fix popping of GL_EYE_PLANE state (bug 4996)
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.4.1
4 *
5 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 #include "glheader.h"
26 #include "imports.h"
27 #include "accum.h"
28 #include "attrib.h"
29 #include "blend.h"
30 #include "buffers.h"
31 #include "bufferobj.h"
32 #include "colormac.h"
33 #include "colortab.h"
34 #include "context.h"
35 #include "depth.h"
36 #include "enable.h"
37 #include "enums.h"
38 #include "fog.h"
39 #include "hint.h"
40 #include "light.h"
41 #include "lines.h"
42 #include "matrix.h"
43 #include "points.h"
44 #include "polygon.h"
45 #include "simple_list.h"
46 #include "stencil.h"
47 #include "texobj.h"
48 #include "texstate.h"
49 #include "mtypes.h"
50 #include "math/m_xform.h"
51
52
53 /*
54 * Allocate a new attribute state node. These nodes have a
55 * "kind" value and a pointer to a struct of state data.
56 */
57 static struct gl_attrib_node *
58 new_attrib_node( GLbitfield kind )
59 {
60 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
61 if (an) {
62 an->kind = kind;
63 }
64 return an;
65 }
66
67
68 void GLAPIENTRY
69 _mesa_PushAttrib(GLbitfield mask)
70 {
71 struct gl_attrib_node *newnode;
72 struct gl_attrib_node *head;
73
74 GET_CURRENT_CONTEXT(ctx);
75 ASSERT_OUTSIDE_BEGIN_END(ctx);
76
77 if (MESA_VERBOSE & VERBOSE_API)
78 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
79
80 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
81 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
82 return;
83 }
84
85 /* Build linked list of attribute nodes which save all attribute */
86 /* groups specified by the mask. */
87 head = NULL;
88
89 if (mask & GL_ACCUM_BUFFER_BIT) {
90 struct gl_accum_attrib *attr;
91 attr = MALLOC_STRUCT( gl_accum_attrib );
92 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
93 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
94 newnode->data = attr;
95 newnode->next = head;
96 head = newnode;
97 }
98
99 if (mask & GL_COLOR_BUFFER_BIT) {
100 struct gl_colorbuffer_attrib *attr;
101 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
102 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
103 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
104 newnode->data = attr;
105 newnode->next = head;
106 head = newnode;
107 }
108
109 if (mask & GL_CURRENT_BIT) {
110 struct gl_current_attrib *attr;
111 FLUSH_CURRENT( ctx, 0 );
112 attr = MALLOC_STRUCT( gl_current_attrib );
113 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
114 newnode = new_attrib_node( GL_CURRENT_BIT );
115 newnode->data = attr;
116 newnode->next = head;
117 head = newnode;
118 }
119
120 if (mask & GL_DEPTH_BUFFER_BIT) {
121 struct gl_depthbuffer_attrib *attr;
122 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
123 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
124 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
125 newnode->data = attr;
126 newnode->next = head;
127 head = newnode;
128 }
129
130 if (mask & GL_ENABLE_BIT) {
131 struct gl_enable_attrib *attr;
132 GLuint i;
133 attr = MALLOC_STRUCT( gl_enable_attrib );
134 /* Copy enable flags from all other attributes into the enable struct. */
135 attr->AlphaTest = ctx->Color.AlphaEnabled;
136 attr->AutoNormal = ctx->Eval.AutoNormal;
137 attr->Blend = ctx->Color.BlendEnabled;
138 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
139 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
140 attr->ColorTable = ctx->Pixel.ColorTableEnabled;
141 attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled;
142 attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled;
143 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
144 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
145 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
146 attr->CullFace = ctx->Polygon.CullFlag;
147 attr->DepthTest = ctx->Depth.Test;
148 attr->Dither = ctx->Color.DitherFlag;
149 attr->Fog = ctx->Fog.Enabled;
150 for (i=0;i<MAX_LIGHTS;i++) {
151 attr->Light[i] = ctx->Light.Light[i].Enabled;
152 }
153 attr->Lighting = ctx->Light.Enabled;
154 attr->LineSmooth = ctx->Line.SmoothFlag;
155 attr->LineStipple = ctx->Line.StippleFlag;
156 attr->Histogram = ctx->Pixel.HistogramEnabled;
157 attr->MinMax = ctx->Pixel.MinMaxEnabled;
158 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
159 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
160 attr->Map1Color4 = ctx->Eval.Map1Color4;
161 attr->Map1Index = ctx->Eval.Map1Index;
162 attr->Map1Normal = ctx->Eval.Map1Normal;
163 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
164 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
165 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
166 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
167 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
168 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
169 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
170 attr->Map2Color4 = ctx->Eval.Map2Color4;
171 attr->Map2Index = ctx->Eval.Map2Index;
172 attr->Map2Normal = ctx->Eval.Map2Normal;
173 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
174 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
175 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
176 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
177 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
178 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
179 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
