Merge remote branch 'origin/nvc0'
[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<MAX_CLIP_PLANES;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 if (ctx->Extensions.EXT_texture_lod_bias) {
731 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
732 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
733 }
734 if (ctx->Extensions.EXT_texture_env_combine ||
735 ctx->Extensions.ARB_texture_env_combine) {
736 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
737 unit->Combine.ModeRGB);
738 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
739 unit->Combine.ModeA);
740 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
741 unit->Combine.SourceRGB[0]);
742 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
743 unit->Combine.SourceRGB[1]);
744 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
745 unit->Combine.SourceRGB[2]);
746 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
747 unit->Combine.SourceA[0]);
748 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
749 unit->Combine.SourceA[1]);
750 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
751 unit->Combine.SourceA[2]);
752 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
753 unit->Combine.OperandRGB[0]);
754 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
755 unit->Combine.OperandRGB[1]);
756 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
757 unit->Combine.OperandRGB[2]);
758 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
759 unit->Combine.OperandA[0]);
760 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
761 unit->Combine.OperandA[1]);
762 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
763 unit->Combine.OperandA[2]);
764 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
765 1 << unit->Combine.ScaleShiftRGB);
766 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
767 1 << unit->Combine.ScaleShiftA);
768 }
769
770 /* Restore texture object state for each target */
771 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
772 const struct gl_texture_object *obj = NULL;
773 GLenum target;
774
775 obj = &texstate->SavedObj[u][tgt];
776
777 /* don't restore state for unsupported targets to prevent
778 * raising GL errors.
779 */
780 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
781 !ctx->Extensions.ARB_texture_cube_map) {
782 continue;
783 }
784 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
785 !ctx->Extensions.NV_texture_rectangle) {
786 continue;
787 }
788 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
789 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
790 !ctx->Extensions.MESA_texture_array) {
791 continue;
792 }
793
794 target = obj->Target;
795
796 _mesa_BindTexture(target, obj->Name);
797
798 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f);
799 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
800 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
801 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
802 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
803 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
804 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
805 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
806 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
807 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
808 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
809 if (target != GL_TEXTURE_RECTANGLE_ARB)
810 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
811 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
812 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
813 obj->MaxAnisotropy);
814 }
815 if (ctx->Extensions.ARB_shadow_ambient) {
816 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
817 obj->CompareFailValue);
818 }
819 }
820
821 /* remove saved references to the texture objects */
822 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
823 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
824 }
825 }
826
827 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
828
829 _mesa_unlock_context_textures(ctx);
830 }
831
832
833 /*
834 * This function is kind of long just because we have to call a lot
835 * of device driver functions to update device driver state.
836 *
837 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
838 * in order to restore GL state. This isn't terribly efficient but it
839 * ensures that dirty flags and any derived state gets updated correctly.
840 * We could at least check if the value to restore equals the current value
841 * and then skip the Mesa call.
842 */
843 void GLAPIENTRY
844 _mesa_PopAttrib(void)
845 {
846 struct gl_attrib_node *attr, *next;
847 GET_CURRENT_CONTEXT(ctx);
848 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
849
850 if (ctx->AttribStackDepth == 0) {
851 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
852 return;
853 }
854
855 ctx->AttribStackDepth--;
856 attr = ctx->AttribStack[ctx->AttribStackDepth];
857
858 while (attr) {
859
860 if (MESA_VERBOSE & VERBOSE_API) {
861 _mesa_debug(ctx, "glPopAttrib %s\n",
862 _mesa_lookup_enum_by_nr(attr->kind));
863 }
864
865 switch (attr->kind) {
866 case GL_ACCUM_BUFFER_BIT:
867 {
868 const struct gl_accum_attrib *accum;
869 accum = (const struct gl_accum_attrib *) attr->data;
870 _mesa_ClearAccum(accum->ClearColor[0],
871 accum->ClearColor[1],
872 accum->ClearColor[2],
873 accum->ClearColor[3]);
874 }
875 break;
876 case GL_COLOR_BUFFER_BIT:
877 {
878 const struct gl_colorbuffer_attrib *color;
879
880 color = (const struct gl_colorbuffer_attrib *) attr->data;
881 _mesa_ClearIndex((GLfloat) color->ClearIndex);
882 _mesa_ClearColor(color->ClearColor[0],
883 color->ClearColor[1],
884 color->ClearColor[2],
885 color->ClearColor[3]);
886 _mesa_IndexMask(color->IndexMask);
887 if (!ctx->Extensions.EXT_draw_buffers2) {
888 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
889 (GLboolean) (color->ColorMask[0][1] != 0),
890 (GLboolean) (color->ColorMask[0][2] != 0),
891 (GLboolean) (color->ColorMask[0][3] != 0));
892 }
893 else {
894 GLuint i;
895 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
896 _mesa_ColorMaskIndexed(i,
897 (GLboolean) (color->ColorMask[i][0] != 0),
898 (GLboolean) (color->ColorMask[i][1] != 0),
899 (GLboolean) (color->ColorMask[i][2] != 0),
900 (GLboolean) (color->ColorMask[i][3] != 0));
901 }
902 }
903 {
904 /* Need to determine if more than one color output is
905 * specified. If so, call glDrawBuffersARB, else call
906 * glDrawBuffer(). This is a subtle, but essential point
907 * since GL_FRONT (for example) is illegal for the former
908 * function, but legal for the later.
