mesa: refactor: move _mesa_resizebuffers(), _mesa_ResizeBuffersMESA() to framebuffer.c
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 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 "arrayobj.h"
29 #include "attrib.h"
30 #include "blend.h"
31 #include "buffers.h"
32 #include "bufferobj.h"
33 #include "clear.h"
34 #include "colormac.h"
35 #include "colortab.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 "matrix.h"
45 #include "points.h"
46 #include "polygon.h"
47 #include "scissor.h"
48 #include "simple_list.h"
49 #include "stencil.h"
50 #include "texobj.h"
51 #include "texstate.h"
52 #include "varray.h"
53 #include "mtypes.h"
54 #include "math/m_xform.h"
55
56 /**
57 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
58 */
59 struct texture_state
60 {
61 struct gl_texture_attrib Texture; /**< The usual context state */
62
63 /** to save per texture object state (wrap modes, filters, etc): */
64 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
65
66 /**
67 * To save references to texture objects (so they don't get accidentally
68 * deleted while saved in the attribute stack).
69 */
70 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
71 };
72
73
74 /**
75 * Allocate a new attribute state node. These nodes have a
76 * "kind" value and a pointer to a struct of state data.
77 */
78 static struct gl_attrib_node *
79 new_attrib_node( GLbitfield kind )
80 {
81 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
82 if (an) {
83 an->kind = kind;
84 }
85 return an;
86 }
87
88
89 void GLAPIENTRY
90 _mesa_PushAttrib(GLbitfield mask)
91 {
92 struct gl_attrib_node *newnode;
93 struct gl_attrib_node *head;
94
95 GET_CURRENT_CONTEXT(ctx);
96 ASSERT_OUTSIDE_BEGIN_END(ctx);
97
98 if (MESA_VERBOSE & VERBOSE_API)
99 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
100
101 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
102 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
103 return;
104 }
105
106 /* Build linked list of attribute nodes which save all attribute */
107 /* groups specified by the mask. */
108 head = NULL;
109
110 if (mask & GL_ACCUM_BUFFER_BIT) {
111 struct gl_accum_attrib *attr;
112 attr = MALLOC_STRUCT( gl_accum_attrib );
113 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
114 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
115 newnode->data = attr;
116 newnode->next = head;
117 head = newnode;
118 }
119
120 if (mask & GL_COLOR_BUFFER_BIT) {
121 GLuint i;
122 struct gl_colorbuffer_attrib *attr;
123 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
124 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
125 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
126 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
127 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
128 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
129 newnode->data = attr;
130 newnode->next = head;
131 head = newnode;
132 }
133
134 if (mask & GL_CURRENT_BIT) {
135 struct gl_current_attrib *attr;
136 FLUSH_CURRENT( ctx, 0 );
137 attr = MALLOC_STRUCT( gl_current_attrib );
138 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
139 newnode = new_attrib_node( GL_CURRENT_BIT );
140 newnode->data = attr;
141 newnode->next = head;
142 head = newnode;
143 }
144
145 if (mask & GL_DEPTH_BUFFER_BIT) {
146 struct gl_depthbuffer_attrib *attr;
147 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
148 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
149 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
150 newnode->data = attr;
151 newnode->next = head;
152 head = newnode;
153 }
154
155 if (mask & GL_ENABLE_BIT) {
156 struct gl_enable_attrib *attr;
157 GLuint i;
158 attr = MALLOC_STRUCT( gl_enable_attrib );
159 /* Copy enable flags from all other attributes into the enable struct. */
160 attr->AlphaTest = ctx->Color.AlphaEnabled;
161 attr->AutoNormal = ctx->Eval.AutoNormal;
162 attr->Blend = ctx->Color.BlendEnabled;
163 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
164 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
165 for (i = 0; i < COLORTABLE_MAX; i++) {
166 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
167 }
168 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
169 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
170 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
171 attr->CullFace = ctx->Polygon.CullFlag;
172 attr->DepthTest = ctx->Depth.Test;
173 attr->Dither = ctx->Color.DitherFlag;
174 attr->Fog = ctx->Fog.Enabled;
175 for (i = 0; i < ctx->Const.MaxLights; i++) {
176 attr->Light[i] = ctx->Light.Light[i].Enabled;
177 }
178 attr->Lighting = ctx->Light.Enabled;
179 attr->LineSmooth = ctx->Line.SmoothFlag;
180 attr->LineStipple = ctx->Line.StippleFlag;
181 attr->Histogram = ctx->Pixel.HistogramEnabled;
182 attr->MinMax = ctx->Pixel.MinMaxEnabled;
183 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
184 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
185 attr->Map1Color4 = ctx->Eval.Map1Color4;
186 attr->Map1Index = ctx->Eval.Map1Index;
187 attr->Map1Normal = ctx->Eval.Map1Normal;
188 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
189 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
190 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
191 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
192 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
193 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
194 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
195 attr->Map2Color4 = ctx->Eval.Map2Color4;
196 attr->Map2Index = ctx->Eval.Map2Index;
197 attr->Map2Normal = ctx->Eval.Map2Normal;
198 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
199 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
200 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
201 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
202 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
203 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