180 attr->Normalize = ctx->Transform.Normalize;
181 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
182 attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
183 attr->PointSmooth = ctx->Point.SmoothFlag;
184 attr->PointSprite = ctx->Point.PointSprite;
185 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
186 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
187 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
188 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
189 attr->PolygonStipple = ctx->Polygon.StippleFlag;
190 attr->RescaleNormals = ctx->Transform.RescaleNormals;
191 attr->Scissor = ctx->Scissor.Enabled;
192 attr->Stencil = ctx->Stencil.Enabled;
193 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
194 attr->MultisampleEnabled = ctx->Multisample.Enabled;
195 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
196 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
197 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
198 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
199 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
200 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
201 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
202 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
203 }
204 /* GL_NV_vertex_program */
205 attr->VertexProgram = ctx->VertexProgram.Enabled;
206 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
207 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
208 newnode = new_attrib_node( GL_ENABLE_BIT );
209 newnode->data = attr;
210 newnode->next = head;
211 head = newnode;
212 }
213
214 if (mask & GL_EVAL_BIT) {
215 struct gl_eval_attrib *attr;
216 attr = MALLOC_STRUCT( gl_eval_attrib );
217 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
218 newnode = new_attrib_node( GL_EVAL_BIT );
219 newnode->data = attr;
220 newnode->next = head;
221 head = newnode;
222 }
223
224 if (mask & GL_FOG_BIT) {
225 struct gl_fog_attrib *attr;
226 attr = MALLOC_STRUCT( gl_fog_attrib );
227 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
228 newnode = new_attrib_node( GL_FOG_BIT );
229 newnode->data = attr;
230 newnode->next = head;
231 head = newnode;
232 }
233
234 if (mask & GL_HINT_BIT) {
235 struct gl_hint_attrib *attr;
236 attr = MALLOC_STRUCT( gl_hint_attrib );
237 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
238 newnode = new_attrib_node( GL_HINT_BIT );
239 newnode->data = attr;
240 newnode->next = head;
241 head = newnode;
242 }
243
244 if (mask & GL_LIGHTING_BIT) {
245 struct gl_light_attrib *attr;
246 FLUSH_CURRENT(ctx, 0); /* flush material changes */
247 attr = MALLOC_STRUCT( gl_light_attrib );
248 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
249 newnode = new_attrib_node( GL_LIGHTING_BIT );
250 newnode->data = attr;
251 newnode->next = head;
252 head = newnode;
253 }
254
255 if (mask & GL_LINE_BIT) {
256 struct gl_line_attrib *attr;
257 attr = MALLOC_STRUCT( gl_line_attrib );
258 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
259 newnode = new_attrib_node( GL_LINE_BIT );
260 newnode->data = attr;
261 newnode->next = head;
262 head = newnode;
263 }
264
265 if (mask & GL_LIST_BIT) {
266 struct gl_list_attrib *attr;
267 attr = MALLOC_STRUCT( gl_list_attrib );
268 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
269 newnode = new_attrib_node( GL_LIST_BIT );
270 newnode->data = attr;
271 newnode->next = head;
272 head = newnode;
273 }
274
275 if (mask & GL_PIXEL_MODE_BIT) {
276 struct gl_pixel_attrib *attr;
277 attr = MALLOC_STRUCT( gl_pixel_attrib );
278 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
279 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
280 newnode->data = attr;
281 newnode->next = head;
282 head = newnode;
283 }
284
285 if (mask & GL_POINT_BIT) {
286 struct gl_point_attrib *attr;
287 attr = MALLOC_STRUCT( gl_point_attrib );
288 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
289 newnode = new_attrib_node( GL_POINT_BIT );
290 newnode->data = attr;
291 newnode->next = head;
292 head = newnode;
293 }
294
295 if (mask & GL_POLYGON_BIT) {
296 struct gl_polygon_attrib *attr;
297 attr = MALLOC_STRUCT( gl_polygon_attrib );
298 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
299 newnode = new_attrib_node( GL_POLYGON_BIT );
300 newnode->data = attr;
301 newnode->next = head;
302 head = newnode;
303 }
304
305 if (mask & GL_POLYGON_STIPPLE_BIT) {
306 GLuint *stipple;
307 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
308 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
309 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
310 newnode->data = stipple;
311 newnode->next = head;
312 head = newnode;
313 }
314
315 if (mask & GL_SCISSOR_BIT) {
316 struct gl_scissor_attrib *attr;
317 attr = MALLOC_STRUCT( gl_scissor_attrib );
318 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
319 newnode = new_attrib_node( GL_SCISSOR_BIT );
320 newnode->data = attr;
321 newnode->next = head;
322 head = newnode;
323 }
324
325 if (mask & GL_STENCIL_BUFFER_BIT) {
326 struct gl_stencil_attrib *attr;
327 attr = MALLOC_STRUCT( gl_stencil_attrib );
328 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
329 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
330 newnode->data = attr;
331 newnode->next = head;
332 head = newnode;
333 }
334
335 if (mask & GL_TEXTURE_BIT) {
336 struct gl_texture_attrib *attr;
337 GLuint u;
338 /* Bump the texture object reference counts so that they don't
339 * inadvertantly get deleted.
