2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #include "bufferobj.h"
45 #include "multisample.h"
49 #include "simple_list.h"
58 #include "math/m_xform.h"
61 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
65 struct gl_texture_attrib Texture
; /**< The usual context state */
67 /** to save per texture object state (wrap modes, filters, etc): */
68 struct gl_texture_object SavedObj
[MAX_TEXTURE_UNITS
][NUM_TEXTURE_TARGETS
];
71 * To save references to texture objects (so they don't get accidentally
72 * deleted while saved in the attribute stack).
74 struct gl_texture_object
*SavedTexRef
[MAX_TEXTURE_UNITS
][NUM_TEXTURE_TARGETS
];
79 * Allocate a new attribute state node. These nodes have a
80 * "kind" value and a pointer to a struct of state data.
82 static struct gl_attrib_node
*
83 new_attrib_node( GLbitfield kind
)
85 struct gl_attrib_node
*an
= MALLOC_STRUCT(gl_attrib_node
);
94 _mesa_PushAttrib(GLbitfield mask
)
96 struct gl_attrib_node
*newnode
;
97 struct gl_attrib_node
*head
;
99 GET_CURRENT_CONTEXT(ctx
);
100 ASSERT_OUTSIDE_BEGIN_END(ctx
);
102 if (MESA_VERBOSE
& VERBOSE_API
)
103 _mesa_debug(ctx
, "glPushAttrib %x\n", (int) mask
);
105 if (ctx
->AttribStackDepth
>= MAX_ATTRIB_STACK_DEPTH
) {
106 _mesa_error( ctx
, GL_STACK_OVERFLOW
, "glPushAttrib" );
110 /* Build linked list of attribute nodes which save all attribute */
111 /* groups specified by the mask. */
114 if (mask
& GL_ACCUM_BUFFER_BIT
) {
115 struct gl_accum_attrib
*attr
;
116 attr
= MALLOC_STRUCT( gl_accum_attrib
);
117 MEMCPY( attr
, &ctx
->Accum
, sizeof(struct gl_accum_attrib
) );
118 newnode
= new_attrib_node( GL_ACCUM_BUFFER_BIT
);
119 newnode
->data
= attr
;
120 newnode
->next
= head
;
124 if (mask
& GL_COLOR_BUFFER_BIT
) {
126 struct gl_colorbuffer_attrib
*attr
;
127 attr
= MALLOC_STRUCT( gl_colorbuffer_attrib
);
128 MEMCPY( attr
, &ctx
->Color
, sizeof(struct gl_colorbuffer_attrib
) );
129 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
130 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++)
131 attr
->DrawBuffer
[i
] = ctx
->DrawBuffer
->ColorDrawBuffer
[i
];
132 newnode
= new_attrib_node( GL_COLOR_BUFFER_BIT
);
133 newnode
->data
= attr
;
134 newnode
->next
= head
;
138 if (mask
& GL_CURRENT_BIT
) {
139 struct gl_current_attrib
*attr
;
140 FLUSH_CURRENT( ctx
, 0 );
141 attr
= MALLOC_STRUCT( gl_current_attrib
);
142 MEMCPY( attr
, &ctx
->Current
, sizeof(struct gl_current_attrib
) );
143 newnode
= new_attrib_node( GL_CURRENT_BIT
);
144 newnode
->data
= attr
;
145 newnode
->next
= head
;
149 if (mask
& GL_DEPTH_BUFFER_BIT
) {
150 struct gl_depthbuffer_attrib
*attr
;
151 attr
= MALLOC_STRUCT( gl_depthbuffer_attrib
);
152 MEMCPY( attr
, &ctx
->Depth
, sizeof(struct gl_depthbuffer_attrib
) );
153 newnode
= new_attrib_node( GL_DEPTH_BUFFER_BIT
);
154 newnode
->data
= attr
;
155 newnode
->next
= head
;
159 if (mask
& GL_ENABLE_BIT
) {
160 struct gl_enable_attrib
*attr
;
162 attr
= MALLOC_STRUCT( gl_enable_attrib
);
163 /* Copy enable flags from all other attributes into the enable struct. */
164 attr
->AlphaTest
= ctx
->Color
.AlphaEnabled
;
165 attr
->AutoNormal
= ctx
->Eval
.AutoNormal
;
166 attr
->Blend
= ctx
->Color
.BlendEnabled
;
167 attr
->ClipPlanes
= ctx
->Transform
.ClipPlanesEnabled
;
168 attr
->ColorMaterial
= ctx
->Light
.ColorMaterialEnabled
;
169 for (i
= 0; i
< COLORTABLE_MAX
; i
++) {
170 attr
->ColorTable
[i
] = ctx
->Pixel
.ColorTableEnabled
[i
];
172 attr
->Convolution1D
= ctx
->Pixel
.Convolution1DEnabled
;
173 attr
->Convolution2D
= ctx
->Pixel
.Convolution2DEnabled
;
174 attr
->Separable2D
= ctx
->Pixel
.Separable2DEnabled
;
175 attr
->CullFace
= ctx
->Polygon
.CullFlag
;
176 attr
->DepthTest
= ctx
->Depth
.Test
;
177 attr
->Dither
= ctx
->Color
.DitherFlag
;
178 attr
->Fog
= ctx
->Fog
.Enabled
;
179 for (i
= 0; i
< ctx
->Const
.MaxLights
; i
++) {
180 attr
->Light
[i
] = ctx
->Light
.Light
[i
].Enabled
;
182 attr
->Lighting
= ctx
->Light
.Enabled
;
183 attr
->LineSmooth
= ctx
->Line
.SmoothFlag
;
184 attr
->LineStipple
= ctx
->Line
.StippleFlag
;
185 attr
->Histogram
= ctx
->Pixel
.HistogramEnabled
;
186 attr
->MinMax
= ctx
->Pixel
.MinMaxEnabled
;
187 attr
->IndexLogicOp
= ctx
->Color
.IndexLogicOpEnabled
;
188 attr
->ColorLogicOp
= ctx
->Color
.ColorLogicOpEnabled
;
189 attr
->Map1Color4
= ctx
->Eval
.Map1Color4
;
190 attr
->Map1Index
= ctx
->Eval
.Map1Index
;
191 attr
->Map1Normal
= ctx
->Eval
.Map1Normal
;
192 attr
->Map1TextureCoord1
= ctx
->Eval
.Map1TextureCoord1
;
193 attr
->Map1TextureCoord2
= ctx
->Eval
.Map1TextureCoord2
;
194 attr
->Map1TextureCoord3
= ctx
->Eval
.Map1TextureCoord3
;
195 attr
->Map1TextureCoord4
= ctx
->Eval
.Map1TextureCoord4
;
196 attr
->Map1Vertex3
= ctx
->Eval
.Map1Vertex3
;
197 attr
->Map1Vertex4
= ctx
->Eval
.Map1Vertex4
;
198 MEMCPY(attr
->Map1Attrib
, ctx
->Eval
.Map1Attrib
, sizeof(ctx
->Eval
.Map1Attrib
));
199 attr
->Map2Color4
= ctx
->Eval
.Map2Color4
;
200 attr
->Map2Index
= ctx
->Eval
.Map2Index
;
201 attr
->Map2Normal
= ctx
->Eval
.Map2Normal
;
202 attr
->Map2TextureCoord1
= ctx
->Eval
.Map2TextureCoord1
;
203 attr
->Map2TextureCoord2
= ctx
->Eval
.Map2TextureCoord2
;
204 attr
->Map2TextureCoord3
= ctx
->Eval
.Map2TextureCoord3
;
205 attr
->Map2TextureCoord4
= ctx
->Eval
.Map2TextureCoord4
;
206 attr
->Map2Vertex3
= ctx
->Eval
.Map2Vertex3
;
207 attr
->Map2Vertex4
= ctx
->Eval
.Map2Vertex4
;
208 MEMCPY(attr
->Map2Attrib
, ctx
->Eval
.Map2Attrib
, sizeof(ctx
->Eval
.Map2Attrib
));
209 attr
->Normalize
= ctx
->Transform
.Normalize
;
210 attr
->RasterPositionUnclipped
= ctx
->Transform
.RasterPositionUnclipped
;
211 attr
->PointSmooth
= ctx
->Point
.SmoothFlag
;
212 attr