204 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
205 attr->Normalize = ctx->Transform.Normalize;
206 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
207 attr->PointSmooth = ctx->Point.SmoothFlag;
208 attr->PointSprite = ctx->Point.PointSprite;
209 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
210 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
211 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
212 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
213 attr->PolygonStipple = ctx->Polygon.StippleFlag;
214 attr->RescaleNormals = ctx->Transform.RescaleNormals;
215 attr->Scissor = ctx->Scissor.Enabled;
216 attr->Stencil = ctx->Stencil.Enabled;
217 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
218 attr->MultisampleEnabled = ctx->Multisample.Enabled;
219 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
220 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
221 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
222 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
223 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
224 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
225 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
226 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
227 }
228 /* GL_NV_vertex_program */
229 attr->VertexProgram = ctx->VertexProgram.Enabled;
230 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
231 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
232 newnode = new_attrib_node( GL_ENABLE_BIT );
233 newnode->data = attr;
234 newnode->next = head;
235 head = newnode;
236 }
237
238 if (mask & GL_EVAL_BIT) {
239 struct gl_eval_attrib *attr;
240 attr = MALLOC_STRUCT( gl_eval_attrib );
241 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
242 newnode = new_attrib_node( GL_EVAL_BIT );
243 newnode->data = attr;
244 newnode->next = head;
245 head = newnode;
246 }
247
248 if (mask & GL_FOG_BIT) {
249 struct gl_fog_attrib *attr;
250 attr = MALLOC_STRUCT( gl_fog_attrib );
251 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
252 newnode = new_attrib_node( GL_FOG_BIT );
253 newnode->data = attr;
254 newnode->next = head;
255 head = newnode;
256 }
257
258 if (mask & GL_HINT_BIT) {
259 struct gl_hint_attrib *attr;
260 attr = MALLOC_STRUCT( gl_hint_attrib );
261 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
262 newnode = new_attrib_node( GL_HINT_BIT );
263 newnode->data = attr;
264 newnode->next = head;
265 head = newnode;
266 }
267
268 if (mask & GL_LIGHTING_BIT) {
269 struct gl_light_attrib *attr;
270 FLUSH_CURRENT(ctx, 0); /* flush material changes */
271 attr = MALLOC_STRUCT( gl_light_attrib );
272 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
273 newnode = new_attrib_node( GL_LIGHTING_BIT );
274 newnode->data = attr;
275 newnode->next = head;
276 head = newnode;
277 }
278
279 if (mask & GL_LINE_BIT) {
280 struct gl_line_attrib *attr;
281 attr = MALLOC_STRUCT( gl_line_attrib );
282 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
283 newnode = new_attrib_node( GL_LINE_BIT );
284 newnode->data = attr;
285 newnode->next = head;
286 head = newnode;
287 }
288
289 if (mask & GL_LIST_BIT) {
290 struct gl_list_attrib *attr;
291 attr = MALLOC_STRUCT( gl_list_attrib );
292 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
293 newnode = new_attrib_node( GL_LIST_BIT );
294 newnode->data = attr;
295 newnode->next = head;
296 head = newnode;
297 }
298
299 if (mask & GL_PIXEL_MODE_BIT) {
300 struct gl_pixel_attrib *attr;
301 attr = MALLOC_STRUCT( gl_pixel_attrib );
302 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
303 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
304 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
305 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
306 newnode->data = attr;
307 newnode->next = head;
308 head = newnode;
309 }
310
311 if (mask & GL_POINT_BIT) {
312 struct gl_point_attrib *attr;
313 attr = MALLOC_STRUCT( gl_point_attrib );
314 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
315 newnode = new_attrib_node( GL_POINT_BIT );
316 newnode->data = attr;
317 newnode->next = head;
318 head = newnode;
319 }
320
321 if (mask & GL_POLYGON_BIT) {
322 struct gl_polygon_attrib *attr;
323 attr = MALLOC_STRUCT( gl_polygon_attrib );
324 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
325 newnode = new_attrib_node( GL_POLYGON_BIT );
326 newnode->data = attr;
327 newnode->next = head;
328 head = newnode;
329 }
330
331 if (mask & GL_POLYGON_STIPPLE_BIT) {
332 GLuint *stipple;
333 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
334 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
335 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
336 newnode->data = stipple;
337 newnode->next = head;
338 head = newnode;
339 }
340
341 if (mask & GL_SCISSOR_BIT) {
342 struct gl_scissor_attrib *attr;
343 attr = MALLOC_STRUCT( gl_scissor_attrib );
344 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
345 newnode = new_attrib_node( GL_SCISSOR_BIT );
346 newnode->data = attr;
347 newnode->next = head;
348 head = newnode;
349 }
350
351 if (mask & GL_STENCIL_BUFFER_BIT) {
352 struct gl_stencil_attrib *attr;
353 attr = MALLOC_STRUCT( gl_stencil_attrib );
354 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
355 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
356 newnode->data = attr;
357 newnode->next = head;
358 head = newnode;
359 }
360
361 if (mask & GL_TEXTURE_BIT) {
362 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
363 GLuint u;
364
365 if (!texstate) {
366 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
367 goto end;
368 }
369
370 _mesa_lock_context_textures(ctx);
371
372 /* copy/save the bulk of texture state here */
373 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
374
375 /* Save references to the currently bound texture objects so they don't
376 * accidentally get deleted while referenced in the attribute stack.
