vertex program check-in
[mesa.git] / src / mesa / main / attrib.c
1 /* $Id: attrib.c,v 1.58 2001/12/14 02:50:01 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "accum.h"
33 #include "attrib.h"
34 #include "blend.h"
35 #include "buffers.h"
36 #include "clip.h"
37 #include "colormac.h"
38 #include "context.h"
39 #include "depth.h"
40 #include "enable.h"
41 #include "enums.h"
42 #include "fog.h"
43 #include "hint.h"
44 #include "light.h"
45 #include "lines.h"
46 #include "matrix.h"
47 #include "mem.h"
48 #include "points.h"
49 #include "polygon.h"
50 #include "simple_list.h"
51 #include "stencil.h"
52 #include "texobj.h"
53 #include "texstate.h"
54 #include "mtypes.h"
55 #endif
56
57
58
59
60 /*
61 * Allocate a new attribute state node. These nodes have a
62 * "kind" value and a pointer to a struct of state data.
63 */
64 static struct gl_attrib_node *
65 new_attrib_node( GLbitfield kind )
66 {
67 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
68 if (an) {
69 an->kind = kind;
70 }
71 return an;
72 }
73
74
75
76 /*
77 * Copy texture object state from one texture object to another.
78 */
79 static void
80 copy_texobj_state( struct gl_texture_object *dest,
81 const struct gl_texture_object *src )
82 {
83 dest->Name = src->Name;
84 /*
85 dest->Dimensions = src->Dimensions;
86 */
87 dest->Priority = src->Priority;
88 dest->BorderColor[0] = src->BorderColor[0];
89 dest->BorderColor[1] = src->BorderColor[1];
90 dest->BorderColor[2] = src->BorderColor[2];
91 dest->BorderColor[3] = src->BorderColor[3];
92 dest->WrapS = src->WrapS;
93 dest->WrapT = src->WrapT;
94 dest->WrapR = src->WrapR;
95 dest->MinFilter = src->MinFilter;
96 dest->MagFilter = src->MagFilter;
97 dest->MinLod = src->MinLod;
98 dest->MaxLod = src->MaxLod;
99 dest->BaseLevel = src->BaseLevel;
100 dest->MaxLevel = src->MaxLevel;
101 dest->MaxAnisotropy = src->MaxAnisotropy;
102 dest->CompareFlag = src->CompareFlag;
103 dest->CompareOperator = src->CompareOperator;
104 dest->ShadowAmbient = src->ShadowAmbient;
105 dest->_MaxLevel = src->_MaxLevel;
106 dest->_MaxLambda = src->_MaxLambda;
107 dest->Palette = src->Palette;
108 dest->Complete = src->Complete;
109 }
110
111
112
113 void
114 _mesa_PushAttrib(GLbitfield mask)
115 {
116 struct gl_attrib_node *newnode;
117 struct gl_attrib_node *head;
118
119 GET_CURRENT_CONTEXT(ctx);
120 ASSERT_OUTSIDE_BEGIN_END(ctx);
121
122 if (MESA_VERBOSE&VERBOSE_API)
123 fprintf(stderr, "glPushAttrib %x\n", (int)mask);
124
125 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
126 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
127 return;
128 }
129
130 /* Build linked list of attribute nodes which save all attribute */
131 /* groups specified by the mask. */
132 head = NULL;
133
134 if (mask & GL_ACCUM_BUFFER_BIT) {
135 struct gl_accum_attrib *attr;
136 attr = MALLOC_STRUCT( gl_accum_attrib );
137 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
138 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
139 newnode->data = attr;
140 newnode->next = head;
141 head = newnode;
142 }
143
144 if (mask & GL_COLOR_BUFFER_BIT) {
145 struct gl_colorbuffer_attrib *attr;
146 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
147 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
148 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
149 newnode->data = attr;
150 newnode->next = head;
151 head = newnode;
152 }
153
154 if (mask & GL_CURRENT_BIT) {
155 struct gl_current_attrib *attr;
156 FLUSH_CURRENT( ctx, 0 );
157 attr = MALLOC_STRUCT( gl_current_attrib );
158 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
159 newnode = new_attrib_node( GL_CURRENT_BIT );
160 newnode->data = attr;
161 newnode->next = head;
162 head = newnode;
163 }
164
165 if (mask & GL_DEPTH_BUFFER_BIT) {
166 struct gl_depthbuffer_attrib *attr;
167 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
168 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
169 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
170 newnode->data = attr;
171 newnode->next = head;
172 head = newnode;
173 }
174
175 if (mask & GL_ENABLE_BIT) {
176 struct gl_enable_attrib *attr;
177 GLuint i;
178 attr = MALLOC_STRUCT( gl_enable_attrib );
179 /* Copy enable flags from all other attributes into the enable struct. */
180 attr->AlphaTest = ctx->Color.AlphaEnabled;
181 attr->AutoNormal = ctx->Eval.AutoNormal;
182 attr->Blend = ctx->Color.BlendEnabled;
183 for (i=0;i<MAX_CLIP_PLANES;i++) {
184 attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
185 }
186 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
187 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
188 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
189 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
190 attr->CullFace = ctx->Polygon.CullFlag;
191 attr->DepthTest = ctx->Depth.Test;
192 attr->Dither = ctx->Color.DitherFlag;
193 attr->Fog = ctx->Fog.Enabled;
194 for (i=0;i<MAX_LIGHTS;i++) {
195 attr->Light[i] = ctx->Light.Light[i].Enabled;
196 }
197 attr->Lighting = ctx->Light.Enabled;
198 attr->LineSmooth = ctx->Line.SmoothFlag;
199 attr->LineStipple = ctx->Line.StippleFlag;
200 attr->Histogram = ctx->Pixel.HistogramEnabled;
201 attr->MinMax = ctx->Pixel.MinMaxEnabled;
202 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