->PointSprite
= ctx
->Point
.PointSprite
;
213 attr
->PolygonOffsetPoint
= ctx
->Polygon
.OffsetPoint
;
214 attr
->PolygonOffsetLine
= ctx
->Polygon
.OffsetLine
;
215 attr
->PolygonOffsetFill
= ctx
->Polygon
.OffsetFill
;
216 attr
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
217 attr
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
218 attr
->RescaleNormals
= ctx
->Transform
.RescaleNormals
;
219 attr
->Scissor
= ctx
->Scissor
.Enabled
;
220 attr
->Stencil
= ctx
->Stencil
.Enabled
;
221 attr
->StencilTwoSide
= ctx
->Stencil
.TestTwoSide
;
222 attr
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
223 attr
->SampleAlphaToCoverage
= ctx
->Multisample
.SampleAlphaToCoverage
;
224 attr
->SampleAlphaToOne
= ctx
->Multisample
.SampleAlphaToOne
;
225 attr
->SampleCoverage
= ctx
->Multisample
.SampleCoverage
;
226 attr
->SampleCoverageInvert
= ctx
->Multisample
.SampleCoverageInvert
;
227 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++) {
228 attr
->Texture
[i
] = ctx
->Texture
.Unit
[i
].Enabled
;
229 attr
->TexGen
[i
] = ctx
->Texture
.Unit
[i
].TexGenEnabled
;
230 attr
->TextureColorTable
[i
] = ctx
->Texture
.Unit
[i
].ColorTableEnabled
;
232 /* GL_NV_vertex_program */
233 attr
->VertexProgram
= ctx
->VertexProgram
.Enabled
;
234 attr
->VertexProgramPointSize
= ctx
->VertexProgram
.PointSizeEnabled
;
235 attr
->VertexProgramTwoSide
= ctx
->VertexProgram
.TwoSideEnabled
;
236 newnode
= new_attrib_node( GL_ENABLE_BIT
);
237 newnode
->data
= attr
;
238 newnode
->next
= head
;
242 if (mask
& GL_EVAL_BIT
) {
243 struct gl_eval_attrib
*attr
;
244 attr
= MALLOC_STRUCT( gl_eval_attrib
);
245 MEMCPY( attr
, &ctx
->Eval
, sizeof(struct gl_eval_attrib
) );
246 newnode
= new_attrib_node( GL_EVAL_BIT
);
247 newnode
->data
= attr
;
248 newnode
->next
= head
;
252 if (mask
& GL_FOG_BIT
) {
253 struct gl_fog_attrib
*attr
;
254 attr
= MALLOC_STRUCT( gl_fog_attrib
);
255 MEMCPY( attr
, &ctx
->Fog
, sizeof(struct gl_fog_attrib
) );
256 newnode
= new_attrib_node( GL_FOG_BIT
);
257 newnode
->data
= attr
;
258 newnode
->next
= head
;
262 if (mask
& GL_HINT_BIT
) {
263 struct gl_hint_attrib
*attr
;
264 attr
= MALLOC_STRUCT( gl_hint_attrib
);
265 MEMCPY( attr
, &ctx
->Hint
, sizeof(struct gl_hint_attrib
) );
266 newnode
= new_attrib_node( GL_HINT_BIT
);
267 newnode
->data
= attr
;
268 newnode
->next
= head
;
272 if (mask
& GL_LIGHTING_BIT
) {
273 struct gl_light_attrib
*attr
;
274 FLUSH_CURRENT(ctx
, 0); /* flush material changes */
275 attr
= MALLOC_STRUCT( gl_light_attrib
);
276 MEMCPY( attr
, &ctx
->Light
, sizeof(struct gl_light_attrib
) );
277 newnode
= new_attrib_node( GL_LIGHTING_BIT
);
278 newnode
->data
= attr
;
279 newnode
->next
= head
;
283 if (mask
& GL_LINE_BIT
) {
284 struct gl_line_attrib
*attr
;
285 attr
= MALLOC_STRUCT( gl_line_attrib
);
286 MEMCPY( attr
, &ctx
->Line
, sizeof(struct gl_line_attrib
) );
287 newnode
= new_attrib_node( GL_LINE_BIT
);
288 newnode
->data
= attr
;
289 newnode
->next
= head
;
293 if (mask
& GL_LIST_BIT
) {
294 struct gl_list_attrib
*attr
;
295 attr
= MALLOC_STRUCT( gl_list_attrib
);
296 MEMCPY( attr
, &ctx
->List
, sizeof(struct gl_list_attrib
) );
297 newnode
= new_attrib_node( GL_LIST_BIT
);
298 newnode
->data
= attr
;
299 newnode
->next
= head
;
303 if (mask
& GL_PIXEL_MODE_BIT
) {
304 struct gl_pixel_attrib
*attr
;
305 attr
= MALLOC_STRUCT( gl_pixel_attrib
);
306 MEMCPY( attr
, &ctx
->Pixel
, sizeof(struct gl_pixel_attrib
) );
307 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
308 attr
->ReadBuffer
= ctx
->ReadBuffer
->ColorReadBuffer
;
309 newnode
= new_attrib_node( GL_PIXEL_MODE_BIT
);
310 newnode
->data
= attr
;
311 newnode
->next
= head
;
315 if (mask
& GL_POINT_BIT
) {
316 struct gl_point_attrib
*attr
;
317 attr
= MALLOC_STRUCT( gl_point_attrib
);
318 MEMCPY( attr
, &ctx
->Point
, sizeof(struct gl_point_attrib
) );
319 newnode
= new_attrib_node( GL_POINT_BIT
);
320 newnode
->data
= attr
;
321 newnode
->next
= head
;
325 if (mask
& GL_POLYGON_BIT
) {
326 struct gl_polygon_attrib
*attr
;
327 attr
= MALLOC_STRUCT( gl_polygon_attrib
);
328 MEMCPY( attr
, &ctx
->Polygon
, sizeof(struct gl_polygon_attrib
) );
329 newnode
= new_attrib_node( GL_POLYGON_BIT
);
330 newnode
->data
= attr
;
331 newnode
->next
= head
;
335 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
337 stipple
= (GLuint
*) MALLOC( 32*sizeof(GLuint
) );
338 MEMCPY( stipple
, ctx
->PolygonStipple
, 32*sizeof(GLuint
) );
339 newnode
= new_attrib_node( GL_POLYGON_STIPPLE_BIT
);
340 newnode
->data
= stipple
;
341 newnode
->next
= head
;
345 if (mask
& GL_SCISSOR_BIT
) {
346 struct gl_scissor_attrib
*attr
;
347 attr
= MALLOC_STRUCT( gl_scissor_attrib
);
348 MEMCPY( attr
, &ctx
->Scissor
, sizeof(struct gl_scissor_attrib
) );
349 newnode
= new_attrib_node( GL_SCISSOR_BIT
);
350 newnode
->data
= attr
;
351 newnode
->next
= head
;
355 if (mask
& GL_STENCIL_BUFFER_BIT
) {
356 struct gl_stencil_attrib
*attr
;
357 attr
= MALLOC_STRUCT( gl_stencil_attrib
);
358 MEMCPY( attr
, &ctx
->Stencil
, sizeof(struct gl_stencil_attrib
) );
359 newnode
= new_attrib_node( GL_STENCIL_BUFFER_BIT
);
360 newnode
->data
= attr
;
361 newnode
->next
= head
;
365 if (mask
& GL_TEXTURE_BIT
) {
366 struct texture_state
*texstate
= CALLOC_STRUCT(texture_state
);
370 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib(GL_TEXTURE_BIT)");
374 _mesa_lock_context_textures(ctx
);
376 /* copy/save the bulk of texture state here */
377 _mesa_memcpy(&texstate
->Texture
, &ctx
->Texture
, sizeof(ctx
->Texture
));
379 /* Save references to the currently bound texture objects so they don't
380 * accidentally get deleted while referenced in the attribute stack.