909 */
910 GLboolean multipleBuffers = GL_FALSE;
911 GLuint i;
912
913 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
914 if (color->DrawBuffer[i] != GL_NONE) {
915 multipleBuffers = GL_TRUE;
916 break;
917 }
918 }
919 /* Call the API_level functions, not _mesa_drawbuffers()
920 * since we need to do error checking on the pop'd
921 * GL_DRAW_BUFFER.
922 * Ex: if GL_FRONT were pushed, but we're popping with a
923 * user FBO bound, GL_FRONT will be illegal and we'll need
924 * to record that error. Per OpenGL ARB decision.
925 */
926 if (multipleBuffers)
927 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
928 color->DrawBuffer);
929 else
930 _mesa_DrawBuffer(color->DrawBuffer[0]);
931 }
932 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
933 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
934 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
935 if (ctx->Extensions.EXT_draw_buffers2) {
936 GLuint i;
937 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
938 _mesa_set_enablei(ctx, GL_BLEND, i,
939 (color->BlendEnabled >> i) & 1);
940 }
941 }
942 else {
943 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
944 }
945 }
946 if (ctx->Color._BlendFuncPerBuffer ||
947 ctx->Color._BlendEquationPerBuffer) {
948 /* set blend per buffer */
949 GLuint buf;
950 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
951 _mesa_BlendFuncSeparatei(buf, color->Blend[buf].SrcRGB,
952 color->Blend[buf].DstRGB,
953 color->Blend[buf].SrcA,
954 color->Blend[buf].DstA);
955 _mesa_BlendEquationSeparatei(buf,
956 color->Blend[buf].EquationRGB,
957 color->Blend[buf].EquationA);
958 }
959 }
960 else {
961 /* set same blend modes for all buffers */
962 _mesa_BlendFuncSeparateEXT(color->Blend[0].SrcRGB,
963 color->Blend[0].DstRGB,
964 color->Blend[0].SrcA,
965 color->Blend[0].DstA);
966 /* This special case is because glBlendEquationSeparateEXT
967 * cannot take GL_LOGIC_OP as a parameter.