340 */
341 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
342 ctx->Texture.Unit[u].Current1D->RefCount++;
343 ctx->Texture.Unit[u].Current2D->RefCount++;
344 ctx->Texture.Unit[u].Current3D->RefCount++;
345 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
346 ctx->Texture.Unit[u].CurrentRect->RefCount++;
347 }
348 attr = MALLOC_STRUCT( gl_texture_attrib );
349 MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
350 /* copy state of the currently bound texture objects */
351 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
352 _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
353 attr->Unit[u].Current1D);
354 _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
355 attr->Unit[u].Current2D);
356 _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
357 attr->Unit[u].Current3D);
358 _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
359 attr->Unit[u].CurrentCubeMap);
360 _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
361 attr->Unit[u].CurrentRect);
362 }
363 newnode = new_attrib_node( GL_TEXTURE_BIT );
364 newnode->data = attr;
365 newnode->next = head;
366 head = newnode;
367 }
368
369 if (mask & GL_TRANSFORM_BIT) {
370 struct gl_transform_attrib *attr;
371 attr = MALLOC_STRUCT( gl_transform_attrib );
372 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
373 newnode = new_attrib_node( GL_TRANSFORM_BIT );
374 newnode->data = attr;
375 newnode->next = head;
376 head = newnode;
377 }
378
379 if (mask & GL_VIEWPORT_BIT) {
380 struct gl_viewport_attrib *attr;
381 attr = MALLOC_STRUCT( gl_viewport_attrib );
382 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
383 newnode = new_attrib_node( GL_VIEWPORT_BIT );
384 newnode->data = attr;
385 newnode->next = head;
386 head = newnode;
387 }
388
389 /* GL_ARB_multisample */
390 if (mask & GL_MULTISAMPLE_BIT_ARB) {
391 struct gl_multisample_attrib *attr;
392 attr = MALLOC_STRUCT( gl_multisample_attrib );
393 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
394 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
395 newnode->data = attr;
396 newnode->next = head;
397 head = newnode;
398 }
399
400 ctx->AttribStack[ctx->AttribStackDepth] = head;
401 ctx->AttribStackDepth++;
402 }
403
404
405
406 static void
407 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
408 {
409 GLuint i;
410
411 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
412 if ((VALUE) != (NEWVALUE)) { \
413 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
414 }
415
416 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
417 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
418
419 for (i=0;i<MAX_CLIP_PLANES;i++) {
420 const GLuint mask = 1 << i;
421 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
422 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
423 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
424 }
425
426 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
427 GL_COLOR_MATERIAL);
428 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
429 GL_COLOR_TABLE);
430 TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
431 enable->PostColorMatrixColorTable,
432 GL_POST_COLOR_MATRIX_COLOR_TABLE);
433 TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
434 enable->PostConvolutionColorTable,
435 GL_POST_CONVOLUTION_COLOR_TABLE);
436 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
437 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
438 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
439 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
440 GL_CONVOLUTION_1D);
441 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
442 GL_CONVOLUTION_2D);
443 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
444 GL_SEPARABLE_2D);
445 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
446 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
447 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
448 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
449 GL_LINE_STIPPLE);
450 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
451 GL_INDEX_LOGIC_OP);
452 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
453 GL_COLOR_LOGIC_OP);
454
455 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
456 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
457 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
458 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
459 GL_MAP1_TEXTURE_COORD_1);
460 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
461 GL_MAP1_TEXTURE_COORD_2);
462 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
463 GL_MAP1_TEXTURE_COORD_3);
464 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
465 GL_MAP1_TEXTURE_COORD_4);
466 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
467 GL_MAP1_VERTEX_3);
468 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
469 GL_MAP1_VERTEX_4);
470 for (i = 0; i < 16; i++) {
471 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
472 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
473 }
474
475 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
476 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
477 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
478 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
479 GL_MAP2_TEXTURE_COORD_1);
480 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
481 GL_MAP2_TEXTURE_COORD_2);
482 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
483 GL_MAP2_TEXTURE_COORD_3);
484 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
485 GL_MAP2_TEXTURE_COORD_4);
486 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
487 GL_MAP2_VERTEX_3);
488 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
489 GL_MAP2_VERTEX_4);
490 for (i = 0; i < 16; i++) {
491 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
492 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
493 }
494
495 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
496 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
497 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
498 GL_RESCALE_NORMAL_EXT);
499 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
500 enable->RasterPositionUnclipped,
501 GL_RASTER_POSITION_UNCLIPPED_IBM);
502 TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
503 GL_POINT_SMOOTH);
504 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
505 GL_POINT_SMOOTH);
506 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
507 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
508 GL_POINT_SPRITE_NV);
509 }
510 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
511 GL_POLYGON_OFFSET_POINT);
512 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
513 GL_POLYGON_OFFSET_LINE);