377 */
378 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
379 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_INDEX],
380 ctx->Texture.Unit[u].Current1D);
381 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_INDEX],
382 ctx->Texture.Unit[u].Current2D);
383 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_3D_INDEX],
384 ctx->Texture.Unit[u].Current3D);
385 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_CUBE_INDEX],
386 ctx->Texture.Unit[u].CurrentCubeMap);
387 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_RECT_INDEX],
388 ctx->Texture.Unit[u].CurrentRect);
389 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_ARRAY_INDEX],
390 ctx->Texture.Unit[u].Current1DArray);
391 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_ARRAY_INDEX],
392 ctx->Texture.Unit[u].Current2DArray);
393 }
394
395 /* copy state/contents of the currently bound texture objects */
396 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
397 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_INDEX],
398 ctx->Texture.Unit[u].Current1D);
399 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_INDEX],
400 ctx->Texture.Unit[u].Current2D);
401 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_3D_INDEX],
402 ctx->Texture.Unit[u].Current3D);
403 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_CUBE_INDEX],
404 ctx->Texture.Unit[u].CurrentCubeMap);
405 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_RECT_INDEX],
406 ctx->Texture.Unit[u].CurrentRect);
407 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_ARRAY_INDEX],
408 ctx->Texture.Unit[u].Current1DArray);
409 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_ARRAY_INDEX],
410 ctx->Texture.Unit[u].Current2DArray);
411 }
412
413 _mesa_unlock_context_textures(ctx);
414
415 newnode = new_attrib_node( GL_TEXTURE_BIT );
416 newnode->data = texstate;
417 newnode->next = head;
418 head = newnode;
419 }
420
421 if (mask & GL_TRANSFORM_BIT) {
422 struct gl_transform_attrib *attr;
423 attr = MALLOC_STRUCT( gl_transform_attrib );
424 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
425 newnode = new_attrib_node( GL_TRANSFORM_BIT );
426 newnode->data = attr;
427 newnode->next = head;
428 head = newnode;
429 }
430
431 if (mask & GL_VIEWPORT_BIT) {
432 struct gl_viewport_attrib *attr;
433 attr = MALLOC_STRUCT( gl_viewport_attrib );
434 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
435 newnode = new_attrib_node( GL_VIEWPORT_BIT );
436 newnode->data = attr;
437 newnode->next = head;
438 head = newnode;
439 }
440
441 /* GL_ARB_multisample */
442 if (mask & GL_MULTISAMPLE_BIT_ARB) {
443 struct gl_multisample_attrib *attr;
444 attr = MALLOC_STRUCT( gl_multisample_attrib );
445 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
446 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
447 newnode->data = attr;
448 newnode->next = head;
449 head = newnode;
450 }
451
452 end:
453 ctx->AttribStack[ctx->AttribStackDepth] = head;
454 ctx->AttribStackDepth++;
455 }
456
457
458
459 static void
460 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
461 {
462 GLuint i;
463
464 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
465 if ((VALUE) != (NEWVALUE)) { \
466 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
467 }
468
469 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
470 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
471
472 for (i=0;i<MAX_CLIP_PLANES;i++) {
473 const GLuint mask = 1 << i;
474 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
475 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
476 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
477 }
478
479 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
480 GL_COLOR_MATERIAL);
481 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
482 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
483 GL_COLOR_TABLE);
484 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
485 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
486 GL_POST_CONVOLUTION_COLOR_TABLE);
487 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
488 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
489 GL_POST_COLOR_MATRIX_COLOR_TABLE);
490 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
491 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
492 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
493 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
494 GL_CONVOLUTION_1D);
495 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
496 GL_CONVOLUTION_2D);
497 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
498 GL_SEPARABLE_2D);
499 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
500 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
501 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
502 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
503 GL_LINE_STIPPLE);
504 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
505 GL_INDEX_LOGIC_OP);
506 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
507 GL_COLOR_LOGIC_OP);
508
509 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
510 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
511 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
512 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
513 GL_MAP1_TEXTURE_COORD_1);
514 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
515 GL_MAP1_TEXTURE_COORD_2);
516 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
517 GL_MAP1_TEXTURE_COORD_3);
518 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
519 GL_MAP1_TEXTURE_COORD_4);
520 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
521 GL_MAP1_VERTEX_3);
522 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
523 GL_MAP1_VERTEX_4);
524 for (i = 0; i < 16; i++) {
525 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
526 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
527 }
528
529 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
530 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
531 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
532 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
533 GL_MAP2_TEXTURE_COORD_1);
534 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
535 GL_MAP2_TEXTURE_COORD_2);
536 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
537 GL_MAP2_TEXTURE_COORD_3);
538 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
539 GL_MAP2_TEXTURE_COORD_4);
540 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
541 GL_MAP2_VERTEX_3);
542 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
543 GL_MAP2_VERTEX_4);
544 for (i = 0; i < 16; i++) {
545 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
546 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
547 }
548
549 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
550 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
551 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
552 GL_RESCALE_NORMAL_EXT);
553 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
554 enable->RasterPositionUnclipped,
555 GL_RASTER_POSITION_UNCLIPPED_IBM);
556 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
557 GL_POINT_SMOOTH);
558 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
559 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
560 GL_POINT_SPRITE_NV);
561 }
562 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
563 GL_POLYGON_OFFSET_POINT);
564 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
565 GL_POLYGON_OFFSET_LINE);
566 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
567 GL_POLYGON_OFFSET_FILL);
568 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