203 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
204 attr->Map1Color4 = ctx->Eval.Map1Color4;
205 attr->Map1Index = ctx->Eval.Map1Index;
206 attr->Map1Normal = ctx->Eval.Map1Normal;
207 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
208 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
209 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
210 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
211 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
212 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
213 attr->Map2Color4 = ctx->Eval.Map2Color4;
214 attr->Map2Index = ctx->Eval.Map2Index;
215 attr->Map2Normal = ctx->Eval.Map2Normal;
216 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
217 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
218 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
219 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
220 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
221 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
222 attr->Normalize = ctx->Transform.Normalize;
223 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
224 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
225 attr->PointSmooth = ctx->Point.SmoothFlag;
226 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
227 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
228 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
229 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
230 attr->PolygonStipple = ctx->Polygon.StippleFlag;
231 attr->RescaleNormals = ctx->Transform.RescaleNormals;
232 attr->Scissor = ctx->Scissor.Enabled;
233 attr->Stencil = ctx->Stencil.Enabled;
234 attr->MultisampleEnabled = ctx->Multisample.Enabled;
235 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
236 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
237 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
238 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
239 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
240 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
241 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
242 }
243 /* GL_NV_vertex_program */
244 attr->VertexProgram = ctx->VertexProgram.Enabled;
245 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
246 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
247 newnode = new_attrib_node( GL_ENABLE_BIT );
248 newnode->data = attr;
249 newnode->next = head;
250 head = newnode;
251 }
252
253 if (mask & GL_EVAL_BIT) {
254 struct gl_eval_attrib *attr;
255 attr = MALLOC_STRUCT( gl_eval_attrib );
256 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
257 newnode = new_attrib_node( GL_EVAL_BIT );
258 newnode->data = attr;
259 newnode->next = head;
260 head = newnode;
261 }
262
263 if (mask & GL_FOG_BIT) {
264 struct gl_fog_attrib *attr;
265 attr = MALLOC_STRUCT( gl_fog_attrib );
266 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
267 newnode = new_attrib_node( GL_FOG_BIT );
268 newnode->data = attr;
269 newnode->next = head;
270 head = newnode;
271 }
272
273 if (mask & GL_HINT_BIT) {
274 struct gl_hint_attrib *attr;
275 attr = MALLOC_STRUCT( gl_hint_attrib );
276 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
277 newnode = new_attrib_node( GL_HINT_BIT );
278 newnode->data = attr;
279 newnode->next = head;
280 head = newnode;
281 }
282
283 if (mask & GL_LIGHTING_BIT) {
284 struct gl_light_attrib *attr;
285 FLUSH_CURRENT(ctx, 0); /* flush material changes */
286 attr = MALLOC_STRUCT( gl_light_attrib );
287 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
288 newnode = new_attrib_node( GL_LIGHTING_BIT );
289 newnode->data = attr;
290 newnode->next = head;
291 head = newnode;
292 }
293
294 if (mask & GL_LINE_BIT) {
295 struct gl_line_attrib *attr;
296 attr = MALLOC_STRUCT( gl_line_attrib );
297 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
298 newnode = new_attrib_node( GL_LINE_BIT );
299 newnode->data = attr;
300 newnode->next = head;
301 head = newnode;
302 }
303
304 if (mask & GL_LIST_BIT) {
305 struct gl_list_attrib *attr;
306 attr = MALLOC_STRUCT( gl_list_attrib );
307 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
308 newnode = new_attrib_node( GL_LIST_BIT );
309 newnode->data = attr;
310 newnode->next = head;
311 head = newnode;
312 }
313
314 if (mask & GL_PIXEL_MODE_BIT) {
315 struct gl_pixel_attrib *attr;
316 attr = MALLOC_STRUCT( gl_pixel_attrib );
317 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
318 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
319 newnode->data = attr;
320 newnode->next = head;
321 head = newnode;
322 }
323
324 if (mask & GL_POINT_BIT) {
325 struct gl_point_attrib *attr;
326 attr = MALLOC_STRUCT( gl_point_attrib );
327 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
328 newnode = new_attrib_node( GL_POINT_BIT );
329 newnode->data = attr;
330 newnode->next = head;
331 head = newnode;
332 }
333
334 if (mask & GL_POLYGON_BIT) {
335 struct gl_polygon_attrib *attr;
336 attr = MALLOC_STRUCT( gl_polygon_attrib );
337 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
338 newnode = new_attrib_node( GL_POLYGON_BIT );
339 newnode->data = attr;
340 newnode->next = head;
341 head = newnode;
342 }
343
344 if (mask & GL_POLYGON_STIPPLE_BIT) {