514 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
515 GL_POLYGON_OFFSET_FILL);
516 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
517 GL_POLYGON_SMOOTH);
518 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
519 GL_POLYGON_STIPPLE);
520 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
521 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
522 if (ctx->Extensions.EXT_stencil_two_side) {
523 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
524 }
525 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
526 GL_MULTISAMPLE_ARB);
527 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
528 enable->SampleAlphaToCoverage,
529 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
530 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
531 enable->SampleAlphaToOne,
532 GL_SAMPLE_ALPHA_TO_ONE_ARB);
533 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
534 enable->SampleCoverage,
535 GL_SAMPLE_COVERAGE_ARB);
536 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
537 enable->SampleCoverageInvert,
538 GL_SAMPLE_COVERAGE_INVERT_ARB);
539 /* GL_NV_vertex_program */
540 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
541 enable->VertexProgram,
542 GL_VERTEX_PROGRAM_NV);
543 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
544 enable->VertexProgramPointSize,
545 GL_VERTEX_PROGRAM_POINT_SIZE_NV);
546 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
547 enable->VertexProgramTwoSide,
548 GL_VERTEX_PROGRAM_TWO_SIDE_NV);
549
550 #undef TEST_AND_UPDATE
551
552 /* texture unit enables */
553 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
554 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
555 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
556 if (ctx->Driver.Enable) {
557 if (ctx->Driver.ActiveTexture) {
558 (*ctx->Driver.ActiveTexture)(ctx, i);
559 }
560 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
561 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
562 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
563 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
564 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
565 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
566 if (ctx->Extensions.ARB_texture_cube_map)
567 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
568 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
569 if (ctx->Extensions.NV_texture_rectangle)
570 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
571 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
572 }
573 }
574
575 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
576 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
577 if (ctx->Driver.Enable) {
578 if (ctx->Driver.ActiveTexture) {
579 (*ctx->Driver.ActiveTexture)(ctx, i);
580 }
581 if (enable->TexGen[i] & S_BIT)
582 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
583 else
584 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
585 if (enable->TexGen[i] & T_BIT)
586 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
587 else
588 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
589 if (enable->TexGen[i] & R_BIT)
590 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
591 else
592 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
593 if (enable->TexGen[i] & Q_BIT)
594 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
595 else
596 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
597 }
598 }
599
600 /* GL_SGI_texture_color_table */
601 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
602 }
603
604 if (ctx->Driver.ActiveTexture) {
605 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
606 }
607 }
608
609
610 static void
611 pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
612 {
613 GLuint u;
614
615 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
616 const struct gl_texture_unit *unit = &texAttrib->Unit[u];
617 GLuint i;
618
619 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
620 _mesa_set_enable(ctx, GL_TEXTURE_1D,
621 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
622 _mesa_set_enable(ctx, GL_TEXTURE_2D,
623 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
624 _mesa_set_enable(ctx, GL_TEXTURE_3D,
625 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
626 if (ctx->Extensions.ARB_texture_cube_map) {
627 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
628 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
629 }
630 if (ctx->Extensions.NV_texture_rectangle) {
631 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
632 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
633 }
634 if (ctx->Extensions.SGI_texture_color_table) {
635 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
636 unit->ColorTableEnabled);
637 }
638 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
639 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
640 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
641 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
642 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
643 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
644 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
645 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
646 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
647 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
648 /* Eye plane done differently to avoid re-transformation */
649 {
650 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
651 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
652 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
653 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
654 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
655 if (ctx->Driver.TexGen) {
656 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
657 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
658 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
659 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
660 }
661 }
662 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
663 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
664 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
665 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
666 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
667 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
668 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
669 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
670 if (ctx->Extensions.EXT_texture_lod_bias) {
671 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
672 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
673 }
674 if (ctx->Extensions.EXT_texture_env_combine ||
675 ctx->Extensions.ARB_texture_env_combine) {