569 GL_POLYGON_SMOOTH);
570 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
571 GL_POLYGON_STIPPLE);
572 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
573 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
574 if (ctx->Extensions.EXT_stencil_two_side) {
575 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
576 }
577 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
578 GL_MULTISAMPLE_ARB);
579 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
580 enable->SampleAlphaToCoverage,
581 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
582 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
583 enable->SampleAlphaToOne,
584 GL_SAMPLE_ALPHA_TO_ONE_ARB);
585 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
586 enable->SampleCoverage,
587 GL_SAMPLE_COVERAGE_ARB);
588 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
589 enable->SampleCoverageInvert,
590 GL_SAMPLE_COVERAGE_INVERT_ARB);
591 /* GL_ARB_vertex_program, GL_NV_vertex_program */
592 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
593 enable->VertexProgram,
594 GL_VERTEX_PROGRAM_ARB);
595 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
596 enable->VertexProgramPointSize,
597 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
598 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
599 enable->VertexProgramTwoSide,
600 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
601
602 #undef TEST_AND_UPDATE
603
604 /* texture unit enables */
605 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
606 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
607 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
608 if (ctx->Driver.Enable) {
609 if (ctx->Driver.ActiveTexture) {
610 (*ctx->Driver.ActiveTexture)(ctx, i);
611 }
612 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
613 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
614 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
615 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
616 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
617 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
618 if (ctx->Extensions.ARB_texture_cube_map)
619 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
620 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
621 if (ctx->Extensions.NV_texture_rectangle)
622 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
623 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
624 }
625 }
626
627 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
628 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
629 if (ctx->Driver.Enable) {
630 if (ctx->Driver.ActiveTexture) {
631 (*ctx->Driver.ActiveTexture)(ctx, i);
632 }
633 if (enable->TexGen[i] & S_BIT)
634 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
635 else
636 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
637 if (enable->TexGen[i] & T_BIT)
638 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
639 else
640 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
641 if (enable->TexGen[i] & R_BIT)
642 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
643 else
644 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
645 if (enable->TexGen[i] & Q_BIT)
646 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
647 else
648 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
649 }
650 }
651
652 /* GL_SGI_texture_color_table */
653 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
654 }
655
656 if (ctx->Driver.ActiveTexture) {
657 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
658 }
659 }
660
661
662 /**
663 * Pop/restore texture attribute/group state.
664 */
665 static void
666 pop_texture_group(GLcontext *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.SGI_texture_color_table) {
692 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
693 unit->ColorTableEnabled);
694 }
695 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
696 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
697 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
698 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
699 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
700 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
701 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
702 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
703 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
704 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
705 /* Eye plane done differently to avoid re-transformation */
706 {
707 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
708 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
709 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
710 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
711 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
712 if (ctx->Driver.TexGen) {
713 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
714 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
715 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
716 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
717 }
718 }
719 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
720 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
721 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
722 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
723 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
724 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
725 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
726 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
727 if (ctx->Extensions.EXT_texture_lod_bias) {
728 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
729 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
730 }
731 if (ctx->Extensions.EXT_texture_env_combine ||
732 ctx->Extensions.ARB_texture_env_combine) {
733 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
734 unit->Combine.ModeRGB);
735 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
736 unit->Combine.ModeA);
737 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
738 unit->Combine.SourceRGB[0]);
739 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
740 unit->Combine.SourceRGB[1]);
741 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
742 unit->Combine.SourceRGB[2]);
743 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
744 unit->Combine.SourceA[0]);
745 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
746 unit->Combine.SourceA[1]);
747 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
748 unit->Combine.SourceA[2]);
749 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
750 unit->Combine.OperandRGB[0]);
751 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
752 unit->Combine.OperandRGB[1]);
753 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
754 unit->Combine.OperandRGB[2]);
755 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
756 unit->Combine.OperandA[0]);
757 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
758 unit->Combine.OperandA[1]);
759 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
760 unit->Combine.OperandA[2]);
761 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
762 1 << unit->Combine.ScaleShiftRGB);
763 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
764 1 << unit->Combine.ScaleShiftA);
765 }
766
767 /* Restore texture object state for each target */
768 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
769 const struct gl_texture_object *obj = NULL;
770 GLfloat bordColor[4];
771 GLenum target;
772
773 obj = &texstate->SavedObj[u][tgt];
774
775 /* don't restore state for unsupported targets to prevent
776 * raising GL errors.