968 */
969 if (color->Blend[0].EquationRGB ==
970 color->Blend[0].EquationA) {
971 _mesa_BlendEquation(color->Blend[0].EquationRGB);
972 }
973 else {
974 _mesa_BlendEquationSeparateEXT(
975 color->Blend[0].EquationRGB,
976 color->Blend[0].EquationA);
977 }
978 }
979 _mesa_BlendColor(color->BlendColor[0],
980 color->BlendColor[1],
981 color->BlendColor[2],
982 color->BlendColor[3]);
983 _mesa_LogicOp(color->LogicOp);
984 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
985 color->ColorLogicOpEnabled);
986 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
987 color->IndexLogicOpEnabled);
988 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
989 }
990 break;
991 case GL_CURRENT_BIT:
992 FLUSH_CURRENT( ctx, 0 );
993 memcpy( &ctx->Current, attr->data,
994 sizeof(struct gl_current_attrib) );
995 break;
996 case GL_DEPTH_BUFFER_BIT:
997 {
998 const struct gl_depthbuffer_attrib *depth;
999 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1000 _mesa_DepthFunc(depth->Func);
1001 _mesa_ClearDepth(depth->Clear);
1002 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1003 _mesa_DepthMask(depth->Mask);
1004 }
1005 break;
1006 case GL_ENABLE_BIT:
1007 {
1008 const struct gl_enable_attrib *enable;
1009 enable = (const struct gl_enable_attrib *) attr->data;
1010 pop_enable_group(ctx, enable);
1011 ctx->NewState |= _NEW_ALL;
1012 }
1013 break;
1014 case GL_EVAL_BIT:
1015 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1016 ctx->NewState |= _NEW_EVAL;
1017 break;
1018 case GL_FOG_BIT:
1019 {
1020 const struct gl_fog_attrib *fog;
1021 fog = (const struct gl_fog_attrib *) attr->data;
1022 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1023 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1024 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1025 _mesa_Fogf(GL_FOG_START, fog->Start);
1026 _mesa_Fogf(GL_FOG_END, fog->End);
1027 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1028 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1029 }
1030 break;
1031 case GL_HINT_BIT:
1032 {
1033 const struct gl_hint_attrib *hint;
1034 hint = (const struct gl_hint_attrib *) attr->data;
1035 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1036 hint->PerspectiveCorrection );
1037 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1038 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1039 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1040 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1041 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1042 hint->ClipVolumeClipping);
1043 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1044 hint->TextureCompression);
1045 }
1046 break;
1047 case GL_LIGHTING_BIT:
1048 {
1049 GLuint i;
1050 const struct gl_light_attrib *light;
1051 light = (const struct gl_light_attrib *) attr->data;
1052 /* lighting enable */
1053 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1054 /* per-light state */
1055 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1056 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1057
1058 for (i = 0; i < ctx->Const.MaxLights; i++) {
1059 const struct gl_light *l = &light->Light[i];
1060 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1061 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1062 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1063 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1064 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1065 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1066 {
1067 GLfloat p[4] = { 0 };
1068 p[0] = l->SpotExponent;
1069 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1070 }
1071 {
1072 GLfloat p[4] = { 0 };
1073 p[0] = l->SpotCutoff;
1074 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1075 }
1076 {
1077 GLfloat p[4] = { 0 };
1078 p[0] = l->ConstantAttenuation;
1079 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1080 }
1081 {
1082 GLfloat p[4] = { 0 };
1083 p[0] = l->LinearAttenuation;
1084 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1085 }
1086 {
1087 GLfloat p[4] = { 0 };
1088 p[0] = l->QuadraticAttenuation;
1089 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1090 }
1091 }
1092 /* light model */
1093 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1094 light->Model.Ambient);
1095 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1096 (GLfloat) light->Model.LocalViewer);
1097 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1098 (GLfloat) light->Model.TwoSide);
1099 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1100 (GLfloat) light->Model.ColorControl);
1101 /* shade model */
1102 _mesa_ShadeModel(light->ShadeModel);