676 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
677 unit->Combine.ModeRGB);
678 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
679 unit->Combine.ModeA);
680 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
681 unit->Combine.SourceRGB[0]);
682 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
683 unit->Combine.SourceRGB[1]);
684 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
685 unit->Combine.SourceRGB[2]);
686 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
687 unit->Combine.SourceA[0]);
688 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
689 unit->Combine.SourceA[1]);
690 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
691 unit->Combine.SourceA[2]);
692 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
693 unit->Combine.OperandRGB[0]);
694 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
695 unit->Combine.OperandRGB[1]);
696 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
697 unit->Combine.OperandRGB[2]);
698 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
699 unit->Combine.OperandA[0]);
700 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
701 unit->Combine.OperandA[1]);
702 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
703 unit->Combine.OperandA[2]);
704 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
705 1 << unit->Combine.ScaleShiftRGB);
706 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
707 1 << unit->Combine.ScaleShiftA);
708 }
709
710 /* Restore texture object state */
711 for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
712 GLenum target = 0;
713 const struct gl_texture_object *obj = NULL;
714 GLfloat bordColor[4];
715
716 switch (i) {
717 case 0:
718 target = GL_TEXTURE_1D;
719 obj = &unit->Saved1D;
720 break;
721 case 1:
722 target = GL_TEXTURE_2D;
723 obj = &unit->Saved2D;
724 break;
725 case 2:
726 target = GL_TEXTURE_3D;
727 obj = &unit->Saved3D;
728 break;
729 case 3:
730 if (!ctx->Extensions.ARB_texture_cube_map)
731 continue;
732 target = GL_TEXTURE_CUBE_MAP_ARB;
733 obj = &unit->SavedCubeMap;
734 break;
735 case 4:
736 if (!ctx->Extensions.NV_texture_rectangle)
737 continue;
738 target = GL_TEXTURE_RECTANGLE_NV;
739 obj = &unit->SavedRect;
740 break;
741 default:
742 ; /* silence warnings */
743 }
744
745 _mesa_BindTexture(target, obj->Name);
746
747 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
748 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
749 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
750 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
751
752 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
753 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
754 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
755 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
756 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
757 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
758 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
759 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
760 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
761 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
762 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
763 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
764 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
765 obj->MaxAnisotropy);
766 }
767 if (ctx->Extensions.SGIX_shadow) {
768 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
769 obj->CompareFlag);
770 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
771 obj->CompareOperator);
772 }
773 if (ctx->Extensions.SGIX_shadow_ambient) {
774 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
775 obj->ShadowAmbient);
776 }
777
778 }
779 }
780 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
781 + texAttrib->CurrentUnit);
782
783 /* "un-bump" the texture object reference counts. We did that so they
784 * wouldn't inadvertantly get deleted while they were still referenced
785 * inside the attribute state stack.
786 */
787 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
788 ctx->Texture.Unit[u].Current1D->RefCount--;
789 ctx->Texture.Unit[u].Current2D->RefCount--;
790 ctx->Texture.Unit[u].Current3D->RefCount--;
791 ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
792 ctx->Texture.Unit[u].CurrentRect->RefCount--;
793 }
794 }
795
796
797 /*
798 * This function is kind of long just because we have to call a lot
799 * of device driver functions to update device driver state.
800 *
801 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
802 * in order to restore GL state. This isn't terribly efficient but it
803 * ensures that dirty flags and any derived state gets updated correctly.
804 * We could at least check if the value to restore equals the current value
805 * and then skip the Mesa call.
806 */
807 void GLAPIENTRY
808 _mesa_PopAttrib(void)
809 {
810 struct gl_attrib_node *attr, *next;
811 GET_CURRENT_CONTEXT(ctx);
812 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
813
814 if (ctx->AttribStackDepth == 0) {
815 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
816 return;
817 }
818
819 ctx->AttribStackDepth--;
820 attr = ctx->AttribStack[ctx->AttribStackDepth];
821
822 while (attr) {
823
824 if (MESA_VERBOSE & VERBOSE_API) {
825 _mesa_debug(ctx, "glPopAttrib %s\n",
826 _mesa_lookup_enum_by_nr(attr->kind));
827 }
828
829 switch (attr->kind) {
830 case GL_ACCUM_BUFFER_BIT:
831 {
832 const struct gl_accum_attrib *accum;
833 accum = (const struct gl_accum_attrib *) attr->data;
834 _mesa_ClearAccum(accum->ClearColor[0],
835 accum->ClearColor[1],
836 accum->ClearColor[2],
837 accum->ClearColor[3]);
838 }
839 break;
840 case GL_COLOR_BUFFER_BIT:
841 {
842 const struct gl_colorbuffer_attrib *color;
843 color = (const struct gl_colorbuffer_attrib *) attr->data;
844 _mesa_ClearIndex((GLfloat) color->ClearIndex);
845 _mesa_ClearColor(color->ClearColor[0],
846 color->ClearColor[1],
847 color->ClearColor[2],
848 color->ClearColor[3]);
849 _mesa_IndexMask(color->IndexMask);
850 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
851 (GLboolean) (color->ColorMask[1] != 0),
852 (GLboolean) (color->ColorMask[2] != 0),
853 (GLboolean) (color->ColorMask[3] != 0));
854 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
855 color->DrawBuffer, NULL);
856 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
857 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
858 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
859 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
860 color->BlendDstRGB,
861 color->BlendSrcA,
862 color->BlendDstA);
863 /* This special case is because glBlendEquationSeparateEXT
864 * cannot take GL_LOGIC_OP as a parameter.