382 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
383 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][TEXTURE_1D_INDEX
],
384 ctx
->Texture
.Unit
[u
].Current1D
);
385 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][TEXTURE_2D_INDEX
],
386 ctx
->Texture
.Unit
[u
].Current2D
);
387 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][TEXTURE_3D_INDEX
],
388 ctx
->Texture
.Unit
[u
].Current3D
);
389 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][TEXTURE_CUBE_INDEX
],
390 ctx
->Texture
.Unit
[u
].CurrentCubeMap
);
391 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][TEXTURE_RECT_INDEX
],
392 ctx
->Texture
.Unit
[u
].CurrentRect
);
393 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][TEXTURE_1D_ARRAY_INDEX
],
394 ctx
->Texture
.Unit
[u
].Current1DArray
);
395 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][TEXTURE_2D_ARRAY_INDEX
],
396 ctx
->Texture
.Unit
[u
].Current2DArray
);
399 /* copy state/contents of the currently bound texture objects */
400 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
401 _mesa_copy_texture_object(&texstate
->SavedObj
[u
][TEXTURE_1D_INDEX
],
402 ctx
->Texture
.Unit
[u
].Current1D
);
403 _mesa_copy_texture_object(&texstate
->SavedObj
[u
][TEXTURE_2D_INDEX
],
404 ctx
->Texture
.Unit
[u
].Current2D
);
405 _mesa_copy_texture_object(&texstate
->SavedObj
[u
][TEXTURE_3D_INDEX
],
406 ctx
->Texture
.Unit
[u
].Current3D
);
407 _mesa_copy_texture_object(&texstate
->SavedObj
[u
][TEXTURE_CUBE_INDEX
],
408 ctx
->Texture
.Unit
[u
].CurrentCubeMap
);
409 _mesa_copy_texture_object(&texstate
->SavedObj
[u
][TEXTURE_RECT_INDEX
],
410 ctx
->Texture
.Unit
[u
].CurrentRect
);
411 _mesa_copy_texture_object(&texstate
->SavedObj
[u
][TEXTURE_1D_ARRAY_INDEX
],
412 ctx
->Texture
.Unit
[u
].Current1DArray
);
413 _mesa_copy_texture_object(&texstate
->SavedObj
[u
][TEXTURE_2D_ARRAY_INDEX
],
414 ctx
->Texture
.Unit
[u
].Current2DArray
);
417 _mesa_unlock_context_textures(ctx
);
419 newnode
= new_attrib_node( GL_TEXTURE_BIT
);
420 newnode
->data
= texstate
;
421 newnode
->next
= head
;
425 if (mask
& GL_TRANSFORM_BIT
) {
426 struct gl_transform_attrib
*attr
;
427 attr
= MALLOC_STRUCT( gl_transform_attrib
);
428 MEMCPY( attr
, &ctx
->Transform
, sizeof(struct gl_transform_attrib
) );
429 newnode
= new_attrib_node( GL_TRANSFORM_BIT
);
430 newnode
->data
= attr
;
431 newnode
->next
= head
;
435 if (mask
& GL_VIEWPORT_BIT
) {
436 struct gl_viewport_attrib
*attr
;
437 attr
= MALLOC_STRUCT( gl_viewport_attrib
);
438 MEMCPY( attr
, &ctx
->Viewport
, sizeof(struct gl_viewport_attrib
) );
439 newnode
= new_attrib_node( GL_VIEWPORT_BIT
);
440 newnode
->data
= attr
;
441 newnode
->next
= head
;
445 /* GL_ARB_multisample */
446 if (mask
& GL_MULTISAMPLE_BIT_ARB
) {
447 struct gl_multisample_attrib
*attr
;
448 attr
= MALLOC_STRUCT( gl_multisample_attrib
);
449 MEMCPY( attr
, &ctx
->Multisample
, sizeof(struct gl_multisample_attrib
) );
450 newnode
= new_attrib_node( GL_MULTISAMPLE_BIT_ARB
);
451 newnode
->data
= attr
;
452 newnode
->next
= head
;
457 ctx
->AttribStack
[ctx
->AttribStackDepth
] = head
;
458 ctx
->AttribStackDepth
++;
464 pop_enable_group(GLcontext
*ctx
, const struct gl_enable_attrib
*enable
)
468 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
469 if ((VALUE) != (NEWVALUE)) { \
470 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
473 TEST_AND_UPDATE(ctx
->Color
.AlphaEnabled
, enable
->AlphaTest
, GL_ALPHA_TEST
);
474 TEST_AND_UPDATE(ctx
->Color
.BlendEnabled
, enable
->Blend
, GL_BLEND
);
476 for (i
=0;i
<MAX_CLIP_PLANES
;i
++) {
477 const GLuint mask
= 1 << i
;
478 if ((ctx
->Transform
.ClipPlanesEnabled
& mask
) != (enable
->ClipPlanes
& mask
))
479 _mesa_set_enable(ctx
, (GLenum
) (GL_CLIP_PLANE0
+ i
),
480 (GLboolean
) ((enable
->ClipPlanes
& mask
) ? GL_TRUE
: GL_FALSE
));
483 TEST_AND_UPDATE(ctx
->Light
.ColorMaterialEnabled
, enable
->ColorMaterial
,
485 TEST_AND_UPDATE(ctx
->Pixel
.ColorTableEnabled
[COLORTABLE_PRECONVOLUTION
],
486 enable
->ColorTable
[COLORTABLE_PRECONVOLUTION
],
488 TEST_AND_UPDATE(ctx
->Pixel
.ColorTableEnabled
[COLORTABLE_POSTCONVOLUTION
],
489 enable
->ColorTable
[COLORTABLE_POSTCONVOLUTION
],
490 GL_POST_CONVOLUTION_COLOR_TABLE
);
491 TEST_AND_UPDATE(ctx
->Pixel
.ColorTableEnabled
[COLORTABLE_POSTCOLORMATRIX
],
492 enable
->ColorTable
[COLORTABLE_POSTCOLORMATRIX
],
493 GL_POST_COLOR_MATRIX_COLOR_TABLE
);
494 TEST_AND_UPDATE(ctx
->Polygon
.CullFlag
, enable
->CullFace
, GL_CULL_FACE
);
495 TEST_AND_UPDATE(ctx
->Depth
.Test
, enable
->DepthTest
, GL_DEPTH_TEST
);
496 TEST_AND_UPDATE(ctx
->Color
.DitherFlag
, enable
->Dither
, GL_DITHER
);
497 TEST_AND_UPDATE(ctx
->Pixel
.Convolution1DEnabled
, enable
->Convolution1D
,
499 TEST_AND_UPDATE(ctx
->Pixel
.Convolution2DEnabled
, enable
->Convolution2D
,
501 TEST_AND_UPDATE(ctx
->Pixel
.Separable2DEnabled
, enable
->Separable2D
,
503 TEST_AND_UPDATE(ctx
->Fog
.Enabled
, enable
->Fog
, GL_FOG
);
504 TEST_AND_UPDATE(ctx
->Light
.Enabled
, enable
->Lighting
, GL_LIGHTING
);
505 TEST_AND_UPDATE(ctx
->Line
.SmoothFlag
, enable
->LineSmooth
, GL_LINE_SMOOTH
);
506 TEST_AND_UPDATE(ctx
->Line
.StippleFlag
, enable
->LineStipple
,
508 TEST_AND_UPDATE(ctx
->Color
.IndexLogicOpEnabled
, enable
->IndexLogicOp
,
510 TEST_AND_UPDATE(ctx
->Color
.ColorLogicOpEnabled
, enable
->ColorLogicOp
,
513 TEST_AND_UPDATE(ctx
->Eval
.Map1Color4
, enable
->Map1Color4
, GL_MAP1_COLOR_4
);
514 TEST_AND_UPDATE(ctx
->Eval
.Map1Index
, enable
->Map1Index
, GL_MAP1_INDEX
);
515 TEST_AND_UPDATE(ctx
->Eval
.Map1Normal
, enable
->Map1Normal
, GL_MAP1_NORMAL
);
516 TEST_AND_UPDATE(ctx
->Eval
.Map1TextureCoord1
, enable
->Map1TextureCoord1
,
517 GL_MAP1_TEXTURE_COORD_1
);
518 TEST_AND_UPDATE(ctx
->Eval
.Map1TextureCoord2
, enable
->Map1TextureCoord2
,
519 GL_MAP1_TEXTURE_COORD_2
);
520 TEST_AND_UPDATE(ctx
->Eval
.Map1TextureCoord3
, enable
->Map1TextureCoord3
,
521 GL_MAP1_TEXTURE_COORD_3
);
522 TEST_AND_UPDATE(ctx
->Eval
.Map1TextureCoord4
, enable
->Map1TextureCoord4
,
523 GL_MAP1_TEXTURE_COORD_4
);
524 TEST_AND_UPDATE(ctx
->Eval
.Map1Vertex3
, enable