345 GLuint *stipple;
346 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
347 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
348 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
349 newnode->data = stipple;
350 newnode->next = head;
351 head = newnode;
352 }
353
354 if (mask & GL_SCISSOR_BIT) {
355 struct gl_scissor_attrib *attr;
356 attr = MALLOC_STRUCT( gl_scissor_attrib );
357 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
358 newnode = new_attrib_node( GL_SCISSOR_BIT );
359 newnode->data = attr;
360 newnode->next = head;
361 head = newnode;
362 }
363
364 if (mask & GL_STENCIL_BUFFER_BIT) {
365 struct gl_stencil_attrib *attr;
366 attr = MALLOC_STRUCT( gl_stencil_attrib );
367 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
368 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
369 newnode->data = attr;
370 newnode->next = head;
371 head = newnode;
372 }
373
374 if (mask & GL_TEXTURE_BIT) {
375 struct gl_texture_attrib *attr;
376 GLuint u;
377 /* Bump the texture object reference counts so that they don't
378 * inadvertantly get deleted.
379 */
380 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
381 ctx->Texture.Unit[u].Current1D->RefCount++;
382 ctx->Texture.Unit[u].Current2D->RefCount++;
383 ctx->Texture.Unit[u].Current3D->RefCount++;
384 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
385 }
386 attr = MALLOC_STRUCT( gl_texture_attrib );
387 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
388 /* copy state of the currently bound texture objects */
389 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
390 copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].Current1D);
391 copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
392 copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
393 copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
394 }
395 newnode = new_attrib_node( GL_TEXTURE_BIT );
396 newnode->data = attr;
397 newnode->next = head;
398 head = newnode;
399 }
400
401 if (mask & GL_TRANSFORM_BIT) {
402 struct gl_transform_attrib *attr;
403 attr = MALLOC_STRUCT( gl_transform_attrib );
404 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
405 newnode = new_attrib_node( GL_TRANSFORM_BIT );
406 newnode->data = attr;
407 newnode->next = head;
408 head = newnode;
409 }
410
411 if (mask & GL_VIEWPORT_BIT) {
412 struct gl_viewport_attrib *attr;
413 attr = MALLOC_STRUCT( gl_viewport_attrib );
414 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
415 newnode = new_attrib_node( GL_VIEWPORT_BIT );
416 newnode->data = attr;
417 newnode->next = head;
418 head = newnode;
419 }
420
421 /* GL_ARB_multisample */
422 if (mask & GL_MULTISAMPLE_BIT_ARB) {
423 struct gl_multisample_attrib *attr;
424 attr = MALLOC_STRUCT( gl_multisample_attrib );
425 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
426 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
427 newnode->data = attr;
428 newnode->next = head;
429 head = newnode;
430 }
431
432 ctx->AttribStack[ctx->AttribStackDepth] = head;
433 ctx->AttribStackDepth++;
434 }
435
436
437
438 static void
439 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
440 {
441 GLuint i;
442
443 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
444 if ((VALUE) != (NEWVALUE)) { \
445 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
446 }
447
448 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
449 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
450
451 for (i=0;i<MAX_CLIP_PLANES;i++) {
452 if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
453 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
454 enable->ClipPlane[i]);
455 }
456
457 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
458 GL_COLOR_MATERIAL);
459 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
460 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
461 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
462 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
463 GL_CONVOLUTION_1D);
464 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
465 GL_CONVOLUTION_2D);
466 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
467 GL_SEPARABLE_2D);
468 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
469 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
470 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
471 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
472 GL_LINE_STIPPLE);
473 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
474 GL_INDEX_LOGIC_OP);
475 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
476 GL_COLOR_LOGIC_OP);
477 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
478 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
479 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
480 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
481 GL_MAP1_TEXTURE_COORD_1);
482 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
483 GL_MAP1_TEXTURE_COORD_2);
484 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
485 GL_MAP1_TEXTURE_COORD_3);
486 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
487 GL_MAP1_TEXTURE_COORD_4);
488 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
489 GL_MAP1_VERTEX_3);
490 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
491 GL_MAP1_VERTEX_4);