1103 /* color material */
1104 _mesa_ColorMaterial(light->ColorMaterialFace,
1105 light->ColorMaterialMode);
1106 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1107 light->ColorMaterialEnabled);
1108 /* materials */
1109 memcpy(&ctx->Light.Material, &light->Material,
1110 sizeof(struct gl_material));
1111 }
1112 break;
1113 case GL_LINE_BIT:
1114 {
1115 const struct gl_line_attrib *line;
1116 line = (const struct gl_line_attrib *) attr->data;
1117 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1118 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1119 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1120 _mesa_LineWidth(line->Width);
1121 }
1122 break;
1123 case GL_LIST_BIT:
1124 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1125 break;
1126 case GL_PIXEL_MODE_BIT:
1127 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1128 /* XXX what other pixel state needs to be set by function calls? */
1129 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1130 ctx->NewState |= _NEW_PIXEL;
1131 break;
1132 case GL_POINT_BIT:
1133 {
1134 const struct gl_point_attrib *point;
1135 point = (const struct gl_point_attrib *) attr->data;
1136 _mesa_PointSize(point->Size);
1137 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1138 if (ctx->Extensions.EXT_point_parameters) {
1139 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1140 point->Params);
1141 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1142 point->MinSize);
1143 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1144 point->MaxSize);
1145 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1146 point->Threshold);
1147 }
1148 if (ctx->Extensions.NV_point_sprite
1149 || ctx->Extensions.ARB_point_sprite) {
1150 GLuint u;
1151 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1152 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1153 (GLint) point->CoordReplace[u]);
1154 }
1155 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1156 if (ctx->Extensions.NV_point_sprite)
1157 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1158 ctx->Point.SpriteRMode);
1159 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1160 (GLfloat)ctx->Point.SpriteOrigin);
1161 }
1162 }
1163 break;
1164 case GL_POLYGON_BIT:
1165 {
1166 const struct gl_polygon_attrib *polygon;
1167 polygon = (const struct gl_polygon_attrib *) attr->data;
1168 _mesa_CullFace(polygon->CullFaceMode);
1169 _mesa_FrontFace(polygon->FrontFace);
1170 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1171 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1172 _mesa_PolygonOffset(polygon->OffsetFactor,
1173 polygon->OffsetUnits);
1174 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1175 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1176 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1177 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1178 polygon->OffsetPoint);
1179 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1180 polygon->OffsetLine);
1181 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1182 polygon->OffsetFill);
1183 }
1184 break;
1185 case GL_POLYGON_STIPPLE_BIT:
1186 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1187 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1188 if (ctx->Driver.PolygonStipple)
1189 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1190 break;
1191 case GL_SCISSOR_BIT:
1192 {
1193 const struct gl_scissor_attrib *scissor;
1194 scissor = (const struct gl_scissor_attrib *) attr->data;
1195 _mesa_Scissor(scissor->X, scissor->Y,
1196 scissor->Width, scissor->Height);
1197 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1198 }
1199 break;
1200 case GL_STENCIL_BUFFER_BIT:
1201 {
1202 const struct gl_stencil_attrib *stencil;
1203 stencil = (const struct gl_stencil_attrib *) attr->data;
1204 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1205 _mesa_ClearStencil(stencil->Clear);
1206 if (ctx->Extensions.EXT_stencil_two_side) {
1207 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1208 stencil->TestTwoSide);
1209 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1210 ? GL_BACK : GL_FRONT);
1211 }
1212 /* front state */
1213 _mesa_StencilFuncSeparate(GL_FRONT,
1214 stencil->Function[0],
1215 stencil->Ref[0],
1216 stencil->ValueMask[0]);
1217 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1218 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1219 stencil->ZFailFunc[0],
1220 stencil->ZPassFunc[0]);
1221 /* back state */
1222 _mesa_StencilFuncSeparate(GL_BACK,
1223 stencil->Function[1],
1224 stencil->Ref[1],
1225 stencil->ValueMask[1]);