->Map1Vertex3
,
526 TEST_AND_UPDATE(ctx
->Eval
.Map1Vertex4
, enable
->Map1Vertex4
,
528 for (i
= 0; i
< 16; i
++) {
529 TEST_AND_UPDATE(ctx
->Eval
.Map1Attrib
[i
], enable
->Map1Attrib
[i
],
530 GL_MAP1_VERTEX_ATTRIB0_4_NV
+ i
);
533 TEST_AND_UPDATE(ctx
->Eval
.Map2Color4
, enable
->Map2Color4
, GL_MAP2_COLOR_4
);
534 TEST_AND_UPDATE(ctx
->Eval
.Map2Index
, enable
->Map2Index
, GL_MAP2_INDEX
);
535 TEST_AND_UPDATE(ctx
->Eval
.Map2Normal
, enable
->Map2Normal
, GL_MAP2_NORMAL
);
536 TEST_AND_UPDATE(ctx
->Eval
.Map2TextureCoord1
, enable
->Map2TextureCoord1
,
537 GL_MAP2_TEXTURE_COORD_1
);
538 TEST_AND_UPDATE(ctx
->Eval
.Map2TextureCoord2
, enable
->Map2TextureCoord2
,
539 GL_MAP2_TEXTURE_COORD_2
);
540 TEST_AND_UPDATE(ctx
->Eval
.Map2TextureCoord3
, enable
->Map2TextureCoord3
,
541 GL_MAP2_TEXTURE_COORD_3
);
542 TEST_AND_UPDATE(ctx
->Eval
.Map2TextureCoord4
, enable
->Map2TextureCoord4
,
543 GL_MAP2_TEXTURE_COORD_4
);
544 TEST_AND_UPDATE(ctx
->Eval
.Map2Vertex3
, enable
->Map2Vertex3
,
546 TEST_AND_UPDATE(ctx
->Eval
.Map2Vertex4
, enable
->Map2Vertex4
,
548 for (i
= 0; i
< 16; i
++) {
549 TEST_AND_UPDATE(ctx
->Eval
.Map2Attrib
[i
], enable
->Map2Attrib
[i
],
550 GL_MAP2_VERTEX_ATTRIB0_4_NV
+ i
);
553 TEST_AND_UPDATE(ctx
->Eval
.AutoNormal
, enable
->AutoNormal
, GL_AUTO_NORMAL
);
554 TEST_AND_UPDATE(ctx
->Transform
.Normalize
, enable
->Normalize
, GL_NORMALIZE
);
555 TEST_AND_UPDATE(ctx
->Transform
.RescaleNormals
, enable
->RescaleNormals
,
556 GL_RESCALE_NORMAL_EXT
);
557 TEST_AND_UPDATE(ctx
->Transform
.RasterPositionUnclipped
,
558 enable
->RasterPositionUnclipped
,
559 GL_RASTER_POSITION_UNCLIPPED_IBM
);
560 TEST_AND_UPDATE(ctx
->Point
.SmoothFlag
, enable
->PointSmooth
,
562 if (ctx
->Extensions
.NV_point_sprite
|| ctx
->Extensions
.ARB_point_sprite
) {
563 TEST_AND_UPDATE(ctx
->Point
.PointSprite
, enable
->PointSprite
,
566 TEST_AND_UPDATE(ctx
->Polygon
.OffsetPoint
, enable
->PolygonOffsetPoint
,
567 GL_POLYGON_OFFSET_POINT
);
568 TEST_AND_UPDATE(ctx
->Polygon
.OffsetLine
, enable
->PolygonOffsetLine
,
569 GL_POLYGON_OFFSET_LINE
);
570 TEST_AND_UPDATE(ctx
->Polygon
.OffsetFill
, enable
->PolygonOffsetFill
,
571 GL_POLYGON_OFFSET_FILL
);
572 TEST_AND_UPDATE(ctx
->Polygon
.SmoothFlag
, enable
->PolygonSmooth
,
574 TEST_AND_UPDATE(ctx
->Polygon
.StippleFlag
, enable
->PolygonStipple
,
576 TEST_AND_UPDATE(ctx
->Scissor
.Enabled
, enable
->Scissor
, GL_SCISSOR_TEST
);
577 TEST_AND_UPDATE(ctx
->Stencil
.Enabled
, enable
->Stencil
, GL_STENCIL_TEST
);
578 if (ctx
->Extensions
.EXT_stencil_two_side
) {
579 TEST_AND_UPDATE(ctx
->Stencil
.TestTwoSide
, enable
->StencilTwoSide
, GL_STENCIL_TEST_TWO_SIDE_EXT
);
581 TEST_AND_UPDATE(ctx
->Multisample
.Enabled
, enable
->MultisampleEnabled
,
583 TEST_AND_UPDATE(ctx
->Multisample
.SampleAlphaToCoverage
,
584 enable
->SampleAlphaToCoverage
,
585 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
);
586 TEST_AND_UPDATE(ctx
->Multisample
.SampleAlphaToOne
,
587 enable
->SampleAlphaToOne
,
588 GL_SAMPLE_ALPHA_TO_ONE_ARB
);
589 TEST_AND_UPDATE(ctx
->Multisample
.SampleCoverage
,
590 enable
->SampleCoverage
,
591 GL_SAMPLE_COVERAGE_ARB
);
592 TEST_AND_UPDATE(ctx
->Multisample
.SampleCoverageInvert
,
593 enable
->SampleCoverageInvert
,
594 GL_SAMPLE_COVERAGE_INVERT_ARB
);
595 /* GL_ARB_vertex_program, GL_NV_vertex_program */
596 TEST_AND_UPDATE(ctx
->VertexProgram
.Enabled
,
597 enable
->VertexProgram
,
598 GL_VERTEX_PROGRAM_ARB
);
599 TEST_AND_UPDATE(ctx
->VertexProgram
.PointSizeEnabled
,
600 enable
->VertexProgramPointSize
,
601 GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
602 TEST_AND_UPDATE(ctx
->VertexProgram
.TwoSideEnabled
,
603 enable
->VertexProgramTwoSide
,
604 GL_VERTEX_PROGRAM_TWO_SIDE_ARB
);
606 #undef TEST_AND_UPDATE
608 /* texture unit enables */
609 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
610 if (ctx
->Texture
.Unit
[i
].Enabled
!= enable
->Texture
[i
]) {
611 ctx
->Texture
.Unit
[i
].Enabled
= enable
->Texture
[i
];
612 if (ctx
->Driver
.Enable
) {
613 if (ctx
->Driver
.ActiveTexture
) {
614 (*ctx
->Driver
.ActiveTexture
)(ctx
, i
);
616 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_1D
,
617 (GLboolean
) (enable
->Texture
[i
] & TEXTURE_1D_BIT
) );
618 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_2D
,
619 (GLboolean
) (enable
->Texture
[i
] & TEXTURE_2D_BIT
) );
620 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_3D
,
621 (GLboolean
) (enable
->Texture
[i
] & TEXTURE_3D_BIT
) );
622 if (ctx
->Extensions
.ARB_texture_cube_map
)
623 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_CUBE_MAP_ARB
,
624 (GLboolean
) (enable
->Texture
[i
] & TEXTURE_CUBE_BIT
) );
625 if (ctx
->Extensions
.NV_texture_rectangle
)
626 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_RECTANGLE_NV
,
627 (GLboolean
) (enable
->Texture
[i
] & TEXTURE_RECT_BIT
) );
631 if (ctx
->Texture
.Unit
[i
].TexGenEnabled
!= enable
->TexGen
[i
]) {
632 ctx
->Texture
.Unit
[i
].TexGenEnabled
= enable
->TexGen
[i
];
633 if (ctx
->Driver
.Enable
) {
634 if (ctx
->Driver
.ActiveTexture
) {
635 (*ctx
->Driver
.ActiveTexture
)(ctx
, i
);
637 if (enable
->TexGen
[i
] & S_BIT
)
638 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_S
, GL_TRUE
);
640 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
641 if (enable
->TexGen
[i
] & T_BIT
)
642 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_T
, GL_TRUE
);
644 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
645 if (enable
->TexGen
[i
] & R_BIT
)
646 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_R
, GL_TRUE
);
648 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
649 if (enable
->TexGen
[i
] & Q_BIT
)
650 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_Q
, GL_TRUE
);
652 (*ctx
->Driver
.Enable
)( ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
656 /* GL_SGI_texture_color_table */
657 ctx
->Texture
.Unit
[i
].ColorTableEnabled
= enable
->TextureColorTable
[i
];
660 if (ctx
->Driver
.ActiveTexture
) {
661 (*ctx
->Driver
.ActiveTexture
)(ctx
, ctx
->Texture
.CurrentUnit
);
667 * Pop/restore texture attribute/group state.