492 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
493 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
494 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
495 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
496 GL_MAP2_TEXTURE_COORD_1);
497 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
498 GL_MAP2_TEXTURE_COORD_2);
499 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
500 GL_MAP2_TEXTURE_COORD_3);
501 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
502 GL_MAP2_TEXTURE_COORD_4);
503 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
504 GL_MAP2_VERTEX_3);
505 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
506 GL_MAP2_VERTEX_4);
507 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
508 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
509 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
510 GL_RESCALE_NORMAL_EXT);
511 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
512 enable->RasterPositionUnclipped,
513 GL_RASTER_POSITION_UNCLIPPED_IBM);
514 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
515 GL_POINT_SMOOTH);
516 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
517 GL_POINT_SMOOTH);
518 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
519 GL_POLYGON_OFFSET_POINT);
520 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
521 GL_POLYGON_OFFSET_LINE);
522 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
523 GL_POLYGON_OFFSET_FILL);
524 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
525 GL_POLYGON_SMOOTH);
526 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
527 GL_POLYGON_STIPPLE);
528 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
529 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
530 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
531 GL_MULTISAMPLE_ARB);
532 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
533 enable->SampleAlphaToCoverage,
534 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
535 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
536 enable->SampleAlphaToOne,
537 GL_SAMPLE_ALPHA_TO_ONE_ARB);
538 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
539 enable->SampleCoverage,
540 GL_SAMPLE_COVERAGE_ARB);
541 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
542 enable->SampleCoverageInvert,
543 GL_SAMPLE_COVERAGE_INVERT_ARB);
544 /* GL_NV_vertex_program */
545 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
546 enable->VertexProgram,
547 GL_VERTEX_PROGRAM_NV);
548 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
549 enable->VertexProgramPointSize,
550 GL_VERTEX_PROGRAM_POINT_SIZE_NV);
551 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
552 enable->VertexProgramTwoSide,
553 GL_VERTEX_PROGRAM_TWO_SIDE_NV);
554
555 #undef TEST_AND_UPDATE
556
557 /* texture unit enables */
558 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
559 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
560 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
561 if (ctx->Driver.Enable) {
562 if (ctx->Driver.ActiveTexture) {
563 (*ctx->Driver.ActiveTexture)(ctx, i);
564 }
565 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
566 (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
567 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
568 (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
569 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
570 (GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
571 }
572 }
573
574 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
575 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
576 if (ctx->Driver.Enable) {
577 if (ctx->Driver.ActiveTexture) {
578 (*ctx->Driver.ActiveTexture)(ctx, i);
579 }
580 if (enable->TexGen[i] & S_BIT)
581 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
582 else
583 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
584 if (enable->TexGen[i] & T_BIT)
585 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
586 else
587 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
588 if (enable->TexGen[i] & R_BIT)
589 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
590 else
591 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
592 if (enable->TexGen[i] & Q_BIT)
593 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
594 else
595 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
596 }
597 }
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 numObjs, i;
614
615 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
616 _mesa_set_enable(ctx, GL_TEXTURE_1D,
617 (GLboolean) (unit->Enabled & TEXTURE0_1D ? GL_TRUE : GL_FALSE));
618 _mesa_set_enable(ctx, GL_TEXTURE_2D,
619 (GLboolean) (unit->Enabled & TEXTURE0_2D ? GL_TRUE : GL_FALSE));
620 _mesa_set_enable(ctx, GL_TEXTURE_3D,
621 (GLboolean) (unit->Enabled & TEXTURE0_3D ? 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 & TEXTURE0_CUBE ? GL_TRUE : GL_FALSE));
625 }
626 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
627 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
628 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
629 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
630 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
631 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
632 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
