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