fog = (const struct gl_fog_attrib *) attr->data;
1025 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1026 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1027 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1028 _mesa_Fogf(GL_FOG_START, fog->Start);
1029 _mesa_Fogf(GL_FOG_END, fog->End);
1030 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1031 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1032 }
1033 break;
1034 case GL_HINT_BIT:
1035 {
1036 const struct gl_hint_attrib *hint;
1037 hint = (const struct gl_hint_attrib *) attr->data;
1038 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1039 hint->PerspectiveCorrection );
1040 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1041 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1042 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1043 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1044 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1045 hint->ClipVolumeClipping);
1046 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1047 hint->TextureCompression);
1048 }
1049 break;
1050 case GL_LIGHTING_BIT:
1051 {
1052 GLuint i;
1053 const struct gl_light_attrib *light;
1054 light = (const struct gl_light_attrib *) attr->data;
1055 /* lighting enable */
1056 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1057 /* per-light state */
1058 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1059 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1060
1061 for (i = 0; i < ctx->Const.MaxLights; i++) {
1062 const struct gl_light *l = &light->Light[i];
1063 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1064 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1065 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1066 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1067 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1068 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1069 {
1070 GLfloat p[4] = { 0 };
1071 p[0] = l->SpotExponent;
1072 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1073 }
1074 {
1075 GLfloat p[4] = { 0 };
1076 p[0] = l->SpotCutoff;
1077 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1078 }
1079 {
1080 GLfloat p[4] = { 0 };
1081 p[0] = l->ConstantAttenuation;
1082 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1083 }
1084 {
1085 GLfloat p[4] = { 0 };
1086 p[0] = l->LinearAttenuation;
1087 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1088 }
1089 {
1090 GLfloat p[4] = { 0 };
1091 p[0] = l->QuadraticAttenuation;
1092 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1093 }
1094 }
1095 /* light model */
1096 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1097 light->Model.Ambient);
1098 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1099 (GLfloat) light->Model.LocalViewer);
1100 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1101 (GLfloat) light->Model.TwoSide);
1102 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1103 (GLfloat) light->Model.ColorControl);
1104 /* shade model */
1105 _mesa_ShadeModel(light->ShadeModel);
1106 /* color material */
1107 _mesa_ColorMaterial(light->ColorMaterialFace,
1108 light->ColorMaterialMode);
1109 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1110 light->ColorMaterialEnabled);
1111 /* materials */
1112 memcpy(&ctx->Light.Material, &light->Material,
1113 sizeof(struct gl_material));
1114 }
1115 break;
1116 case GL_LINE_BIT:
1117 {
1118 const struct gl_line_attrib *line;
1119 line = (const struct gl_line_attrib *) attr->data;
1120 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1121 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1122 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1123 _mesa_LineWidth(line->Width);
1124 }
1125 break;
1126 case GL_LIST_BIT:
1127 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1128 break;
1129 case GL_PIXEL_MODE_BIT:
1130 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1131 /* XXX what other pixel state needs to be set by function calls? */
1132 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1133 ctx->NewState |= _NEW_PIXEL;
1134 break;
1135 case GL_POINT_BIT:
1136 {
1137 const struct gl_point_attrib *point;
1138 point = (const struct gl_point_attrib *) attr->data;
1139 _mesa_PointSize(point->Size);
1140 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1141 if (ctx->Extensions.EXT_point_parameters) {