1226 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1227 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1228 stencil->ZFailFunc[1],
1229 stencil->ZPassFunc[1]);
1230 }
1231 break;
1232 case GL_TRANSFORM_BIT:
1233 {
1234 GLuint i;
1235 const struct gl_transform_attrib *xform;
1236 xform = (const struct gl_transform_attrib *) attr->data;
1237 _mesa_MatrixMode(xform->MatrixMode);
1238 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1239 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1240
1241 /* restore clip planes */
1242 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1243 const GLuint mask = 1 << i;
1244 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1245 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1246 if (xform->ClipPlanesEnabled & mask) {
1247 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1248 }
1249 else {
1250 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1251 }
1252 if (ctx->Driver.ClipPlane)
1253 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1254 }
1255
1256 /* normalize/rescale */
1257 if (xform->Normalize != ctx->Transform.Normalize)
1258 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1259 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1260 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1261 ctx->Transform.RescaleNormals);
1262 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1263 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1264 ctx->Transform.DepthClamp);
1265 }
1266 break;
1267 case GL_TEXTURE_BIT:
1268 /* Take care of texture object reference counters */
1269 {
1270 struct texture_state *texstate
1271 = (struct texture_state *) attr->data;
1272 pop_texture_group(ctx, texstate);
1273 ctx->NewState |= _NEW_TEXTURE;
1274 }
1275 break;
1276 case GL_VIEWPORT_BIT:
1277 {
1278 const struct gl_viewport_attrib *vp;
1279 vp = (const struct gl_viewport_attrib *) attr->data;
1280 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1281 _mesa_DepthRange(vp->Near, vp->Far);
1282 }
1283 break;
1284 case GL_MULTISAMPLE_BIT_ARB:
1285 {
1286 const struct gl_multisample_attrib *ms;
1287 ms = (const struct gl_multisample_attrib *) attr->data;
1288 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1289 ms->SampleCoverageInvert);
1290 }
1291 break;
1292
1293 default:
1294 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1295 break;
1296 }
1297
1298 next = attr->next;
1299 FREE( attr->data );
1300 FREE( attr );
1301 attr = next;
1302 }
1303 }
1304
1305
1306 /**
1307 * Helper for incrementing/decrementing vertex buffer object reference
1308 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1309 */
1310 static void
1311 adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
1312 {
1313 GLuint i;
1314
1315 arrayObj->Vertex.BufferObj->RefCount += step;
1316 arrayObj->Weight.BufferObj->RefCount += step;
1317 arrayObj->Normal.BufferObj->RefCount += step;
1318 arrayObj->Color.BufferObj->RefCount += step;
1319 arrayObj->SecondaryColor.BufferObj->RefCount += step;
1320 arrayObj->FogCoord.BufferObj->RefCount += step;
1321 arrayObj->Index.BufferObj->RefCount += step;
1322 arrayObj->EdgeFlag.BufferObj->RefCount += step;
1323 for (i = 0; i < Elements(arrayObj->TexCoord); i++)
1324 arrayObj->TexCoord[i].BufferObj->RefCount += step;
1325 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
1326 arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1327 }
1328
1329
1330 /**
1331 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1332 * object refcounts.
1333 */
1334 static void
1335 copy_pixelstore(struct gl_context *ctx,
1336 struct gl_pixelstore_attrib *dst,
1337 const struct gl_pixelstore_attrib *src)
1338 {
1339 dst->Alignment = src->Alignment;
1340 dst->RowLength = src->RowLength;
1341 dst->SkipPixels = src->SkipPixels;
1342 dst->SkipRows = src->SkipRows;
1343 dst->ImageHeight = src->ImageHeight;
1344 dst->SkipImages = src->SkipImages;
1345 dst->SwapBytes = src->SwapBytes;
1346 dst->LsbFirst = src->LsbFirst;
1347 dst->ClientStorage = src->ClientStorage;
1348 dst->Invert = src->Invert;
1349 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1350 }
1351
1352
1353 #define GL_CLIENT_PACK_BIT (1<<20)
1354 #define GL_CLIENT_UNPACK_BIT (1<<21)
1355
1356
1357 void GLAPIENTRY
1358 _mesa_PushClientAttrib(GLbitfield mask)
1359 {
1360 struct gl_attrib_node *head;
1361
1362 GET_CURRENT_CONTEXT(ctx);
1363 ASSERT_OUTSIDE_BEGIN_END(ctx);
1364
1365 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1366 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1367 return;
1368 }
1369
1370 /* Build linked list of attribute nodes which save all attribute
1371 * groups specified by the mask.
