/*
* Mesa 3-D graphics library
- * Version: 7.1
+ * Version: 7.3
*
- * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "blend.h"
#include "buffers.h"
#include "bufferobj.h"
+#include "clear.h"
#include "colormac.h"
#include "colortab.h"
#include "context.h"
#include "light.h"
#include "lines.h"
#include "matrix.h"
+#include "multisample.h"
#include "points.h"
#include "polygon.h"
+#include "scissor.h"
#include "simple_list.h"
#include "stencil.h"
+#include "texenv.h"
+#include "texgen.h"
#include "texobj.h"
+#include "texparam.h"
#include "texstate.h"
+#include "varray.h"
#include "mtypes.h"
#include "math/m_xform.h"
+/**
+ * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
+ */
+struct texture_state
+{
+ struct gl_texture_attrib Texture; /**< The usual context state */
+
+ /** to save per texture object state (wrap modes, filters, etc): */
+ struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
+
+ /**
+ * To save references to texture objects (so they don't get accidentally
+ * deleted while saved in the attribute stack).
+ */
+ struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
+};
+
/**
* Allocate a new attribute state node. These nodes have a
attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
attr->SampleCoverage = ctx->Multisample.SampleCoverage;
attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
- for (i=0; i<MAX_TEXTURE_UNITS; i++) {
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
}
if (mask & GL_TEXTURE_BIT) {
- struct gl_texture_attrib *attr;
+ struct texture_state *texstate = CALLOC_STRUCT(texture_state);
GLuint u;
+ if (!texstate) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
+ goto end;
+ }
+
_mesa_lock_context_textures(ctx);
- /* Bump the texture object reference counts so that they don't
- * inadvertantly get deleted.
+
+ /* copy/save the bulk of texture state here */
+ _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
+
+ /* Save references to the currently bound texture objects so they don't
+ * accidentally get deleted while referenced in the attribute 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++;
- ctx->Texture.Unit[u].Current1DArray->RefCount++;
- ctx->Texture.Unit[u].Current2DArray->RefCount++;
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_INDEX],
+ ctx->Texture.Unit[u].Current1D);
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_INDEX],
+ ctx->Texture.Unit[u].Current2D);
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_3D_INDEX],
+ ctx->Texture.Unit[u].Current3D);
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_CUBE_INDEX],
+ ctx->Texture.Unit[u].CurrentCubeMap);
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_RECT_INDEX],
+ ctx->Texture.Unit[u].CurrentRect);
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_ARRAY_INDEX],
+ ctx->Texture.Unit[u].Current1DArray);
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_ARRAY_INDEX],
+ ctx->Texture.Unit[u].Current2DArray);
}
- attr = MALLOC_STRUCT( gl_texture_attrib );
- MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
- /* copy state of the currently bound texture objects */
+ /* copy state/contents of the currently bound texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
- attr->Unit[u].Current1D);
- _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
- attr->Unit[u].Current2D);
- _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
- attr->Unit[u].Current3D);
- _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
- attr->Unit[u].CurrentCubeMap);
- _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
- attr->Unit[u].CurrentRect);
- _mesa_copy_texture_object(&attr->Unit[u].Saved1DArray,
- attr->Unit[u].Current1DArray);
- _mesa_copy_texture_object(&attr->Unit[u].Saved2DArray,
- attr->Unit[u].Current2DArray);
+ _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_INDEX],
+ ctx->Texture.Unit[u].Current1D);
+ _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_INDEX],
+ ctx->Texture.Unit[u].Current2D);
+ _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_3D_INDEX],
+ ctx->Texture.Unit[u].Current3D);
+ _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_CUBE_INDEX],
+ ctx->Texture.Unit[u].CurrentCubeMap);
+ _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_RECT_INDEX],
+ ctx->Texture.Unit[u].CurrentRect);
+ _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_ARRAY_INDEX],
+ ctx->Texture.Unit[u].Current1DArray);
+ _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_ARRAY_INDEX],
+ ctx->Texture.Unit[u].Current2DArray);
}
_mesa_unlock_context_textures(ctx);
newnode = new_attrib_node( GL_TEXTURE_BIT );
- newnode->data = attr;
+ newnode->data = texstate;
newnode->next = head;
head = newnode;
}
head = newnode;
}
+end:
ctx->AttribStack[ctx->AttribStackDepth] = head;
ctx->AttribStackDepth++;
}
}
+/**
+ * Pop/restore texture attribute/group state.