1142 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1143 point->Params);
1144 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1145 point->MinSize);
1146 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1147 point->MaxSize);
1148 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1149 point->Threshold);
1150 }
1151 if (ctx->Extensions.NV_point_sprite
1152 || ctx->Extensions.ARB_point_sprite) {
1153 GLuint u;
1154 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1155 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1156 (GLint) point->CoordReplace[u]);
1157 }
1158 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1159 if (ctx->Extensions.NV_point_sprite)
1160 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1161 ctx->Point.SpriteRMode);
1162 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1163 (GLfloat)ctx->Point.SpriteOrigin);
1164 }
1165 }
1166 break;
1167 case GL_POLYGON_BIT:
1168 {
1169 const struct gl_polygon_attrib *polygon;
1170 polygon = (const struct gl_polygon_attrib *) attr->data;
1171 _mesa_CullFace(polygon->CullFaceMode);
1172 _mesa_FrontFace(polygon->FrontFace);
1173 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1174 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1175 _mesa_PolygonOffset(polygon->OffsetFactor,
1176 polygon->OffsetUnits);
1177 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1178 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1179 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1180 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1181 polygon->OffsetPoint);
1182 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1183 polygon->OffsetLine);
1184 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1185 polygon->OffsetFill);
1186 }
1187 break;
1188 case GL_POLYGON_STIPPLE_BIT:
1189 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1190 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1191 if (ctx->Driver.PolygonStipple)
1192 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1193 break;
1194 case GL_SCISSOR_BIT:
1195 {
1196 const struct gl_scissor_attrib *scissor;
1197 scissor = (const struct gl_scissor_attrib *) attr->data;
1198 _mesa_Scissor(scissor->X, scissor->Y,
1199 scissor->Width, scissor->Height);
1200 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1201 }
1202 break;
1203 case GL_STENCIL_BUFFER_BIT:
1204 {
1205 const struct gl_stencil_attrib *stencil;
1206 stencil = (const struct gl_stencil_attrib *) attr->data;
1207 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1208 _mesa_ClearStencil(stencil->Clear);
1209 if (ctx->Extensions.EXT_stencil_two_side) {
1210 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1211 stencil->TestTwoSide);
1212 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1213 ? GL_BACK : GL_FRONT);
1214 }
1215 /* front state */
1216 _mesa_StencilFuncSeparate(GL_FRONT,
1217 stencil->Function[0],
1218 stencil->Ref[0],
1219 stencil->ValueMask[0]);
1220 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1221 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1222 stencil->ZFailFunc[0],
1223 stencil->ZPassFunc[0]);
1224 /* back state */
1225 _mesa_StencilFuncSeparate(GL_BACK,
1226 stencil->Function[1],
1227 stencil->Ref[1],
1228 stencil->ValueMask[1]);
1229 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1230 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1231 stencil->ZFailFunc[1],
1232 stencil->ZPassFunc[1]);
1233 }
1234 break;
1235 case GL_TRANSFORM_BIT:
1236 {
1237 GLuint i;
1238 const struct gl_transform_attrib *xform;
1239 xform = (const struct gl_transform_attrib *) attr->data;
1240 _mesa_MatrixMode(xform->MatrixMode);
1241 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1242 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1243
1244 /* restore clip planes */
1245 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1246 const GLuint mask = 1 << i;
1247 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1248 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1249 if (xform->ClipPlanesEnabled & mask) {
1250 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1251 }
1252 else {
1253 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1254 }
1255 if (ctx->Driver.ClipPlane)
1256 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1257 }
1258
1259 /* normalize/rescale */
1260 if (xform->Normalize != ctx->Transform.Normalize)