670 pop_texture_group(GLcontext
*ctx
, struct texture_state
*texstate
)
674 _mesa_lock_context_textures(ctx
);
676 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
677 const struct gl_texture_unit
*unit
= &texstate
->Texture
.Unit
[u
];
680 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ u
);
681 _mesa_set_enable(ctx
, GL_TEXTURE_1D
,
682 (unit
->Enabled
& TEXTURE_1D_BIT
) ? GL_TRUE
: GL_FALSE
);
683 _mesa_set_enable(ctx
, GL_TEXTURE_2D
,
684 (unit
->Enabled
& TEXTURE_2D_BIT
) ? GL_TRUE
: GL_FALSE
);
685 _mesa_set_enable(ctx
, GL_TEXTURE_3D
,
686 (unit
->Enabled
& TEXTURE_3D_BIT
) ? GL_TRUE
: GL_FALSE
);
687 if (ctx
->Extensions
.ARB_texture_cube_map
) {
688 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP_ARB
,
689 (unit
->Enabled
& TEXTURE_CUBE_BIT
) ? GL_TRUE
: GL_FALSE
);
691 if (ctx
->Extensions
.NV_texture_rectangle
) {
692 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE_NV
,
693 (unit
->Enabled
& TEXTURE_RECT_BIT
) ? GL_TRUE
: GL_FALSE
);
695 if (ctx
->Extensions
.SGI_texture_color_table
) {
696 _mesa_set_enable(ctx
, GL_TEXTURE_COLOR_TABLE_SGI
,
697 unit
->ColorTableEnabled
);
699 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, unit
->EnvMode
);
700 _mesa_TexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, unit
->EnvColor
);
701 _mesa_TexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, unit
->GenModeS
);
702 _mesa_TexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, unit
->GenModeT
);
703 _mesa_TexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, unit
->GenModeR
);
704 _mesa_TexGeni(GL_Q
, GL_TEXTURE_GEN_MODE
, unit
->GenModeQ
);
705 _mesa_TexGenfv(GL_S
, GL_OBJECT_PLANE
, unit
->ObjectPlaneS
);
706 _mesa_TexGenfv(GL_T
, GL_OBJECT_PLANE
, unit
->ObjectPlaneT
);
707 _mesa_TexGenfv(GL_R
, GL_OBJECT_PLANE
, unit
->ObjectPlaneR
);
708 _mesa_TexGenfv(GL_Q
, GL_OBJECT_PLANE
, unit
->ObjectPlaneQ
);
709 /* Eye plane done differently to avoid re-transformation */
711 struct gl_texture_unit
*destUnit
= &ctx
->Texture
.Unit
[u
];
712 COPY_4FV(destUnit
->EyePlaneS
, unit
->EyePlaneS
);
713 COPY_4FV(destUnit
->EyePlaneT
, unit
->EyePlaneT
);
714 COPY_4FV(destUnit
->EyePlaneR
, unit
->EyePlaneR
);
715 COPY_4FV(destUnit
->EyePlaneQ
, unit
->EyePlaneQ
);
716 if (ctx
->Driver
.TexGen
) {
717 ctx
->Driver
.TexGen(ctx
, GL_S
, GL_EYE_PLANE
, unit
->EyePlaneS
);
718 ctx
->Driver
.TexGen(ctx
, GL_T
, GL_EYE_PLANE
, unit
->EyePlaneT
);
719 ctx
->Driver
.TexGen(ctx
, GL_R
, GL_EYE_PLANE
, unit
->EyePlaneR
);
720 ctx
->Driver
.TexGen(ctx
, GL_Q
, GL_EYE_PLANE
, unit
->EyePlaneQ
);
723 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
,
724 ((unit
->TexGenEnabled
& S_BIT
) ? GL_TRUE
: GL_FALSE
));
725 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
,
726 ((unit
->TexGenEnabled
& T_BIT
) ? GL_TRUE
: GL_FALSE
));
727 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
,
728 ((unit
->TexGenEnabled
& R_BIT
) ? GL_TRUE
: GL_FALSE
));
729 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
,
730 ((unit
->TexGenEnabled
& Q_BIT
) ? GL_TRUE
: GL_FALSE
));
731 if (ctx
->Extensions
.EXT_texture_lod_bias
) {
732 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
733 GL_TEXTURE_LOD_BIAS_EXT
, unit
->LodBias
);
735 if (ctx
->Extensions
.EXT_texture_env_combine
||
736 ctx
->Extensions
.ARB_texture_env_combine
) {
737 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_COMBINE_RGB
,
738 unit
->Combine
.ModeRGB
);
739 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_COMBINE_ALPHA
,
740 unit
->Combine
.ModeA
);
741 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_SOURCE0_RGB
,
742 unit
->Combine
.SourceRGB
[0]);
743 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_SOURCE1_RGB
,
744 unit
->Combine
.SourceRGB
[1]);
745 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_SOURCE2_RGB
,
746 unit
->Combine
.SourceRGB
[2]);
747 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_SOURCE0_ALPHA
,
748 unit
->Combine
.SourceA
[0]);
749 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_SOURCE1_ALPHA
,
750 unit
->Combine
.SourceA
[1]);
751 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_SOURCE2_ALPHA
,
752 unit
->Combine
.SourceA
[2]);
753 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_OPERAND0_RGB
,
754 unit
->Combine
.OperandRGB
[0]);
755 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_OPERAND1_RGB
,
756 unit
->Combine
.OperandRGB
[1]);
757 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_OPERAND2_RGB
,
758 unit
->Combine
.OperandRGB
[2]);
759 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_OPERAND0_ALPHA
,
760 unit
->Combine
.OperandA
[0]);
761 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_OPERAND1_ALPHA
,
762 unit
->Combine
.OperandA
[1]);
763 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_OPERAND2_ALPHA
,
764 unit
->Combine
.OperandA
[2]);
765 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_RGB_SCALE
,
766 1 << unit
->Combine
.ScaleShiftRGB
);
767 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_ALPHA_SCALE
,
768 1 << unit
->Combine
.ScaleShiftA
);
771 /* Restore texture object state for each target */
772 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
773 const struct gl_texture_object
*obj
= NULL
;
774 GLfloat bordColor
[4];
777 obj
= &texstate
->SavedObj
[u
][tgt
];
779 /* don't restore state for unsupported targets to prevent
782 if (obj
->Target
== GL_TEXTURE_CUBE_MAP_ARB
&&
783 !ctx
->Extensions
.ARB_texture_cube_map
) {
786 else if (obj
->Target
== GL_TEXTURE_RECTANGLE_NV
&&
787 !ctx
->Extensions
.NV_texture_rectangle
) {
790 else if ((obj
->Target
== GL_TEXTURE_1D_ARRAY_EXT
||
791 obj
->Target
== GL_TEXTURE_2D_ARRAY_EXT
) &&
792 !ctx
->Extensions
.MESA_texture_array
) {
796 target
= obj
->Target
;
798 _mesa_BindTexture(target
, obj
->Name
);
800 bordColor
[0] = CHAN_TO_FLOAT(obj
->BorderColor
[0]);
801 bordColor
[1] = CHAN_TO_FLOAT(obj
->BorderColor
[1]);
802 bordColor
[2] = CHAN_TO_FLOAT(obj
->BorderColor
[2]);
803 bordColor
[3] = CHAN_TO_FLOAT(obj
->BorderColor
[3]);
805 _mesa_TexParameterfv(target
, GL_TEXTURE_BORDER_COLOR
, bordColor
);
806 _mesa_TexParameterf(target
, GL_TEXTURE_PRIORITY
, obj
->Priority
);
807 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_S
, obj
->WrapS
);
808 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_T
, obj
->WrapT
);
809 _mesa_TexParameteri(target
, GL_TEXTURE_WRAP_R
, obj
->WrapR
);
810 _mesa_TexParameteri(target
, GL_TEXTURE_MIN_FILTER
, obj
->MinFilter
);
811 _mesa_TexParameteri(target
, GL_TEXTURE_MAG_FILTER
, obj
->MagFilter
);
812 _mesa_TexParameterf(target
, GL_TEXTURE_MIN_LOD
, obj
->MinLod
);
813 _mesa_TexParameterf(target
, GL_TEXTURE_MAX_LOD
, obj
->MaxLod
);
814 _mesa_TexParameterf(target
, GL_TEXTURE_LOD_BIAS
, obj
->LodBias
);
815 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, obj
->BaseLevel
);
816 if (target
!= GL_TEXTURE_RECTANGLE_ARB
)
817 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, obj
->MaxLevel
);
818 if (ctx
->Extensions
.EXT_texture_filter_anisotropic
) {
819 _mesa_TexParameterf(target
, GL_TEXTURE_MAX_ANISOTROPY_EXT
,
822 if (ctx
->Extensions
.SGIX_shadow
) {
823 _mesa_TexParameteri(target
, GL_TEXTURE_COMPARE_SGIX
,
825 _mesa_TexParameteri(target
, GL_TEXTURE_COMPARE_OPERATOR_SGIX
,
826 obj
->CompareOperator
);
828 if (ctx
->Extensions
.SGIX_shadow_ambient
) {
829 _mesa_TexParameterf(target
, GL_SHADOW_AMBIENT_SGIX
,
834 /* remove saved references to the texture objects */
835 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
836 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][tgt
], NULL
);
840 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ texstate
->Texture
.CurrentUnit
);
842 _mesa_unlock_context_textures(ctx
);
847 * This function is kind of long just because we have to call a lot
848 * of device driver functions to update device driver state.
850 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
851 * in order to restore GL state. This isn't terribly efficient but it
852 * ensures that dirty flags and any derived state gets updated correctly.