865 */
866 if ( color->BlendEquationRGB == color->BlendEquationA ) {
867 _mesa_BlendEquation(color->BlendEquationRGB);
868 }
869 else {
870 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
871 color->BlendEquationA);
872 }
873 _mesa_BlendColor(color->BlendColor[0],
874 color->BlendColor[1],
875 color->BlendColor[2],
876 color->BlendColor[3]);
877 _mesa_LogicOp(color->LogicOp);
878 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
879 color->ColorLogicOpEnabled);
880 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
881 color->IndexLogicOpEnabled);
882 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
883 }
884 break;
885 case GL_CURRENT_BIT:
886 FLUSH_CURRENT( ctx, 0 );
887 MEMCPY( &ctx->Current, attr->data,
888 sizeof(struct gl_current_attrib) );
889 break;
890 case GL_DEPTH_BUFFER_BIT:
891 {
892 const struct gl_depthbuffer_attrib *depth;
893 depth = (const struct gl_depthbuffer_attrib *) attr->data;
894 _mesa_DepthFunc(depth->Func);
895 _mesa_ClearDepth(depth->Clear);
896 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
897 _mesa_DepthMask(depth->Mask);
898 }
899 break;
900 case GL_ENABLE_BIT:
901 {
902 const struct gl_enable_attrib *enable;
903 enable = (const struct gl_enable_attrib *) attr->data;
904 pop_enable_group(ctx, enable);
905 ctx->NewState |= _NEW_ALL;
906 }
907 break;
908 case GL_EVAL_BIT:
909 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
910 ctx->NewState |= _NEW_EVAL;
911 break;
912 case GL_FOG_BIT:
913 {
914 const struct gl_fog_attrib *fog;
915 fog = (const struct gl_fog_attrib *) attr->data;
916 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
917 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
918 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
919 _mesa_Fogf(GL_FOG_START, fog->Start);
920 _mesa_Fogf(GL_FOG_END, fog->End);
921 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
922 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
923 }
924 break;
925 case GL_HINT_BIT:
926 {
927 const struct gl_hint_attrib *hint;
928 hint = (const struct gl_hint_attrib *) attr->data;
929 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
930 hint->PerspectiveCorrection );
931 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
932 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
933 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
934 _mesa_Hint(GL_FOG_HINT, hint->Fog);
935 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
936 hint->ClipVolumeClipping);
937 if (ctx->Extensions.ARB_texture_compression)
938 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
939 hint->TextureCompression);
940 }
941 break;
942 case GL_LIGHTING_BIT:
943 {
944 GLuint i;
945 const struct gl_light_attrib *light;
946 light = (const struct gl_light_attrib *) attr->data;
947 /* lighting enable */
948 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
949 /* per-light state */
950 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
951 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
952
953 for (i = 0; i < MAX_LIGHTS; i++) {
954 GLenum lgt = (GLenum) (GL_LIGHT0 + i);
955 const struct gl_light *l = &light->Light[i];
956 GLfloat tmp[4];
957 _mesa_set_enable(ctx, lgt, l->Enabled);
958 _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
959 _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
960 _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
961 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
962 _mesa_Lightfv( lgt, GL_POSITION, tmp );
963 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
964 _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
965 _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
966 _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
967 _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
968 &l->ConstantAttenuation );
969 _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
970 &l->LinearAttenuation );
971 _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
972 &l->QuadraticAttenuation );
973 }
974 /* light model */
975 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
976 light->Model.Ambient);
977 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
978 (GLfloat) light->Model.LocalViewer);
979 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
980 (GLfloat) light->Model.TwoSide);
981 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
982 (GLfloat) light->Model.ColorControl);
983 /* materials */
984 MEMCPY(&ctx->Light.Material, &light->Material,
985 sizeof(struct gl_material));
986 /* shade model */
987 _mesa_ShadeModel(light->ShadeModel);
988 /* color material */
989 _mesa_ColorMaterial(light->ColorMaterialFace,
990 light->ColorMaterialMode);
991 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
992 light->ColorMaterialEnabled);
993 }
994 break;
995 case GL_LINE_BIT:
996 {
997 const struct gl_line_attrib *line;
998 line = (const struct gl_line_attrib *) attr->data;
999 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1000 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1001 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1002 _mesa_LineWidth(line->Width);
1003 }
1004 break;
1005 case GL_LIST_BIT:
1006 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1007 break;
1008 case GL_PIXEL_MODE_BIT:
1009 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1010 /* XXX what other pixel state needs to be set by function calls? */