777 */
778 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
779 !ctx->Extensions.ARB_texture_cube_map) {
780 continue;
781 }
782 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
783 !ctx->Extensions.NV_texture_rectangle) {
784 continue;
785 }
786 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
787 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
788 !ctx->Extensions.MESA_texture_array) {
789 continue;
790 }
791
792 target = obj->Target;
793
794 _mesa_BindTexture(target, obj->Name);
795
796 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
797 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
798 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
799 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
800
801 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
802 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
803 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
804 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
805 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
806 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
807 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
808 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
809 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
810 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
811 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
812 if (target != GL_TEXTURE_RECTANGLE_ARB)
813 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
814 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
815 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
816 obj->MaxAnisotropy);
817 }
818 if (ctx->Extensions.SGIX_shadow) {
819 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
820 obj->CompareFlag);
821 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
822 obj->CompareOperator);
823 }
824 if (ctx->Extensions.SGIX_shadow_ambient) {
825 _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
826 obj->ShadowAmbient);
827 }
828 }
829
830 /* remove saved references to the texture objects */
831 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
832 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
833 }
834 }
835
836 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
837
838 _mesa_unlock_context_textures(ctx);
839 }
840
841
842 /*
843 * This function is kind of long just because we have to call a lot
844 * of device driver functions to update device driver state.
845 *
846 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
847 * in order to restore GL state. This isn't terribly efficient but it
848 * ensures that dirty flags and any derived state gets updated correctly.
849 * We could at least check if the value to restore equals the current value
850 * and then skip the Mesa call.
851 */
852 void GLAPIENTRY
853 _mesa_PopAttrib(void)
854 {
855 struct gl_attrib_node *attr, *next;
856 GET_CURRENT_CONTEXT(ctx);
857 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
858
859 if (ctx->AttribStackDepth == 0) {
860 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
861 return;
862 }
863
864 ctx->AttribStackDepth--;
865 attr = ctx->AttribStack[ctx->AttribStackDepth];
866
867 while (attr) {
868
869 if (MESA_VERBOSE & VERBOSE_API) {
870 _mesa_debug(ctx, "glPopAttrib %s\n",
871 _mesa_lookup_enum_by_nr(attr->kind));
872 }
873
874 switch (attr->kind) {
875 case GL_ACCUM_BUFFER_BIT:
876 {
877 const struct gl_accum_attrib *accum;
878 accum = (const struct gl_accum_attrib *) attr->data;
879 _mesa_ClearAccum(accum->ClearColor[0],
880 accum->ClearColor[1],
881 accum->ClearColor[2],
882 accum->ClearColor[3]);
883 }
884 break;
885 case GL_COLOR_BUFFER_BIT:
886 {
887 const struct gl_colorbuffer_attrib *color;
888 color = (const struct gl_colorbuffer_attrib *) attr->data;
889 _mesa_ClearIndex((GLfloat) color->ClearIndex);
890 _mesa_ClearColor(color->ClearColor[0],
891 color->ClearColor[1],
892 color->ClearColor[2],
893 color->ClearColor[3]);
894 _mesa_IndexMask(color->IndexMask);
895 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
896 (GLboolean) (color->ColorMask[1] != 0),
897 (GLboolean) (color->ColorMask[2] != 0),
898 (GLboolean) (color->ColorMask[3] != 0));
899 {
900 /* Need to determine if more than one color output is
901 * specified. If so, call glDrawBuffersARB, else call
902 * glDrawBuffer(). This is a subtle, but essential point
903 * since GL_FRONT (for example) is illegal for the former
904 * function, but legal for the later.
905 */
906 GLboolean multipleBuffers = GL_FALSE;
907 if (ctx->Extensions.ARB_draw_buffers) {
908 GLuint i;
909 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
910 if (color->DrawBuffer[i] != GL_NONE) {
911 multipleBuffers = GL_TRUE;
912 break;
913 }
914 }
915 }
916 /* Call the API_level functions, not _mesa_drawbuffers()
917 * since we need to do error checking on the pop'd
918 * GL_DRAW_BUFFER.
919 * Ex: if GL_FRONT were pushed, but we're popping with a
920 * user FBO bound, GL_FRONT will be illegal and we'll need
921 * to record that error. Per OpenGL ARB decision.
922 */
923 if (multipleBuffers)
924 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
925 color->DrawBuffer);
926 else
927 _mesa_DrawBuffer(color->DrawBuffer[0]);
928 }
929 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
930 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
931 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
932 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
933 color->BlendDstRGB,
934 color->BlendSrcA,
935 color->BlendDstA);
936 /* This special case is because glBlendEquationSeparateEXT
937 * cannot take GL_LOGIC_OP as a parameter.