633 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
634 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
635 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
636 _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
637 _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
638 _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
639 _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
640 if (ctx->Extensions.EXT_texture_lod_bias) {
641 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
642 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
643 }
644 if (ctx->Extensions.EXT_texture_env_combine ||
645 ctx->Extensions.ARB_texture_env_combine) {
646 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
647 unit->CombineModeRGB);
648 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
649 unit->CombineModeA);
650 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
651 unit->CombineSourceRGB[0]);
652 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
653 unit->CombineSourceRGB[1]);
654 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
655 unit->CombineSourceRGB[2]);
656 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
657 unit->CombineSourceA[0]);
658 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
659 unit->CombineSourceA[1]);
660 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
661 unit->CombineSourceA[2]);
662 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
663 unit->CombineOperandRGB[0]);
664 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
665 unit->CombineOperandRGB[1]);
666 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
667 unit->CombineOperandRGB[2]);
668 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
669 unit->CombineOperandA[0]);
670 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
671 unit->CombineOperandA[1]);
672 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
673 unit->CombineOperandA[2]);
674 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
675 1 << unit->CombineScaleShiftRGB);
676 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
677 1 << unit->CombineScaleShiftA);
678 }
679
680 /* Restore texture object state */
681 numObjs = ctx->Extensions.ARB_texture_cube_map ? 4 : 3;
682
683 for (i = 0; i < numObjs; i++) {
684 GLenum target = 0;
685 const struct gl_texture_object *obj = NULL;
686 GLfloat bordColor[4];
687
688 switch (i) {
689 case 0:
690 target = GL_TEXTURE_1D;
691 obj = &unit->Saved1D;
692 break;
693 case 1:
694 target = GL_TEXTURE_2D;
695 obj = &unit->Saved2D;
696 break;
697 case 2:
698 target = GL_TEXTURE_3D;
699 obj = &unit->Saved3D;
700 break;
701 case 3:
702 target = GL_TEXTURE_CUBE_MAP_ARB;
703 obj = &unit->SavedCubeMap;
704 break;
705 default:
706 ; /* silence warnings */
707 }
708
709 _mesa_BindTexture(target, obj->Name);
710
711 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
712 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
713 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
714 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
715
716 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
717 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
718 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
719 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
720 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
721 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
722 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
723 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
724 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
725 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
726 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
727 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
728 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
729 obj->MaxAnisotropy);
730 }
731 if (ctx->Extensions.SGIX_shadow) {
732 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
733 obj->CompareFlag);
734 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
735 obj->CompareOperator);
736 }
737 if (ctx->Extensions.SGIX_shadow_ambient) {
738 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
739 CHAN_TO_FLOAT(obj->ShadowAmbient));
740 }
741
742 }
743 }
744 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
745 + texAttrib->CurrentUnit);
746
747 /* "un-bump" the texture object reference counts. We did that so they
748 * wouldn't inadvertantly get deleted while they were still referenced
749 * inside the attribute state stack.
750 */
751 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
752 ctx->Texture.Unit[u].Current1D->RefCount--;
753 ctx->Texture.Unit[u].Current2D->RefCount--;
754 ctx->Texture.Unit[u].Current3D->RefCount--;
755 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
756 }
757 }
758
759
760 /*
761 * This function is kind of long just because we have to call a lot
762 * of device driver functions to update device driver state.
763 *
764 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
765 * in order to restore GL state. This isn't terribly efficient but it
766 * ensures that dirty flags and any derived state gets updated correctly.
767 * We could at least check if the value to restore equals the current value
768 * and then skip the Mesa call.