853 * We could at least check if the value to restore equals the current value
854 * and then skip the Mesa call.
857 _mesa_PopAttrib(void)
859 struct gl_attrib_node
*attr
, *next
;
860 GET_CURRENT_CONTEXT(ctx
);
861 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
863 if (ctx
->AttribStackDepth
== 0) {
864 _mesa_error( ctx
, GL_STACK_UNDERFLOW
, "glPopAttrib" );
868 ctx
->AttribStackDepth
--;
869 attr
= ctx
->AttribStack
[ctx
->AttribStackDepth
];
873 if (MESA_VERBOSE
& VERBOSE_API
) {
874 _mesa_debug(ctx
, "glPopAttrib %s\n",
875 _mesa_lookup_enum_by_nr(attr
->kind
));
878 switch (attr
->kind
) {
879 case GL_ACCUM_BUFFER_BIT
:
881 const struct gl_accum_attrib
*accum
;
882 accum
= (const struct gl_accum_attrib
*) attr
->data
;
883 _mesa_ClearAccum(accum
->ClearColor
[0],
884 accum
->ClearColor
[1],
885 accum
->ClearColor
[2],
886 accum
->ClearColor
[3]);
889 case GL_COLOR_BUFFER_BIT
:
891 const struct gl_colorbuffer_attrib
*color
;
892 color
= (const struct gl_colorbuffer_attrib
*) attr
->data
;
893 _mesa_ClearIndex((GLfloat
) color
->ClearIndex
);
894 _mesa_ClearColor(color
->ClearColor
[0],
895 color
->ClearColor
[1],
896 color
->ClearColor
[2],
897 color
->ClearColor
[3]);
898 _mesa_IndexMask(color
->IndexMask
);
899 _mesa_ColorMask((GLboolean
) (color
->ColorMask
[0] != 0),
900 (GLboolean
) (color
->ColorMask
[1] != 0),
901 (GLboolean
) (color
->ColorMask
[2] != 0),
902 (GLboolean
) (color
->ColorMask
[3] != 0));
904 /* Need to determine if more than one color output is
905 * specified. If so, call glDrawBuffersARB, else call
906 * glDrawBuffer(). This is a subtle, but essential point
907 * since GL_FRONT (for example) is illegal for the former
908 * function, but legal for the later.
910 GLboolean multipleBuffers
= GL_FALSE
;
911 if (ctx
->Extensions
.ARB_draw_buffers
) {
913 for (i
= 1; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
914 if (color
->DrawBuffer
[i
] != GL_NONE
) {
915 multipleBuffers
= GL_TRUE
;
920 /* Call the API_level functions, not _mesa_drawbuffers()
921 * since we need to do error checking on the pop'd
923 * Ex: if GL_FRONT were pushed, but we're popping with a
924 * user FBO bound, GL_FRONT will be illegal and we'll need
925 * to record that error. Per OpenGL ARB decision.
928 _mesa_DrawBuffersARB(ctx
->Const
.MaxDrawBuffers
,
931 _mesa_DrawBuffer(color
->DrawBuffer
[0]);
933 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, color
->AlphaEnabled
);
934 _mesa_AlphaFunc(color
->AlphaFunc
, color
->AlphaRef
);
935 _mesa_set_enable(ctx
, GL_BLEND
, color
->BlendEnabled
);
936 _mesa_BlendFuncSeparateEXT(color
->BlendSrcRGB
,
940 /* This special case is because glBlendEquationSeparateEXT
941 * cannot take GL_LOGIC_OP as a parameter.
943 if ( color
->BlendEquationRGB
== color
->BlendEquationA
) {
944 _mesa_BlendEquation(color
->BlendEquationRGB
);
947 _mesa_BlendEquationSeparateEXT(color
->BlendEquationRGB
,
948 color
->BlendEquationA
);
950 _mesa_BlendColor(color
->BlendColor
[0],
951 color
->BlendColor
[1],
952 color
->BlendColor
[2],
953 color
->BlendColor
[3]);
954 _mesa_LogicOp(color
->LogicOp
);
955 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
,
956 color
->ColorLogicOpEnabled
);
957 _mesa_set_enable(ctx
, GL_INDEX_LOGIC_OP
,
958 color
->IndexLogicOpEnabled
);
959 _mesa_set_enable(ctx
, GL_DITHER
, color
->DitherFlag
);
963 FLUSH_CURRENT( ctx
, 0 );
964 MEMCPY( &ctx
->Current
, attr
->data
,
965 sizeof(struct gl_current_attrib
) );
967 case GL_DEPTH_BUFFER_BIT
:
969 const struct gl_depthbuffer_attrib
*depth
;
970 depth
= (const struct gl_depthbuffer_attrib
*) attr
->data
;
971 _mesa_DepthFunc(depth
->Func
);
972 _mesa_ClearDepth(depth
->Clear
);
973 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, depth
->Test
);
974 _mesa_DepthMask(depth
->Mask
);
979 const struct gl_enable_attrib
*enable
;
980 enable
= (const struct gl_enable_attrib
*) attr
->data
;
981 pop_enable_group(ctx
, enable
);
982 ctx
->NewState
|= _NEW_ALL
;
986 MEMCPY( &ctx
->Eval
, attr
->data
, sizeof(struct gl_eval_attrib
) );
987 ctx
->NewState
|= _NEW_EVAL
;
991 const struct gl_fog_attrib
*fog
;
992 fog
= (const struct gl_fog_attrib
*) attr
->data
;
993 _mesa_set_enable(ctx
, GL_FOG
, fog
->Enabled
);
994 _mesa_Fogfv(GL_FOG_COLOR
, fog
->Color
);
995 _mesa_Fogf(GL_FOG_DENSITY
, fog
->Density
);
996 _mesa_Fogf(GL_FOG_START
, fog
->Start
);
997 _mesa_Fogf(GL_FOG_END
, fog
->End
);
998 _mesa_Fogf(GL_FOG_INDEX
, fog
->Index
);
999 _mesa_Fogi(GL_FOG_MODE
, fog
->Mode
);
1004 const struct gl_hint_attrib
*hint
;
1005 hint
= (const struct gl_hint_attrib
*) attr
->data
;
1006 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT
,
1007 hint
->PerspectiveCorrection
);
1008 _mesa_Hint(GL_POINT_SMOOTH_HINT
, hint
->PointSmooth
);
1009 _mesa_Hint(GL_LINE_SMOOTH_HINT
, hint
->LineSmooth
);
1010 _mesa_Hint(GL_POLYGON_SMOOTH_HINT
, hint
->PolygonSmooth
);
1011 _mesa_Hint(GL_FOG_HINT
, hint
->Fog
);
1012 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT
,
1013 hint
->ClipVolumeClipping
);
1014 if (ctx
->Extensions
.ARB_texture_compression
)
1015 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB
,
1016 hint
->TextureCompression
);
1019 case GL_LIGHTING_BIT
:
1022 const struct gl_light_attrib
*light
;
1023 light
= (const struct gl_light_attrib
*) attr
->data
;
1024 /* lighting enable */
1025 _mesa_set_enable(ctx
, GL_LIGHTING
, light
->Enabled
);
1026 /* per-light state */
1027 if (_math_matrix_is_dirty(ctx
->ModelviewMatrixStack
.Top
))
1028 _math_matrix_analyse( ctx
->ModelviewMatrixStack
.Top
);
1030 for (i
= 0; i
< ctx
->Const
.MaxLights
; i
++) {
1031 const struct gl_light
*l
= &light
->Light
[i
];
1032 _mesa_set_enable(ctx
, GL_LIGHT0
+ i
, l
->Enabled
);
1033 _mesa_light(ctx
, i
, GL_AMBIENT
, l
->Ambient
);
1034 _mesa_light(ctx
, i
, GL_DIFFUSE
, l
->Diffuse
);
1035 _mesa_light(ctx
, i
, GL_SPECULAR
, l
->Specular
);
1036 _mesa_light(ctx
, i
, GL_POSITION
, l
->EyePosition
);
1037 _mesa_light(ctx
, i
, GL_SPOT_DIRECTION
, l
->EyeDirection
);
1038 _mesa_light(ctx
, i
, GL_SPOT_EXPONENT
, &l
->SpotExponent
);
1039 _mesa_light(ctx
, i
, GL_SPOT_CUTOFF
, &l
->SpotCutoff
);
1040 _mesa_light(ctx
, i
, GL_CONSTANT_ATTENUATION
,
1041 &l
->ConstantAttenuation
);
1042 _mesa_light(ctx
, i
, GL_LINEAR_ATTENUATION
,
1043 &l
->LinearAttenuation
);
1044 _mesa_light(ctx
, i
, GL_QUADRATIC_ATTENUATION
,
1045 &l
->QuadraticAttenuation
);
1048 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT
,
1049 light
->Model
.Ambient
);
1050 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER
,
1051 (GLfloat
) light
->Model
.LocalViewer
);
1052 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE
,
1053 (GLfloat
) light
->Model
.TwoSide
);
1054 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL
,
1055 (GLfloat
) light
->Model
.ColorControl
);
1057 _mesa_ShadeModel(light
->ShadeModel
);
1058 /* color material */
1059 _mesa_ColorMaterial(light
->ColorMaterialFace
,
1060 light
->ColorMaterialMode
);
1061 _mesa_set_enable(ctx
, GL_COLOR_MATERIAL
,
1062 light
->ColorMaterialEnabled
);
1064 MEMCPY(&ctx
->Light
.Material
, &light
->Material
,
1065 sizeof(struct gl_material
));
1070 const struct gl_line_attrib
*line
;
1071 line
= (const struct gl_line_attrib
*) attr
->data
;
1072 _mesa_set_enable(ctx
, GL_LINE_SMOOTH
, line
->SmoothFlag
);
1073 _mesa_set_enable(ctx
, GL_LINE_STIPPLE
, line
->StippleFlag
);
1074 _mesa_LineStipple(line
->StippleFactor
, line
->StipplePattern
);
1075 _mesa_LineWidth(line
->Width
);
1079 MEMCPY( &ctx
->List
, attr
->data
, sizeof(struct gl_list_attrib
) );
1081 case GL_PIXEL_MODE_BIT
:
1082 MEMCPY( &ctx
->Pixel
, attr
->data
, sizeof(struct gl_pixel_attrib
) );
1083 /* XXX what other pixel state needs to be set by function calls? */
1084 _mesa_ReadBuffer(ctx
->Pixel
.ReadBuffer
);
1085 ctx
->NewState
|= _NEW_PIXEL
;
1089 const struct gl_point_attrib
*point
;
1090 point
= (const struct gl_point_attrib
*) attr
->data
;
1091 _mesa_PointSize(point
->Size
);
1092 _mesa_set_enable(ctx
, GL_POINT_SMOOTH
, point
->SmoothFlag
);
1093 if (ctx
->Extensions
.EXT_point_parameters
) {
1094 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT
,
1096 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT
,
1098 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT
,
1100 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT
,
1103 if (ctx
->Extensions
.NV_point_sprite
1104 || ctx
->Extensions
.ARB_point_sprite
) {
1106 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1107 _mesa_TexEnvi(GL_POINT_SPRITE_NV
, GL_COORD_REPLACE_NV
,
1108 (GLint
) point
->CoordReplace
[u
]);
1110 _mesa_set_enable(ctx
, GL_POINT_SPRITE_NV
,point
->PointSprite
);
1111 if (ctx
->Extensions
.NV_point_sprite
)
1112 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV
,
1113 ctx
->Point
.SpriteRMode
);
1114 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN
,
1115 (GLfloat
)ctx
->Point
.SpriteOrigin
);
1119 case GL_POLYGON_BIT
:
1121 const struct gl_polygon_attrib
*polygon
;
1122 polygon
= (const struct gl_polygon_attrib
*) attr
->data
;
1123 _mesa_CullFace(polygon
->CullFaceMode
);
1124 _mesa_FrontFace(polygon
->FrontFace
);
1125 _mesa_PolygonMode(GL_FRONT
, polygon
->FrontMode
);
1126 _mesa_PolygonMode(GL_BACK
, polygon
->BackMode
);
1127 _mesa_PolygonOffset(polygon
->OffsetFactor
,
1128 polygon
->OffsetUnits
);
1129 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, polygon
->SmoothFlag
);
1130 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, polygon
->StippleFlag
);
1131 _mesa_set_enable(ctx
, GL_CULL_FACE
, polygon
->CullFlag
);
1132 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_POINT
,
1133 polygon
->OffsetPoint
);
1134 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_LINE
,
1135 polygon
->OffsetLine
);
1136 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
,
1137 polygon
->OffsetFill
);
1140 case GL_POLYGON_STIPPLE_BIT
:
1141 MEMCPY( ctx
->PolygonStipple
, attr
->data
, 32*sizeof(GLuint
) );
1142 ctx
->NewState
|= _NEW_POLYGONSTIPPLE
;
1143 if (ctx
->Driver
.PolygonStipple
)
1144 ctx
->Driver
.PolygonStipple( ctx
, (const GLubyte
*) attr
->data
);
1146 case GL_SCISSOR_BIT
:
1148 const struct gl_scissor_attrib
*scissor
;
1149 scissor
= (const struct gl_scissor_attrib
*) attr
->data
;
1150 _mesa_Scissor(scissor
->X
, scissor
->Y
,
1151 scissor
->Width
, scissor
->Height
);
1152 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, scissor
->Enabled
);
1155 case GL_STENCIL_BUFFER_BIT
:
1157 const struct gl_stencil_attrib
*stencil
;
1158 stencil
= (const struct gl_stencil_attrib
*) attr
->data
;
1159 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1160 _mesa_ClearStencil(stencil
->Clear
);
1161 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1162 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1163 stencil
->TestTwoSide
);
1164 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1165 ? GL_BACK
: GL_FRONT
);
1168 _mesa_StencilFuncSeparate(GL_FRONT
,
1169 stencil
->Function
[0],
1171 stencil
->ValueMask
[0]);
1172 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1173 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1174 stencil
->ZFailFunc
[0],
1175 stencil
->ZPassFunc
[0]);
1177 _mesa_StencilFuncSeparate(GL_BACK
,
1178 stencil
->Function
[1],
1180 stencil
->ValueMask
[1]);
1181 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1182 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1183 stencil
->ZFailFunc
[1],
1184 stencil
->ZPassFunc
[1]);
1187 case GL_TRANSFORM_BIT
:
1190 const struct gl_transform_attrib
*xform
;
1191 xform
= (const struct gl_transform_attrib
*) attr
->data
;
1192 _mesa_MatrixMode(xform
->MatrixMode
);
1193 if (_math_matrix_is_dirty(ctx
->ProjectionMatrixStack
.Top
))
1194 _math_matrix_analyse( ctx
->ProjectionMatrixStack
.Top
);
1196 /* restore clip planes */
1197 for (i
= 0; i
< MAX_CLIP_PLANES
; i
++) {
1198 const GLuint mask
= 1 << 1;
1199 const GLfloat
*eyePlane
= xform
->EyeUserPlane
[i
];
1200 COPY_4V(ctx
->Transform
.EyeUserPlane
[i
], eyePlane
);
1201 if (xform
->ClipPlanesEnabled
& mask
) {
1202 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1205 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
1207 if (ctx
->Driver
.ClipPlane
)
1208 ctx
->Driver
.ClipPlane( ctx
, GL_CLIP_PLANE0
+ i
, eyePlane
);
1211 /* normalize/rescale */
1212 if (xform
->Normalize
!= ctx
->Transform
.Normalize
)
1213 _mesa_set_enable(ctx
, GL_NORMALIZE
,ctx
->Transform
.Normalize
);
1214 if (xform
->RescaleNormals
!= ctx
->Transform
.RescaleNormals
)
1215 _mesa_set_enable(ctx
, GL_RESCALE_NORMAL_EXT
,
1216 ctx
->Transform
.RescaleNormals
);
1219 case GL_TEXTURE_BIT
:
1220 /* Take care of texture object reference counters */
1222 struct texture_state
*texstate
1223 = (struct texture_state
*) attr
->data
;
1224 pop_texture_group(ctx
, texstate
);
1225 ctx
->NewState
|= _NEW_TEXTURE
;
1228 case GL_VIEWPORT_BIT
:
1230 const struct gl_viewport_attrib
*vp
;
1231 vp
= (const struct gl_viewport_attrib
*) attr
->data
;
1232 _mesa_Viewport(vp
->X
, vp
->Y
, vp
->Width
, vp
->Height
);
1233 _mesa_DepthRange(vp
->Near
, vp
->Far
);
1236 case GL_MULTISAMPLE_BIT_ARB
:
1238 const struct gl_multisample_attrib
*ms
;
1239 ms
= (const struct gl_multisample_attrib
*) attr
->data
;
1240 _mesa_SampleCoverageARB(ms
->SampleCoverageValue
,
1241 ms
->SampleCoverageInvert
);
1246 _mesa_problem( ctx
, "Bad attrib flag in PopAttrib");
1259 * Helper for incrementing/decrementing vertex buffer object reference