1011 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1012 ctx->NewState |= _NEW_PIXEL;
1013 break;
1014 case GL_POINT_BIT:
1015 {
1016 const struct gl_point_attrib *point;
1017 point = (const struct gl_point_attrib *) attr->data;
1018 _mesa_PointSize(point->Size);
1019 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1020 if (ctx->Extensions.EXT_point_parameters) {
1021 _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1022 point->Params);
1023 _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1024 point->MinSize);
1025 _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1026 point->MaxSize);
1027 _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1028 point->Threshold);
1029 }
1030 if (ctx->Extensions.NV_point_sprite
1031 || ctx->Extensions.ARB_point_sprite) {
1032 GLuint u;
1033 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1034 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1035 (GLint) point->CoordReplace[u]);
1036 }
1037 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1038 _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1039 ctx->Point.SpriteRMode);
1040 _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
1041 (GLfloat)ctx->Point.SpriteOrigin);
1042 }
1043 }
1044 break;
1045 case GL_POLYGON_BIT:
1046 {
1047 const struct gl_polygon_attrib *polygon;
1048 polygon = (const struct gl_polygon_attrib *) attr->data;
1049 _mesa_CullFace(polygon->CullFaceMode);
1050 _mesa_FrontFace(polygon->FrontFace);
1051 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1052 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1053 _mesa_PolygonOffset(polygon->OffsetFactor,
1054 polygon->OffsetUnits);
1055 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1056 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1057 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1058 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1059 polygon->OffsetPoint);
1060 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1061 polygon->OffsetLine);
1062 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1063 polygon->OffsetFill);
1064 }
1065 break;
1066 case GL_POLYGON_STIPPLE_BIT:
1067 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1068 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1069 if (ctx->Driver.PolygonStipple)
1070 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1071 break;
1072 case GL_SCISSOR_BIT:
1073 {
1074 const struct gl_scissor_attrib *scissor;
1075 scissor = (const struct gl_scissor_attrib *) attr->data;
1076 _mesa_Scissor(scissor->X, scissor->Y,
1077 scissor->Width, scissor->Height);
1078 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1079 }
1080 break;
1081 case GL_STENCIL_BUFFER_BIT:
1082 {
1083 const struct gl_stencil_attrib *stencil;
1084 stencil = (const struct gl_stencil_attrib *) attr->data;
1085 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1086 _mesa_ClearStencil(stencil->Clear);
1087 if (ctx->Extensions.EXT_stencil_two_side) {
1088 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1089 stencil->TestTwoSide);
1090 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1091 ? GL_BACK : GL_FRONT);
1092 }
1093 /* front state */
1094 _mesa_StencilFuncSeparate(GL_FRONT,
1095 stencil->Function[0],
1096 stencil->Ref[0],
1097 stencil->ValueMask[0]);
1098 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1099 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1100 stencil->ZFailFunc[0],
1101 stencil->ZPassFunc[0]);
1102 /* back state */
1103 _mesa_StencilFuncSeparate(GL_BACK,
1104 stencil->Function[1],
1105 stencil->Ref[1],
1106 stencil->ValueMask[1]);
1107 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1108 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1109 stencil->ZFailFunc[1],
1110 stencil->ZPassFunc[1]);
1111 }
1112 break;
1113 case GL_TRANSFORM_BIT:
1114 {
1115 GLuint i;
1116 const struct gl_transform_attrib *xform;
1117 xform = (const struct gl_transform_attrib *) attr->data;
1118 _mesa_MatrixMode(xform->MatrixMode);
1119 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1120 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1121
1122 /* restore clip planes */
1123 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1124 const GLuint mask = 1 << 1;
1125 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1126 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1127 if (xform->ClipPlanesEnabled & mask) {
1128 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1129 }
1130 else {
1131 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1132 }
1133 if (ctx->Driver.ClipPlane)
1134 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1135 }
1136
1137 /* normalize/rescale */
1138 if (xform->Normalize != ctx->Transform.Normalize)
1139 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1140 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1141 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1142 ctx->Transform.RescaleNormals);
1143 }
1144 break;
1145 case GL_TEXTURE_BIT:
1146 /* Take care of texture object reference counters */
1147 {
1148 const struct gl_texture_attrib *texture;
1149 texture = (const struct gl_texture_attrib *) attr->data;
1150 pop_texture_group(ctx, texture);
1151 ctx->NewState |= _NEW_TEXTURE;
1152 }
1153 break;
1154 case GL_VIEWPORT_BIT:
1155 {
1156 const struct gl_viewport_attrib *vp;
1157 vp = (const struct gl_viewport_attrib *) attr->data;
1158 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1159 _mesa_DepthRange(vp->Near, vp->Far);