1372 */
1373 head = NULL;
1374
1375 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1376 struct gl_pixelstore_attrib *attr;
1377 /* packing attribs */
1378 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1379 copy_pixelstore(ctx, attr, &ctx->Pack);
1380 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1381 /* unpacking attribs */
1382 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1383 copy_pixelstore(ctx, attr, &ctx->Unpack);
1384 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1385 }
1386
1387 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1388 struct gl_array_attrib *attr;
1389 struct gl_array_object *obj;
1390
1391 attr = MALLOC_STRUCT( gl_array_attrib );
1392 obj = MALLOC_STRUCT( gl_array_object );
1393
1394 #if FEATURE_ARB_vertex_buffer_object
1395 /* increment ref counts since we're copying pointers to these objects */
1396 ctx->Array.ArrayBufferObj->RefCount++;
1397 ctx->Array.ElementArrayBufferObj->RefCount++;
1398 #endif
1399
1400 memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1401 memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1402
1403 attr->ArrayObj = obj;
1404
1405 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1406
1407 /* bump reference counts on buffer objects */
1408 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
1409 }
1410
1411 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1412 ctx->ClientAttribStackDepth++;
1413 }
1414
1415
1416
1417
1418 void GLAPIENTRY
1419 _mesa_PopClientAttrib(void)
1420 {
1421 struct gl_attrib_node *node, *next;
1422
1423 GET_CURRENT_CONTEXT(ctx);
1424 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1425
1426 if (ctx->ClientAttribStackDepth == 0) {
1427 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1428 return;
1429 }
1430
1431 ctx->ClientAttribStackDepth--;
1432 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1433
1434 while (node) {
1435 switch (node->kind) {
1436 case GL_CLIENT_PACK_BIT:
1437 {
1438 struct gl_pixelstore_attrib *store =
1439 (struct gl_pixelstore_attrib *) node->data;
1440 copy_pixelstore(ctx, &ctx->Pack, store);
1441 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1442 }
1443 ctx->NewState |= _NEW_PACKUNPACK;
1444 break;
1445 case GL_CLIENT_UNPACK_BIT:
1446 {
1447 struct gl_pixelstore_attrib *store =
1448 (struct gl_pixelstore_attrib *) node->data;
1449 copy_pixelstore(ctx, &ctx->Unpack, store);
1450 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1451 }
1452 ctx->NewState |= _NEW_PACKUNPACK;
1453 break;
1454 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1455 struct gl_array_attrib * data =
1456 (struct gl_array_attrib *) node->data;
1457
1458 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
1459
1460 ctx->Array.ActiveTexture = data->ActiveTexture;
1461 if (data->LockCount != 0)
1462 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1463 else if (ctx->Array.LockCount)
1464 _mesa_UnlockArraysEXT();
1465
1466 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1467
1468 #if FEATURE_ARB_vertex_buffer_object
1469 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1470 data->ArrayBufferObj->Name);
1471 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1472 data->ElementArrayBufferObj->Name);
1473 #endif
1474
1475 memcpy( ctx->Array.ArrayObj, data->ArrayObj,
1476 sizeof( struct gl_array_object ) );
1477
1478 FREE( data->ArrayObj );
1479
1480 /* FIXME: Should some bits in ctx->Array->NewState also be set
1481 * FIXME: here? It seems like it should be set to inclusive-or
1482 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1483 */
1484
1485 ctx->NewState |= _NEW_ARRAY;
1486 break;
1487 }
1488 default:
1489 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1490 break;
1491 }
1492
1493 next = node->next;
1494 FREE( node->data );
1495 FREE( node );
1496 node = next;
1497 }
1498 }
1499
1500
1501 void
1502 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
1503 {
1504 SET_PopAttrib(disp, _mesa_PopAttrib);
1505 SET_PushAttrib(disp, _mesa_PushAttrib);
1506 SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1507 SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1508 }
1509
1510
1511 #endif /* FEATURE_attrib_stack */
1512
1513
1514 /**
1515 * Free any attribute state data that might be attached to the context.
1516 */
1517 void
1518 _mesa_free_attrib_data(struct gl_context *ctx)
1519 {
1520 while (ctx->AttribStackDepth > 0) {
1521 struct gl_attrib_node *attr, *next;
1522
1523 ctx->AttribStackDepth--;
1524 attr = ctx->AttribStack[ctx->AttribStackDepth];
1525
1526 while (attr) {
1527 if (attr->kind == GL_TEXTURE_BIT) {
1528 struct texture_state *texstate = (struct texture_state*)attr->data;
1529 GLuint u, tgt;
1530 /* clear references to the saved texture objects */
1531 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1532 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1533 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1534 }
1535 }
1536 }
1537 else {
1538 /* any other chunks of state that requires special handling? */
1539 }
1540
1541 next = attr->next;
1542 free(attr->data);
1543 free(attr);
1544 attr = next;
1545 }
1546 }
1547 }
1548
1549
1550 void _mesa_init_attrib( struct gl_context *ctx )
1551 {
1552 /* Renderer and client attribute stacks */
1553 ctx->AttribStackDepth = 0;
1554 ctx->ClientAttribStackDepth = 0;
1555 }