1260 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1263 adjust_buffer_object_ref_counts(struct gl_array_attrib
*array
, GLint step
)
1266 array
->ArrayObj
->Vertex
.BufferObj
->RefCount
+= step
;
1267 array
->ArrayObj
->Normal
.BufferObj
->RefCount
+= step
;
1268 array
->ArrayObj
->Color
.BufferObj
->RefCount
+= step
;
1269 array
->ArrayObj
->SecondaryColor
.BufferObj
->RefCount
+= step
;
1270 array
->ArrayObj
->FogCoord
.BufferObj
->RefCount
+= step
;
1271 array
->ArrayObj
->Index
.BufferObj
->RefCount
+= step
;
1272 array
->ArrayObj
->EdgeFlag
.BufferObj
->RefCount
+= step
;
1273 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++)
1274 array
->ArrayObj
->TexCoord
[i
].BufferObj
->RefCount
+= step
;
1275 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++)
1276 array
->ArrayObj
->VertexAttrib
[i
].BufferObj
->RefCount
+= step
;
1278 array
->ArrayBufferObj
->RefCount
+= step
;
1279 array
->ElementArrayBufferObj
->RefCount
+= step
;
1284 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1288 copy_pixelstore(GLcontext
*ctx
,
1289 struct gl_pixelstore_attrib
*dst
,
1290 const struct gl_pixelstore_attrib
*src
)
1292 dst
->Alignment
= src
->Alignment
;
1293 dst
->RowLength
= src
->RowLength
;
1294 dst
->SkipPixels
= src
->SkipPixels
;
1295 dst
->SkipRows
= src
->SkipRows
;
1296 dst
->ImageHeight
= src
->ImageHeight
;
1297 dst
->SkipImages
= src
->SkipImages
;
1298 dst
->SwapBytes
= src
->SwapBytes
;
1299 dst
->LsbFirst
= src
->LsbFirst
;
1300 dst
->ClientStorage
= src
->ClientStorage
;
1301 dst
->Invert
= src
->Invert
;
1302 _mesa_reference_buffer_object(ctx
, &dst
->BufferObj
, src
->BufferObj
);
1306 #define GL_CLIENT_PACK_BIT (1<<20)
1307 #define GL_CLIENT_UNPACK_BIT (1<<21)
1311 _mesa_PushClientAttrib(GLbitfield mask
)
1313 struct gl_attrib_node
*newnode
;
1314 struct gl_attrib_node
*head
;
1316 GET_CURRENT_CONTEXT(ctx
);
1317 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1319 if (ctx
->ClientAttribStackDepth
>= MAX_CLIENT_ATTRIB_STACK_DEPTH
) {
1320 _mesa_error( ctx
, GL_STACK_OVERFLOW
, "glPushClientAttrib" );
1324 /* Build linked list of attribute nodes which save all attribute
1325 * groups specified by the mask.
1329 if (mask
& GL_CLIENT_PIXEL_STORE_BIT
) {
1330 struct gl_pixelstore_attrib
*attr
;
1331 /* packing attribs */
1332 attr
= CALLOC_STRUCT( gl_pixelstore_attrib
);
1333 copy_pixelstore(ctx
, attr
, &ctx
->Pack
);
1334 newnode
= new_attrib_node( GL_CLIENT_PACK_BIT
);
1335 newnode
->data
= attr
;
1336 newnode
->next
= head
;
1338 /* unpacking attribs */
1339 attr
= CALLOC_STRUCT( gl_pixelstore_attrib
);
1340 copy_pixelstore(ctx
, attr
, &ctx
->Unpack
);
1341 newnode
= new_attrib_node( GL_CLIENT_UNPACK_BIT
);
1342 newnode
->data
= attr
;
1343 newnode
->next
= head
;
1347 if (mask
& GL_CLIENT_VERTEX_ARRAY_BIT
) {
1348 struct gl_array_attrib
*attr
;
1349 struct gl_array_object
*obj
;
1351 attr
= MALLOC_STRUCT( gl_array_attrib
);
1352 obj
= MALLOC_STRUCT( gl_array_object
);
1354 #if FEATURE_ARB_vertex_buffer_object
1355 /* increment ref counts since we're copying pointers to these objects */
1356 ctx
->Array
.ArrayBufferObj
->RefCount
++;
1357 ctx
->Array
.ElementArrayBufferObj
->RefCount
++;
1360 MEMCPY( attr
, &ctx
->Array
, sizeof(struct gl_array_attrib
) );
1361 MEMCPY( obj
, ctx
->Array
.ArrayObj
, sizeof(struct gl_array_object
) );
1363 attr
->ArrayObj
= obj
;
1365 newnode
= new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT
);
1366 newnode
->data
= attr
;
1367 newnode
->next
= head
;
1369 /* bump reference counts on buffer objects */
1370 adjust_buffer_object_ref_counts(&ctx
->Array
, 1);
1373 ctx
->ClientAttribStack
[ctx
->ClientAttribStackDepth
] = head
;
1374 ctx
->ClientAttribStackDepth
++;
1381 _mesa_PopClientAttrib(void)
1383 struct gl_attrib_node
*node
, *next
;
1385 GET_CURRENT_CONTEXT(ctx
);
1386 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1388 if (ctx
->ClientAttribStackDepth
== 0) {
1389 _mesa_error( ctx
, GL_STACK_UNDERFLOW
, "glPopClientAttrib" );
1393 ctx
->ClientAttribStackDepth
--;
1394 node
= ctx
->ClientAttribStack
[ctx
->ClientAttribStackDepth
];
1397 switch (node
->kind
) {
1398 case GL_CLIENT_PACK_BIT
:
1400 struct gl_pixelstore_attrib
*store
=
1401 (struct gl_pixelstore_attrib
*) node
->data
;
1402 copy_pixelstore(ctx
, &ctx
->Pack
, store
);
1403 _mesa_reference_buffer_object(ctx
, &store
->BufferObj
, NULL
);
1405 ctx
->NewState
|= _NEW_PACKUNPACK
;
1407 case GL_CLIENT_UNPACK_BIT
:
1409 struct gl_pixelstore_attrib
*store
=
1410 (struct gl_pixelstore_attrib
*) node
->data
;
1411 copy_pixelstore(ctx
, &ctx
->Unpack
, store
);
1412 _mesa_reference_buffer_object(ctx
, &store
->BufferObj
, NULL
);
1414 ctx
->NewState
|= _NEW_PACKUNPACK
;
1416 case GL_CLIENT_VERTEX_ARRAY_BIT
: {
1417 struct gl_array_attrib
* data
=
1418 (struct gl_array_attrib
*) node
->data
;
1420 adjust_buffer_object_ref_counts(&ctx
->Array
, -1);
1422 ctx
->Array
.ActiveTexture
= data
->ActiveTexture
;
1423 if (data
->LockCount
!= 0)
1424 _mesa_LockArraysEXT(data
->LockFirst
, data
->LockCount
);
1425 else if (ctx
->Array
.LockCount
)
1426 _mesa_UnlockArraysEXT();
1428 _mesa_BindVertexArrayAPPLE( data
->ArrayObj
->Name
);
1430 #if FEATURE_ARB_vertex_buffer_object
1431 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB
,
1432 data
->ArrayBufferObj
->Name
);
1433 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
,
1434 data
->ElementArrayBufferObj
->Name
);
1437 MEMCPY( ctx
->Array
.ArrayObj
, data
->ArrayObj
,
1438 sizeof( struct gl_array_object
) );
1440 FREE( data
->ArrayObj
);
1442 /* FIXME: Should some bits in ctx->Array->NewState also be set
1443 * FIXME: here? It seems like it should be set to inclusive-or
1444 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1447 ctx
->NewState
|= _NEW_ARRAY
;
1451 _mesa_problem( ctx
, "Bad attrib flag in PopClientAttrib");
1464 * Free any attribute state data that might be attached to the context.
1467 _mesa_free_attrib_data(GLcontext
*ctx
)
1469 while (ctx
->AttribStackDepth
> 0) {
1470 struct gl_attrib_node
*attr
, *next
;
1472 ctx
->AttribStackDepth
--;
1473 attr
= ctx
->AttribStack
[ctx
->AttribStackDepth
];
1476 if (attr
->kind
== GL_TEXTURE_BIT
) {
1477 struct texture_state
*texstate
= (struct texture_state
*)attr
->data
;
1479 /* clear references to the saved texture objects */
1480 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1481 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1482 _mesa_reference_texobj(&texstate
->SavedTexRef
[u
][tgt
], NULL
);
1487 /* any other chunks of state that requires special handling? */
1491 _mesa_free(attr
->data
);
1499 void _mesa_init_attrib( GLcontext
*ctx
)
1501 /* Renderer and client attribute stacks */
1502 ctx
->AttribStackDepth
= 0;
1503 ctx
->ClientAttribStackDepth
= 0;