938 */
939 if ( color->BlendEquationRGB == color->BlendEquationA ) {
940 _mesa_BlendEquation(color->BlendEquationRGB);
941 }
942 else {
943 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
944 color->BlendEquationA);
945 }
946 _mesa_BlendColor(color->BlendColor[0],
947 color->BlendColor[1],
948 color->BlendColor[2],
949 color->BlendColor[3]);
950 _mesa_LogicOp(color->LogicOp);
951 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
952 color->ColorLogicOpEnabled);
953 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
954 color->IndexLogicOpEnabled);
955 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
956 }
957 break;
958 case GL_CURRENT_BIT:
959 FLUSH_CURRENT( ctx, 0 );
960 MEMCPY( &ctx->Current, attr->data,
961 sizeof(struct gl_current_attrib) );
962 break;
963 case GL_DEPTH_BUFFER_BIT:
964 {
965 const struct gl_depthbuffer_attrib *depth;
966 depth = (const struct gl_depthbuffer_attrib *) attr->data;
967 _mesa_DepthFunc(depth->Func);
968 _mesa_ClearDepth(depth->Clear);
969 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
970 _mesa_DepthMask(depth->Mask);
971 }
972 break;
973 case GL_ENABLE_BIT:
974 {
975 const struct gl_enable_attrib *enable;
976 enable = (const struct gl_enable_attrib *) attr->data;
977 pop_enable_group(ctx, enable);
978 ctx->NewState |= _NEW_ALL;
979 }
980 break;
981 case GL_EVAL_BIT:
982 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
983 ctx->NewState |= _NEW_EVAL;
984 break;
985 case GL_FOG_BIT:
986 {
987 const struct gl_fog_attrib *fog;
988 fog = (const struct gl_fog_attrib *) attr->data;
989 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
990 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
991 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
992 _mesa_Fogf(GL_FOG_START, fog->Start);
993 _mesa_Fogf(GL_FOG_END, fog->End);
994 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
995 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
996 }
997 break;
998 case GL_HINT_BIT:
999 {
1000 const struct gl_hint_attrib *hint;
1001 hint = (const struct gl_hint_attrib *) attr->data;
1002 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1003 hint->PerspectiveCorrection );
1004 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1005 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1006 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1007 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1008 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1009 hint->ClipVolumeClipping);
1010 if (ctx->Extensions.ARB_texture_compression)
1011 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1012 hint->TextureCompression);
1013 }
1014 break;
1015 case GL_LIGHTING_BIT:
1016 {
1017 GLuint i;
1018 const struct gl_light_attrib *light;
1019 light = (const struct gl_light_attrib *) attr->data;
1020 /* lighting enable */
1021 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1022 /* per-light state */
1023 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1024 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1025
1026 for (i = 0; i < ctx->Const.MaxLights; i++) {
1027 const struct gl_light *l = &light->Light[i];
1028 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1029 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1030 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1031 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1032 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1033 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1034 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1035 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1036 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1037 &l->ConstantAttenuation);
1038 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1039 &l->LinearAttenuation);
1040 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1041 &l->QuadraticAttenuation);
1042 }
1043 /* light model */
1044 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1045 light->Model.Ambient);
1046 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1047 (GLfloat) light->Model.LocalViewer);
1048 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1049 (GLfloat) light->Model.TwoSide);
1050 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1051 (GLfloat) light->Model.ColorControl);
1052 /* shade model */
1053 _mesa_ShadeModel(light->ShadeModel);
1054 /* color material */
1055 _mesa_ColorMaterial(light->ColorMaterialFace,
1056 light->ColorMaterialMode);
1057 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1058 light->ColorMaterialEnabled);
1059 /* materials */
1060 MEMCPY(&ctx->Light.Material, &light->Material,
1061 sizeof(struct gl_material));
1062 }
1063 break;
1064 case GL_LINE_BIT:
1065 {
1066 const struct gl_line_attrib *line;
1067 line = (const struct gl_line_attrib *) attr->data;
1068 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1069 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1070 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1071 _mesa_LineWidth(line->Width);
1072 }
1073 break;
1074 case GL_LIST_BIT:
1075 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1076 break;
1077 case GL_PIXEL_MODE_BIT:
1078 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1079 /* XXX what other pixel state needs to be set by function calls? */
1080 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1081 ctx->NewState |= _NEW_PIXEL;
1082 break;
1083 case GL_POINT_BIT:
1084 {
1085 const struct gl_point_attrib *point;
1086 point = (const struct gl_point_attrib *) attr->data;
1087 _mesa_PointSize(point->Size);
1088 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1089 if (ctx->Extensions.EXT_point_parameters) {
1090 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1091 point->Params);
1092 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1093 point->MinSize);
1094 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1095 point->MaxSize);
1096 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1097 point->Threshold);
1098 }
1099 if (ctx->Extensions.NV_point_sprite
1100 || ctx->Extensions.ARB_point_sprite) {
1101 GLuint u;
1102 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1103 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1104 (GLint) point->CoordReplace[u]);
1105 }
1106 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1107 if (ctx->Extensions.NV_point_sprite)
1108 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1109 ctx->Point.SpriteRMode);
1110 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1111 (GLfloat)ctx->Point.SpriteOrigin);
1112 }
1113 }
1114 break;
1115 case GL_POLYGON_BIT:
1116 {
1117 const struct gl_polygon_attrib *polygon;
1118 polygon = (const struct gl_polygon_attrib *) attr->data;
1119 _mesa_CullFace(polygon->CullFaceMode);
1120 _mesa_FrontFace(polygon->FrontFace);