1261 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1262 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1263 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1264 ctx->Transform.RescaleNormals);
1265 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1266 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1267 ctx->Transform.DepthClamp);
1268 }
1269 break;
1270 case GL_TEXTURE_BIT:
1271 /* Take care of texture object reference counters */
1272 {
1273 struct texture_state *texstate
1274 = (struct texture_state *) attr->data;
1275 pop_texture_group(ctx, texstate);
1276 ctx->NewState |= _NEW_TEXTURE;
1277 }
1278 break;
1279 case GL_VIEWPORT_BIT:
1280 {
1281 const struct gl_viewport_attrib *vp;
1282 vp = (const struct gl_viewport_attrib *) attr->data;
1283 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1284 _mesa_DepthRange(vp->Near, vp->Far);
1285 }
1286 break;
1287 case GL_MULTISAMPLE_BIT_ARB:
1288 {
1289 const struct gl_multisample_attrib *ms;
1290 ms = (const struct gl_multisample_attrib *) attr->data;
1291 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1292 ms->SampleCoverageInvert);
1293 }
1294 break;
1295
1296 default:
1297 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1298 break;
1299 }
1300
1301 next = attr->next;
1302 FREE( attr->data );
1303 FREE( attr );
1304 attr = next;
1305 }
1306 }
1307
1308
1309 /**
1310 * Helper for incrementing/decrementing vertex buffer object reference
1311 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1312 */
1313 static void
1314 adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
1315 {
1316 GLuint i;
1317
1318 arrayObj->Vertex.BufferObj->RefCount += step;
1319 arrayObj->Weight.BufferObj->RefCount += step;
1320 arrayObj->Normal.BufferObj->RefCount += step;
1321 arrayObj->Color.BufferObj->RefCount += step;
1322 arrayObj->SecondaryColor.BufferObj->RefCount += step;
1323 arrayObj->FogCoord.BufferObj->RefCount += step;
1324 arrayObj->Index.BufferObj->RefCount += step;
1325 arrayObj->EdgeFlag.BufferObj->RefCount += step;
1326 for (i = 0; i < Elements(arrayObj->TexCoord); i++)
1327 arrayObj->TexCoord[i].BufferObj->RefCount += step;
1328 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
1329 arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1330 }
1331
1332
1333 /**
1334 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1335 * object refcounts.
1336 */
1337 static void
1338 copy_pixelstore(GLcontext *ctx,
1339 struct gl_pixelstore_attrib *dst,
1340 const struct gl_pixelstore_attrib *src)
1341 {
1342 dst->Alignment = src->Alignment;
1343 dst->RowLength = src->RowLength;
1344 dst->SkipPixels = src->SkipPixels;
1345 dst->SkipRows = src->SkipRows;
1346 dst->ImageHeight = src->ImageHeight;
1347 dst->SkipImages = src->SkipImages;
1348 dst->SwapBytes = src->SwapBytes;
1349 dst->LsbFirst = src->LsbFirst;
1350 dst->ClientStorage = src->ClientStorage;
1351 dst->Invert = src->Invert;
1352 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1353 }
1354
1355
1356 #define GL_CLIENT_PACK_BIT (1<<20)
1357 #define GL_CLIENT_UNPACK_BIT (1<<21)
1358
1359
1360 void GLAPIENTRY
1361 _mesa_PushClientAttrib(GLbitfield mask)
1362 {
1363 struct gl_attrib_node *head;
1364
1365 GET_CURRENT_CONTEXT(ctx);
1366 ASSERT_OUTSIDE_BEGIN_END(ctx);
1367
1368 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1369 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1370 return;
1371 }
1372
1373 /* Build linked list of attribute nodes which save all attribute
1374 * groups specified by the mask.
1375 */
1376 head = NULL;
1377
1378 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1379 struct gl_pixelstore_attrib *attr;
1380 /* packing attribs */
1381 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1382 copy_pixelstore(ctx, attr, &ctx->Pack);
1383 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1384 /* unpacking attribs */
1385 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1386 copy_pixelstore(ctx, attr, &ctx->Unpack);
1387 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1388 }
1389
1390 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1391 struct gl_array_attrib *attr;
1392 struct gl_array_object *obj;
1393
1394 attr = MALLOC_STRUCT( gl_array_attrib );
1395 obj = MALLOC_STRUCT( gl_array_object );
1396
1397 #if FEATURE_ARB_vertex_buffer_object
1398 /* increment ref counts since we're copying pointers to these objects */
1399 ctx->Array.ArrayBufferObj->RefCount++;