769 */
770 void
771 _mesa_PopAttrib(void)
772 {
773 struct gl_attrib_node *attr, *next;
774 GET_CURRENT_CONTEXT(ctx);
775 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
776
777 if (ctx->AttribStackDepth == 0) {
778 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
779 return;
780 }
781
782 ctx->AttribStackDepth--;
783 attr = ctx->AttribStack[ctx->AttribStackDepth];
784
785 while (attr) {
786
787 if (MESA_VERBOSE&VERBOSE_API) {
788 fprintf(stderr, "glPopAttrib %s\n",
789 _mesa_lookup_enum_by_nr(attr->kind));
790 }
791
792 switch (attr->kind) {
793 case GL_ACCUM_BUFFER_BIT:
794 {
795 const struct gl_accum_attrib *accum;
796 accum = (const struct gl_accum_attrib *) attr->data;
797 _mesa_ClearAccum(accum->ClearColor[0],
798 accum->ClearColor[1],
799 accum->ClearColor[2],
800 accum->ClearColor[3]);
801 }
802 break;
803 case GL_COLOR_BUFFER_BIT:
804 {
805 const struct gl_colorbuffer_attrib *color;
806 color = (const struct gl_colorbuffer_attrib *) attr->data;
807 _mesa_ClearIndex((GLfloat) color->ClearIndex);
808 _mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
809 CHAN_TO_FLOAT(color->ClearColor[1]),
810 CHAN_TO_FLOAT(color->ClearColor[2]),
811 CHAN_TO_FLOAT(color->ClearColor[3]));
812 _mesa_IndexMask(color->IndexMask);
813 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
814 (GLboolean) (color->ColorMask[1] != 0),
815 (GLboolean) (color->ColorMask[2] != 0),
816 (GLboolean) (color->ColorMask[3] != 0));
817 _mesa_DrawBuffer(color->DrawBuffer);
818 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
819 _mesa_AlphaFunc(color->AlphaFunc,
820 CHAN_TO_FLOAT(color->AlphaRef));
821 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
822 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
823 color->BlendDstRGB,
824 color->BlendSrcA,
825 color->BlendDstA);
826 _mesa_BlendEquation(color->BlendEquation);
827 _mesa_BlendColor(color->BlendColor[0],
828 color->BlendColor[1],
829 color->BlendColor[2],
830 color->BlendColor[3]);
831 _mesa_LogicOp(color->LogicOp);
832 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
833 color->ColorLogicOpEnabled);
834 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
835 color->IndexLogicOpEnabled);
836 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
837 }
838 break;
839 case GL_CURRENT_BIT:
840 FLUSH_CURRENT( ctx, 0 );
841 MEMCPY( &ctx->Current, attr->data,
842 sizeof(struct gl_current_attrib) );
843 break;
844 case GL_DEPTH_BUFFER_BIT:
845 {
846 const struct gl_depthbuffer_attrib *depth;
847 depth = (const struct gl_depthbuffer_attrib *) attr->data;
848 _mesa_DepthFunc(depth->Func);
849 _mesa_ClearDepth(depth->Clear);
850 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
851 _mesa_DepthMask(depth->Mask);
852 if (ctx->Extensions.HP_occlusion_test)
853 _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
854 depth->OcclusionTest);
855 }
856 break;
857 case GL_ENABLE_BIT:
858 {
859 const struct gl_enable_attrib *enable;
860 enable = (const struct gl_enable_attrib *) attr->data;
861 pop_enable_group(ctx, enable);
862 ctx->NewState |= _NEW_ALL;
863 }
864 break;
865 case GL_EVAL_BIT:
866 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
867 ctx->NewState |= _NEW_EVAL;
868 break;
869 case GL_FOG_BIT:
870 {
871 const struct gl_fog_attrib *fog;
872 fog = (const struct gl_fog_attrib *) attr->data;
873 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
874 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
875 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
876 _mesa_Fogf(GL_FOG_START, fog->Start);
877 _mesa_Fogf(GL_FOG_END, fog->End);
878 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
879 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
880 }
881 break;
882 case GL_HINT_BIT:
883 {
884 const struct gl_hint_attrib *hint;
885 hint = (const struct gl_hint_attrib *) attr->data;
886 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
887 hint->PerspectiveCorrection );
888 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
889 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
890 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
891 _mesa_Hint(GL_FOG_HINT, hint->Fog);
892 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
893 hint->ClipVolumeClipping);
894 if (ctx->Extensions.ARB_texture_compression)
895 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
896 hint->TextureCompression);
897 }
898 break;
899 case GL_LIGHTING_BIT:
900 {
901 GLuint i;