1121 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1122 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1123 _mesa_PolygonOffset(polygon->OffsetFactor,
1124 polygon->OffsetUnits);
1125 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1126 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1127 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1128 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1129 polygon->OffsetPoint);
1130 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1131 polygon->OffsetLine);
1132 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1133 polygon->OffsetFill);
1134 }
1135 break;
1136 case GL_POLYGON_STIPPLE_BIT:
1137 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1138 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1139 if (ctx->Driver.PolygonStipple)
1140 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1141 break;
1142 case GL_SCISSOR_BIT:
1143 {
1144 const struct gl_scissor_attrib *scissor;
1145 scissor = (const struct gl_scissor_attrib *) attr->data;
1146 _mesa_Scissor(scissor->X, scissor->Y,
1147 scissor->Width, scissor->Height);
1148 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1149 }
1150 break;
1151 case GL_STENCIL_BUFFER_BIT:
1152 {
1153 const struct gl_stencil_attrib *stencil;
1154 stencil = (const struct gl_stencil_attrib *) attr->data;
1155 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1156 _mesa_ClearStencil(stencil->Clear);
1157 if (ctx->Extensions.EXT_stencil_two_side) {
1158 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1159 stencil->TestTwoSide);
1160 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1161 ? GL_BACK : GL_FRONT);
1162 }
1163 /* front state */
1164 _mesa_StencilFuncSeparate(GL_FRONT,
1165 stencil->Function[0],
1166 stencil->Ref[0],
1167 stencil->ValueMask[0]);
1168 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1169 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1170 stencil->ZFailFunc[0],
1171 stencil->ZPassFunc[0]);
1172 /* back state */
1173 _mesa_StencilFuncSeparate(GL_BACK,
1174 stencil->Function[1],
1175 stencil->Ref[1],
1176 stencil->ValueMask[1]);
1177 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1178 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1179 stencil->ZFailFunc[1],
1180 stencil->ZPassFunc[1]);
1181 }
1182 break;
1183 case GL_TRANSFORM_BIT:
1184 {
1185 GLuint i;
1186 const struct gl_transform_attrib *xform;
1187 xform = (const struct gl_transform_attrib *) attr->data;
1188 _mesa_MatrixMode(xform->MatrixMode);
1189 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1190 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1191
1192 /* restore clip planes */
1193 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1194 const GLuint mask = 1 << 1;
1195 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1196 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1197 if (xform->ClipPlanesEnabled & mask) {
1198 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1199 }
1200 else {
1201 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1202 }
1203 if (ctx->Driver.ClipPlane)
1204 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1205 }
1206
1207 /* normalize/rescale */
1208 if (xform->Normalize != ctx->Transform.Normalize)
1209 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1210 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1211 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1212 ctx->Transform.RescaleNormals);
1213 }
1214 break;
1215 case GL_TEXTURE_BIT:
1216 /* Take care of texture object reference counters */
1217 {
1218 struct texture_state *texstate
1219 = (struct texture_state *) attr->data;
1220 pop_texture_group(ctx, texstate);
1221 ctx->NewState |= _NEW_TEXTURE;
1222 }
1223 break;
1224 case GL_VIEWPORT_BIT:
1225 {
1226 const struct gl_viewport_attrib *vp;
1227 vp = (const struct gl_viewport_attrib *) attr->data;
1228 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1229 _mesa_DepthRange(vp->Near, vp->Far);
1230 }
1231 break;
1232 case GL_MULTISAMPLE_BIT_ARB:
1233 {
1234 const struct gl_multisample_attrib *ms;
1235 ms = (const struct gl_multisample_attrib *) attr->data;
1236 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1237 ms->SampleCoverageInvert);
1238 }
1239 break;
1240
1241 default:
1242 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1243 break;
1244 }
1245
1246 next = attr->next;
1247 FREE( attr->data );
1248 FREE( attr );
1249 attr = next;
1250 }
1251 }
1252
1253
1254 /**
1255 * Helper for incrementing/decrementing vertex buffer object reference
1256 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1257 */
1258 static void
1259 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1260 {
1261 GLuint i;
1262 array->ArrayObj->Vertex.BufferObj->RefCount += step;
1263 array->ArrayObj->Normal.BufferObj->RefCount += step;
1264 array->ArrayObj->Color.BufferObj->RefCount += step;
1265 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1266 array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1267 array->ArrayObj->Index.BufferObj->RefCount += step;
1268 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1269 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1270 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1271 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1272 array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1273
1274 array->ArrayBufferObj->RefCount += step;
1275 array->ElementArrayBufferObj->RefCount += step;
1276 }
1277
1278
1279 /**
1280 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1281 * object refcounts.
1282 */
1283 static void
1284 copy_pixelstore(GLcontext *ctx,
1285 struct gl_pixelstore_attrib *dst,
1286 const struct gl_pixelstore_attrib *src)
1287 {
1288 dst->Alignment = src->Alignment;
1289 dst->RowLength = src->RowLength;
1290 dst->SkipPixels = src->SkipPixels;
1291 dst->SkipRows = src->SkipRows;
1292 dst->ImageHeight = src->ImageHeight;
1293 dst->SkipImages = src->SkipImages;
1294 dst->SwapBytes = src->SwapBytes;
1295 dst->LsbFirst = src->LsbFirst;
1296 dst->ClientStorage = src->ClientStorage;
1297 dst->Invert = src->Invert;
1298 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1299 }
1300
1301
1302 #define GL_CLIENT_PACK_BIT (1<<20)
1303 #define GL_CLIENT_UNPACK_BIT (1<<21)
1304
1305
1306 void GLAPIENTRY
1307 _mesa_PushClientAttrib(GLbitfield mask)
1308 {
1309 struct gl_attrib_node *newnode;
1310 struct gl_attrib_node *head;
1311
1312 GET_CURRENT_CONTEXT(ctx);
1313 ASSERT_OUTSIDE_BEGIN_END(ctx);
1314
1315 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1316 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1317 return;
1318 }
1319
1320 /* Build linked list of attribute nodes which save all attribute
1321 * groups specified by the mask.