1400 ctx->Array.ElementArrayBufferObj->RefCount++;
1401 #endif
1402
1403 memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1404 memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1405
1406 attr->ArrayObj = obj;
1407
1408 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1409
1410 /* bump reference counts on buffer objects */
1411 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
1412 }
1413
1414 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1415 ctx->ClientAttribStackDepth++;
1416 }
1417
1418
1419
1420
1421 void GLAPIENTRY
1422 _mesa_PopClientAttrib(void)
1423 {
1424 struct gl_attrib_node *node, *next;
1425
1426 GET_CURRENT_CONTEXT(ctx);
1427 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1428
1429 if (ctx->ClientAttribStackDepth == 0) {
1430 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1431 return;
1432 }
1433
1434 ctx->ClientAttribStackDepth--;
1435 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1436
1437 while (node) {
1438 switch (node->kind) {
1439 case GL_CLIENT_PACK_BIT:
1440 {
1441 struct gl_pixelstore_attrib *store =
1442 (struct gl_pixelstore_attrib *) node->data;
1443 copy_pixelstore(ctx, &ctx->Pack, store);
1444 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1445 }
1446 ctx->NewState |= _NEW_PACKUNPACK;
1447 break;
1448 case GL_CLIENT_UNPACK_BIT:
1449 {
1450 struct gl_pixelstore_attrib *store =
1451 (struct gl_pixelstore_attrib *) node->data;
1452 copy_pixelstore(ctx, &ctx->Unpack, store);
1453 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1454 }
1455 ctx->NewState |= _NEW_PACKUNPACK;
1456 break;
1457 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1458 struct gl_array_attrib * data =
1459 (struct gl_array_attrib *) node->data;
1460
1461 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
1462
1463 ctx->Array.ActiveTexture = data->ActiveTexture;
1464 if (data->LockCount != 0)
1465 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1466 else if (ctx->Array.LockCount)
1467 _mesa_UnlockArraysEXT();
1468
1469 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1470
1471 #if FEATURE_ARB_vertex_buffer_object
1472 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1473 data->ArrayBufferObj->Name);
1474 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1475 data->ElementArrayBufferObj->Name);
1476 #endif
1477
1478 memcpy( ctx->Array.ArrayObj, data->ArrayObj,
1479 sizeof( struct gl_array_object ) );
1480
1481 FREE( data->ArrayObj );
1482
1483 /* FIXME: Should some bits in ctx->Array->NewState also be set
1484 * FIXME: here? It seems like it should be set to inclusive-or
1485 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1486 */
1487
1488 ctx->NewState |= _NEW_ARRAY;
1489 break;
1490 }
1491 default:
1492 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1493 break;
1494 }
1495
1496 next = node->next;
1497 FREE( node->data );
1498 FREE( node );
1499 node = next;
1500 }
1501 }
1502
1503
1504 void
1505 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
1506 {
1507 SET_PopAttrib(disp, _mesa_PopAttrib);
1508 SET_PushAttrib(disp, _mesa_PushAttrib);
1509 SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1510 SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1511 }
1512
1513
1514 #endif /* FEATURE_attrib_stack */
1515
1516
1517 /**
1518 * Free any attribute state data that might be attached to the context.
1519 */
1520 void
1521 _mesa_free_attrib_data(GLcontext *ctx)
1522 {
1523 while (ctx->AttribStackDepth > 0) {
1524 struct gl_attrib_node *attr, *next;
1525
1526 ctx->AttribStackDepth--;
1527 attr = ctx->AttribStack[ctx->AttribStackDepth];
1528
1529 while (attr) {
1530 if (attr->kind == GL_TEXTURE_BIT) {
1531 struct texture_state *texstate = (struct texture_state*)attr->data;
1532 GLuint u, tgt;
1533 /* clear references to the saved texture objects */
1534 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1535 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1536 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1537 }
1538 }
1539 }
1540 else {
1541 /* any other chunks of state that requires special handling? */
1542 }
1543
1544 next = attr->next;
1545 free(attr->data);
1546 free(attr);
1547 attr = next;
1548 }
1549 }
1550 }
1551
1552
1553 void _mesa_init_attrib( GLcontext *ctx )
1554 {
1555 /* Renderer and client attribute stacks */
1556 ctx->AttribStackDepth = 0;
1557 ctx->ClientAttribStackDepth = 0;
1558 }