902 const struct gl_light_attrib *light;
903 light = (const struct gl_light_attrib *) attr->data;
904 /* lighting enable */
905 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
906 /* per-light state */
907 for (i = 0; i < MAX_LIGHTS; i++) {
908 GLenum lgt = (GLenum) (GL_LIGHT0 + i);
909 _mesa_set_enable(ctx, lgt, light->Light[i].Enabled);
910 MEMCPY(&ctx->Light.Light[i], &light->Light[i],
911 sizeof(struct gl_light));
912 }
913 /* light model */
914 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
915 light->Model.Ambient);
916 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
917 (GLfloat) light->Model.LocalViewer);
918 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
919 (GLfloat) light->Model.TwoSide);
920 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
921 (GLfloat) light->Model.ColorControl);
922 /* materials */
923 MEMCPY(ctx->Light.Material, light->Material,
924 2 * sizeof(struct gl_material));
925 /* shade model */
926 _mesa_ShadeModel(light->ShadeModel);
927 /* color material */
928 _mesa_ColorMaterial(light->ColorMaterialFace,
929 light->ColorMaterialMode);
930 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
931 light->ColorMaterialEnabled);
932 }
933 break;
934 case GL_LINE_BIT:
935 {
936 const struct gl_line_attrib *line;
937 line = (const struct gl_line_attrib *) attr->data;
938 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
939 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
940 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
941 _mesa_LineWidth(line->Width);
942 }
943 break;
944 case GL_LIST_BIT:
945 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
946 break;
947 case GL_PIXEL_MODE_BIT:
948 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
949 ctx->NewState |= _NEW_PIXEL;
950 break;
951 case GL_POINT_BIT:
952 {
953 const struct gl_point_attrib *point;
954 point = (const struct gl_point_attrib *) attr->data;
955 _mesa_PointSize(point->Size);
956 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
957 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
958 point->Params);
959 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize);
960 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize);
961 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
962 point->Threshold);
963 }
964 break;
965 case GL_POLYGON_BIT:
966 {
967 const struct gl_polygon_attrib *polygon;
968 polygon = (const struct gl_polygon_attrib *) attr->data;
969 _mesa_CullFace(polygon->CullFaceMode);
970 _mesa_FrontFace(polygon->FrontFace);
971 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
972 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
973 _mesa_PolygonOffset(polygon->OffsetFactor,
974 polygon->OffsetUnits);
975 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
976 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
977 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
978 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
979 polygon->OffsetPoint);
980 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
981 polygon->OffsetLine);
982 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
983 polygon->OffsetFill);
984 }
985 break;
986 case GL_POLYGON_STIPPLE_BIT:
987 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
988 ctx->NewState |= _NEW_POLYGONSTIPPLE;
989 if (ctx->Driver.PolygonStipple)
990 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
991 break;
992 case GL_SCISSOR_BIT:
993 {
994 const struct gl_scissor_attrib *scissor;
995 scissor = (const struct gl_scissor_attrib *) attr->data;
996 _mesa_Scissor(scissor->X, scissor->Y,
997 scissor->Width, scissor->Height);
998 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
999 }
1000 break;
1001 case GL_STENCIL_BUFFER_BIT:
1002 {
1003 const struct gl_stencil_attrib *stencil;
1004 stencil = (const struct gl_stencil_attrib *) attr->data;
1005 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1006 _mesa_ClearStencil(stencil->Clear);
1007 _mesa_StencilFunc(stencil->Function, stencil->Ref,
1008 stencil->ValueMask);
1009 _mesa_StencilMask(stencil->WriteMask);
1010 _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc,
1011 stencil->ZPassFunc);
1012 }
1013 break;
1014 case GL_TRANSFORM_BIT:
1015 {
1016 GLuint i;
1017 const struct gl_transform_attrib *xform;
1018 xform = (const struct gl_transform_attrib *) attr->data;
1019 _mesa_MatrixMode(xform->MatrixMode);
1020 /* clip planes */
1021 MEMCPY(ctx->Transform.EyeUserPlane, xform->EyeUserPlane,