1322 */
1323 head = NULL;
1324
1325 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1326 struct gl_pixelstore_attrib *attr;
1327 /* packing attribs */
1328 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1329 copy_pixelstore(ctx, attr, &ctx->Pack);
1330 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1331 newnode->data = attr;
1332 newnode->next = head;
1333 head = newnode;
1334 /* unpacking attribs */
1335 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1336 copy_pixelstore(ctx, attr, &ctx->Unpack);
1337 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1338 newnode->data = attr;
1339 newnode->next = head;
1340 head = newnode;
1341 }
1342
1343 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1344 struct gl_array_attrib *attr;
1345 struct gl_array_object *obj;
1346
1347 attr = MALLOC_STRUCT( gl_array_attrib );
1348 obj = MALLOC_STRUCT( gl_array_object );
1349
1350 #if FEATURE_ARB_vertex_buffer_object
1351 /* increment ref counts since we're copying pointers to these objects */
1352 ctx->Array.ArrayBufferObj->RefCount++;
1353 ctx->Array.ElementArrayBufferObj->RefCount++;
1354 #endif
1355
1356 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1357 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1358
1359 attr->ArrayObj = obj;
1360
1361 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1362 newnode->data = attr;
1363 newnode->next = head;
1364 head = newnode;
1365 /* bump reference counts on buffer objects */
1366 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1367 }
1368
1369 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1370 ctx->ClientAttribStackDepth++;
1371 }
1372
1373
1374
1375
1376 void GLAPIENTRY
1377 _mesa_PopClientAttrib(void)
1378 {
1379 struct gl_attrib_node *node, *next;
1380
1381 GET_CURRENT_CONTEXT(ctx);
1382 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1383
1384 if (ctx->ClientAttribStackDepth == 0) {
1385 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1386 return;
1387 }
1388
1389 ctx->ClientAttribStackDepth--;
1390 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1391
1392 while (node) {
1393 switch (node->kind) {
1394 case GL_CLIENT_PACK_BIT:
1395 {
1396 struct gl_pixelstore_attrib *store =
1397 (struct gl_pixelstore_attrib *) node->data;
1398 copy_pixelstore(ctx, &ctx->Pack, store);
1399 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1400 }
1401 ctx->NewState |= _NEW_PACKUNPACK;
1402 break;
1403 case GL_CLIENT_UNPACK_BIT:
1404 {
1405 struct gl_pixelstore_attrib *store =
1406 (struct gl_pixelstore_attrib *) node->data;
1407 copy_pixelstore(ctx, &ctx->Unpack, store);
1408 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1409 }
1410 ctx->NewState |= _NEW_PACKUNPACK;
1411 break;
1412 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1413 struct gl_array_attrib * data =
1414 (struct gl_array_attrib *) node->data;
1415
1416 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1417
1418 ctx->Array.ActiveTexture = data->ActiveTexture;
1419 if (data->LockCount != 0)
1420 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1421 else if (ctx->Array.LockCount)
1422 _mesa_UnlockArraysEXT();
1423
1424 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1425
1426 #if FEATURE_ARB_vertex_buffer_object
1427 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1428 data->ArrayBufferObj->Name);
1429 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1430 data->ElementArrayBufferObj->Name);
1431 #endif
1432
1433 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1434 sizeof( struct gl_array_object ) );
1435
1436 FREE( data->ArrayObj );
1437
1438 /* FIXME: Should some bits in ctx->Array->NewState also be set
1439 * FIXME: here? It seems like it should be set to inclusive-or
1440 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1441 */
1442
1443 ctx->NewState |= _NEW_ARRAY;
1444 break;
1445 }
1446 default:
1447 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1448 break;
1449 }
1450
1451 next = node->next;
1452 FREE( node->data );
1453 FREE( node );
1454 node = next;
1455 }
1456 }
1457
1458
1459 /**
1460 * Free any attribute state data that might be attached to the context.
1461 */
1462 void
1463 _mesa_free_attrib_data(GLcontext *ctx)
1464 {
1465 while (ctx->AttribStackDepth > 0) {
1466 struct gl_attrib_node *attr, *next;
1467
1468 ctx->AttribStackDepth--;
1469 attr = ctx->AttribStack[ctx->AttribStackDepth];
1470
1471 while (attr) {
1472 if (attr->kind == GL_TEXTURE_BIT) {
1473 struct texture_state *texstate = (struct texture_state*)attr->data;
1474 GLuint u, tgt;
1475 /* clear references to the saved texture objects */
1476 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1477 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1478 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1479 }
1480 }
1481 }
1482 else {
1483 /* any other chunks of state that requires special handling? */
1484 }
1485
1486 next = attr->next;
1487 _mesa_free(attr->data);
1488 _mesa_free(attr);
1489 attr = next;
1490 }
1491 }
1492 }
1493
1494
1495 void _mesa_init_attrib( GLcontext *ctx )
1496 {
1497 /* Renderer and client attribute stacks */
1498 ctx->AttribStackDepth = 0;
1499 ctx->ClientAttribStackDepth = 0;
1500 }