1160 }
1161 break;
1162 case GL_MULTISAMPLE_BIT_ARB:
1163 {
1164 const struct gl_multisample_attrib *ms;
1165 ms = (const struct gl_multisample_attrib *) attr->data;
1166 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1167 ms->SampleCoverageInvert);
1168 }
1169 break;
1170
1171 default:
1172 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1173 break;
1174 }
1175
1176 next = attr->next;
1177 FREE( attr->data );
1178 FREE( attr );
1179 attr = next;
1180 }
1181 }
1182
1183
1184 /**
1185 * Helper for incrementing/decrementing vertex buffer object reference
1186 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1187 */
1188 static void
1189 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1190 {
1191 GLuint i;
1192 array->Vertex.BufferObj->RefCount += step;
1193 array->Normal.BufferObj->RefCount += step;
1194 array->Color.BufferObj->RefCount += step;
1195 array->SecondaryColor.BufferObj->RefCount += step;
1196 array->FogCoord.BufferObj->RefCount += step;
1197 array->Index.BufferObj->RefCount += step;
1198 array->EdgeFlag.BufferObj->RefCount += step;
1199 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1200 array->TexCoord[i].BufferObj->RefCount += step;
1201 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1202 array->VertexAttrib[i].BufferObj->RefCount += step;
1203
1204 array->ArrayBufferObj->RefCount += step;
1205 array->ElementArrayBufferObj->RefCount += step;
1206 }
1207
1208
1209 #define GL_CLIENT_PACK_BIT (1<<20)
1210 #define GL_CLIENT_UNPACK_BIT (1<<21)
1211
1212
1213 void GLAPIENTRY
1214 _mesa_PushClientAttrib(GLbitfield mask)
1215 {
1216 struct gl_attrib_node *newnode;
1217 struct gl_attrib_node *head;
1218
1219 GET_CURRENT_CONTEXT(ctx);
1220 ASSERT_OUTSIDE_BEGIN_END(ctx);
1221
1222 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1223 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1224 return;
1225 }
1226
1227 /* Build linked list of attribute nodes which save all attribute */
1228 /* groups specified by the mask. */
1229 head = NULL;
1230
1231 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1232 struct gl_pixelstore_attrib *attr;
1233 #if FEATURE_EXT_pixel_buffer_object
1234 ctx->Pack.BufferObj->RefCount++;
1235 ctx->Unpack.BufferObj->RefCount++;
1236 #endif
1237 /* packing attribs */
1238 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1239 MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1240 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1241 newnode->data = attr;
1242 newnode->next = head;
1243 head = newnode;
1244 /* unpacking attribs */
1245 attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1246 MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1247 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1248 newnode->data = attr;
1249 newnode->next = head;
1250 head = newnode;
1251 }
1252 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1253 struct gl_array_attrib *attr;
1254 attr = MALLOC_STRUCT( gl_array_attrib );
1255 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1256 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1257 newnode->data = attr;
1258 newnode->next = head;
1259 head = newnode;
1260 /* bump reference counts on buffer objects */
1261 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1262 }
1263
1264 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1265 ctx->ClientAttribStackDepth++;
1266 }
1267
1268
1269
1270
1271 void GLAPIENTRY
1272 _mesa_PopClientAttrib(void)
1273 {
1274 struct gl_attrib_node *attr, *next;
1275
1276 GET_CURRENT_CONTEXT(ctx);
1277 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1278
1279 if (ctx->ClientAttribStackDepth == 0) {
1280 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1281 return;
1282 }
1283
1284 ctx->ClientAttribStackDepth--;
1285 attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1286
1287 while (attr) {
1288 switch (attr->kind) {
1289 case GL_CLIENT_PACK_BIT:
1290 #if FEATURE_EXT_pixel_buffer_object
1291 ctx->Pack.BufferObj->RefCount--;
1292 if (ctx->Pack.BufferObj->RefCount <= 0) {
1293 _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1294 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1295 }
1296 #endif
1297 MEMCPY( &ctx->Pack, attr->data,
1298 sizeof(struct gl_pixelstore_attrib) );
1299 ctx->NewState |= _NEW_PACKUNPACK;
1300 break;
1301 case GL_CLIENT_UNPACK_BIT:
1302 #if FEATURE_EXT_pixel_buffer_object
1303 ctx->Unpack.BufferObj->RefCount--;
1304 if (ctx->Unpack.BufferObj->RefCount <= 0) {
1305 _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1306 (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1307 }
1308 #endif
1309 MEMCPY( &ctx->Unpack, attr->data,
1310 sizeof(struct gl_pixelstore_attrib) );
1311 ctx->NewState |= _NEW_PACKUNPACK;
1312 break;
1313 case GL_CLIENT_VERTEX_ARRAY_BIT:
1314 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1315 MEMCPY( &ctx->Array, attr->data,
1316 sizeof(struct gl_array_attrib) );
1317 /* decrement reference counts on buffer objects */
1318 ctx->NewState |= _NEW_ARRAY;
1319 break;
1320 default:
1321 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1322 break;
1323 }
1324
1325 next = attr->next;
1326 FREE( attr->data );
1327 FREE( attr );
1328 attr = next;
1329 }
1330 }
1331
1332
1333 void _mesa_init_attrib( GLcontext *ctx )
1334 {
1335 /* Renderer and client attribute stacks */
1336 ctx->AttribStackDepth = 0;
1337 ctx->ClientAttribStackDepth = 0;
1338 }