1022 sizeof(xform->EyeUserPlane));
1023 MEMCPY(ctx->Transform._ClipUserPlane, xform->_ClipUserPlane,
1024 sizeof(xform->EyeUserPlane));
1025 /* clip plane enable flags */
1026 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1027 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1028 xform->ClipEnabled[i]);
1029 }
1030 /* normalize/rescale */
1031 _mesa_set_enable(ctx, GL_NORMALIZE, ctx->Transform.Normalize);
1032 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1033 ctx->Transform.RescaleNormals);
1034 }
1035 break;
1036 case GL_TEXTURE_BIT:
1037 /* Take care of texture object reference counters */
1038 {
1039 const struct gl_texture_attrib *texture;
1040 texture = (const struct gl_texture_attrib *) attr->data;
1041 pop_texture_group(ctx, texture);
1042 ctx->NewState |= _NEW_TEXTURE;
1043 }
1044 break;
1045 case GL_VIEWPORT_BIT:
1046 {
1047 const struct gl_viewport_attrib *vp;
1048 vp = (const struct gl_viewport_attrib *) attr->data;
1049 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1050 _mesa_DepthRange(vp->Near, vp->Far);
1051 }
1052 break;
1053 case GL_MULTISAMPLE_BIT_ARB:
1054 {
1055 const struct gl_multisample_attrib *ms;
1056 ms = (const struct gl_multisample_attrib *) attr->data;
1057 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1058 ms->SampleCoverageInvert);
1059 }
1060 break;
1061
1062 default:
1063 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1064 break;
1065 }
1066
1067 next = attr->next;
1068 FREE( attr->data );
1069 FREE( attr );
1070 attr = next;
1071 }
1072 }
1073
1074
1075 #define GL_CLIENT_PACK_BIT (1<<20)
1076 #define GL_CLIENT_UNPACK_BIT (1<<21)
1077
1078
1079 void
1080 _mesa_PushClientAttrib(GLbitfield mask)
1081 {
1082 struct gl_attrib_node *newnode;
1083 struct gl_attrib_node *head;
1084
1085 GET_CURRENT_CONTEXT(ctx);
1086 ASSERT_OUTSIDE_BEGIN_END(ctx);
1087
1088 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1089 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1090 return;
1091 }
1092
1093 /* Build linked list of attribute nodes which save all attribute */
1094 /* groups specified by the mask. */
1095 head = NULL;
1096
1097 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1098 struct gl_pixelstore_attrib *attr;
1099 /* packing attribs */
1100 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1101 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1102 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1103 newnode->data = attr;
1104 newnode->next = head;
1105 head = newnode;
1106 /* unpacking attribs */
1107 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1108 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1109 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1110 newnode->data = attr;
1111 newnode->next = head;
1112 head = newnode;
1113 }
1114 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1115 struct gl_array_attrib *attr;
1116 attr = MALLOC_STRUCT( gl_array_attrib );
1117 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1118 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1119 newnode->data = attr;
1120 newnode->next = head;
1121 head = newnode;
1122 }
1123
1124 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1125 ctx->ClientAttribStackDepth++;
1126 }
1127
1128
1129
1130
1131 void
1132 _mesa_PopClientAttrib(void)
1133 {
1134 struct gl_attrib_node *attr, *next;
1135
1136 GET_CURRENT_CONTEXT(ctx);
1137 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1138
1139 if (ctx->ClientAttribStackDepth == 0) {
1140 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1141 return;
1142 }
1143
1144 ctx->ClientAttribStackDepth--;
1145 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1146
1147 while (attr) {
1148 switch (attr->kind) {
1149 case GL_CLIENT_PACK_BIT:
1150 MEMCPY( &ctx->Pack, attr->data,
1151 sizeof(struct gl_pixelstore_attrib) );
1152 ctx->NewState |= _NEW_PACKUNPACK;
1153 break;
1154 case GL_CLIENT_UNPACK_BIT:
1155 MEMCPY( &ctx->Unpack, attr->data,
1156 sizeof(struct gl_pixelstore_attrib) );
1157 ctx->NewState |= _NEW_PACKUNPACK;
1158 break;
1159 case GL_CLIENT_VERTEX_ARRAY_BIT:
1160 MEMCPY( &ctx->Array, attr->data,
1161 sizeof(struct gl_array_attrib) );
1162 ctx->NewState |= _NEW_ARRAY;
1163 break;
1164 default:
1165 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1166 break;
1167 }
1168
1169 next = attr->next;
1170 FREE( attr->data );
1171 FREE( attr );
1172 attr = next;
1173 }
1174 }