+static void
+pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
+{
+ GLuint u;
+
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ const struct gl_texture_unit *unit = &texAttrib->Unit[u];
+ GLuint i;
+
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
+ _mesa_set_enable(ctx, GL_TEXTURE_1D,
+ (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_2D,
+ (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_3D,
+ (GLboolean) (unit->Enabled & TEXTURE_3D_BIT ? GL_TRUE : GL_FALSE));
+ if (ctx->Extensions.ARB_texture_cube_map) {
+ _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
+ (GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
+ }
+ if (ctx->Extensions.NV_texture_rectangle) {
+ _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
+ (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
+ }
+ if (ctx->Extensions.SGI_texture_color_table) {
+ _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
+ unit->ColorTableEnabled);
+ }
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
+ _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
+ _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
+ _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
+ _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
+ _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
+ _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
+ _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
+ _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
+ _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
+ _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
+ _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
+ _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
+ _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
+ if (ctx->Extensions.EXT_texture_lod_bias) {
+ _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
+ GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
+ }
+ if (ctx->Extensions.EXT_texture_env_combine ||
+ ctx->Extensions.ARB_texture_env_combine) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
+ unit->Combine.ModeRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
+ unit->Combine.ModeA);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
+ unit->Combine.SourceRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
+ unit->Combine.SourceRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
+ unit->Combine.SourceRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
+ unit->Combine.SourceA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
+ unit->Combine.SourceA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
+ unit->Combine.SourceA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
+ unit->Combine.OperandRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
+ unit->Combine.OperandRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
+ unit->Combine.OperandRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
+ unit->Combine.OperandA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
+ unit->Combine.OperandA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
+ unit->Combine.OperandA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
+ 1 << unit->Combine.ScaleShiftRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
+ 1 << unit->Combine.ScaleShiftA);
+ }
+
+ /* Restore texture object state */
+ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
+ GLenum target = 0;
+ const struct gl_texture_object *obj = NULL;
+ GLfloat bordColor[4];
+
+ switch (i) {
+ case 0:
+ target = GL_TEXTURE_1D;
+ obj = &unit->Saved1D;
+ break;
+ case 1:
+ target = GL_TEXTURE_2D;
+ obj = &unit->Saved2D;
+ break;
+ case 2:
+ target = GL_TEXTURE_3D;
+ obj = &unit->Saved3D;
+ break;
+ case 3:
+ if (!ctx->Extensions.ARB_texture_cube_map)
+ continue;
+ target = GL_TEXTURE_CUBE_MAP_ARB;
+ obj = &unit->SavedCubeMap;
+ break;
+ case 4:
+ if (!ctx->Extensions.NV_texture_rectangle)
+ continue;
+ target = GL_TEXTURE_RECTANGLE_NV;
+ obj = &unit->SavedRect;
+ break;
+ default:
+ ; /* silence warnings */
+ }
+
+ _mesa_BindTexture(target, obj->Name);
+
+ bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
+ bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
+ bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
+ bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
+
+ _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
+ _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
+ _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
+ _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
+ if (ctx->Extensions.EXT_texture_filter_anisotropic) {
+ _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ obj->MaxAnisotropy);
+ }
+ if (ctx->Extensions.SGIX_shadow) {
+ _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
+ obj->CompareFlag);
+ _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
+ obj->CompareOperator);
+ }
+ if (ctx->Extensions.SGIX_shadow_ambient) {
+ _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
+ obj->ShadowAmbient);
+ }
+
+ }
+ }
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ + texAttrib->CurrentUnit);
+
+ /* "un-bump" the texture object reference counts. We did that so they
+ * wouldn't inadvertantly get deleted while they were still referenced
+ * inside the attribute state stack.
+ */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ ctx->Texture.Unit[u].Current1D->RefCount--;
+ ctx->Texture.Unit[u].Current2D->RefCount--;
+ ctx->Texture.Unit[u].Current3D->RefCount--;
+ ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
+ ctx->Texture.Unit[u].CurrentRect->RefCount--;
+ }
+}
+