+ */
static void
-pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
+pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
{
GLuint u;
+ _mesa_lock_context_textures(ctx);
+
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- const struct gl_texture_unit *unit = &texAttrib->Unit[u];
- GLuint i;
+ const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
+ GLuint tgt;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
_mesa_set_enable(ctx, GL_TEXTURE_1D,
1 << unit->Combine.ScaleShiftA);
}
- /* Restore texture object state */
- for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
- GLenum target = 0;
+ /* Restore texture object state for each target */
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
const struct gl_texture_object *obj = NULL;
GLfloat bordColor[4];
+ GLenum target;
- 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;
- case 5:
- if (!ctx->Extensions.MESA_texture_array)
- continue;
- target = GL_TEXTURE_1D_ARRAY_EXT;
- obj = &unit->Saved1DArray;
- break;
- case 6:
- if (!ctx->Extensions.MESA_texture_array)
- continue;
- target = GL_TEXTURE_2D_ARRAY_EXT;
- obj = &unit->Saved2DArray;
- break;
- default:
- ; /* silence warnings */
+ obj = &texstate->SavedObj[u][tgt];
+
+ /* don't restore state for unsupported targets to prevent
+ * raising GL errors.
+ */
+ if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
+ !ctx->Extensions.ARB_texture_cube_map) {
+ continue;
+ }
+ else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
+ !ctx->Extensions.NV_texture_rectangle) {
+ continue;
+ }
+ else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
+ obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
+ !ctx->Extensions.MESA_texture_array) {
+ continue;
}
+ target = obj->Target;
+
_mesa_BindTexture(target, obj->Name);
bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
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_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
_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_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);
+ if (ctx->Extensions.ARB_shadow_ambient) {
+ _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
+ obj->CompareFailValue);
}
+ }
+ /* remove saved references to the texture objects */
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
}
}
- _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--;
- ctx->Texture.Unit[u].Current1DArray->RefCount--;
- ctx->Texture.Unit[u].Current2DArray->RefCount--;
- }
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
+
+ _mesa_unlock_context_textures(ctx);
}
* function, but legal for the later.
*/
GLboolean multipleBuffers = GL_FALSE;
- if (ctx->Extensions.ARB_draw_buffers) {
- GLuint i;
- for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
- if (color->DrawBuffer[i] != GL_NONE) {
- multipleBuffers = GL_TRUE;
- break;
- }
- }
+ GLuint i;
+
+ for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
+ if (color->DrawBuffer[i] != GL_NONE) {
+ multipleBuffers = GL_TRUE;
+ break;
+ }
}
/* Call the API_level functions, not _mesa_drawbuffers()
* since we need to do error checking on the pop'd
_mesa_Hint(GL_FOG_HINT, hint->Fog);
_mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
hint->ClipVolumeClipping);
- if (ctx->Extensions.ARB_texture_compression)
- _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
- hint->TextureCompression);
+ _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
+ hint->TextureCompression);
}
break;
case GL_LIGHTING_BIT:
_mesa_PointSize(point->Size);
_mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
if (ctx->Extensions.EXT_point_parameters) {
- _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
- point->Params);
- _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
- point->MinSize);
- _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
- point->MaxSize);
- _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
- point->Threshold);
+ _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
+ point->Params);
+ _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
+ point->MinSize);
+ _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
+ point->MaxSize);
+ _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
+ point->Threshold);
}
if (ctx->Extensions.NV_point_sprite
|| ctx->Extensions.ARB_point_sprite) {
(GLint) point->CoordReplace[u]);
}
_mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
- _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
- ctx->Point.SpriteRMode);
- _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
- (GLfloat)ctx->Point.SpriteOrigin);
+ if (ctx->Extensions.NV_point_sprite)
+ _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
+ ctx->Point.SpriteRMode);
+ _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
+ (GLfloat)ctx->Point.SpriteOrigin);
}
}
break;
case GL_TEXTURE_BIT:
/* Take care of texture object reference counters */
{
- const struct gl_texture_attrib *texture;
- texture = (const struct gl_texture_attrib *) attr->data;
- pop_texture_group(ctx, texture);
+ struct texture_state *texstate
+ = (struct texture_state *) attr->data;
+ pop_texture_group(ctx, texstate);
ctx->NewState |= _NEW_TEXTURE;
}
break;
array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
for (i = 0; i < VERT_ATTRIB_MAX; i++)
array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
+}
+
- array->ArrayBufferObj->RefCount += step;
- array->ElementArrayBufferObj->RefCount += step;
+/**
+ * Copy gl_pixelstore_attrib from src to dst, updating buffer
+ * object refcounts.
+ */
+static void
+copy_pixelstore(GLcontext *ctx,
+ struct gl_pixelstore_attrib *dst,
+ const struct gl_pixelstore_attrib *src)
+{
+ dst->Alignment = src->Alignment;
+ dst->RowLength = src->RowLength;
+ dst->SkipPixels = src->SkipPixels;
+ dst->SkipRows = src->SkipRows;
+ dst->ImageHeight = src->ImageHeight;
+ dst->SkipImages = src->SkipImages;
+ dst->SwapBytes = src->SwapBytes;
+ dst->LsbFirst = src->LsbFirst;
+ dst->ClientStorage = src->ClientStorage;
+ dst->Invert = src->Invert;
+ _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
}
return;
}
- /* Build linked list of attribute nodes which save all attribute */
- /* groups specified by the mask. */
+ /* Build linked list of attribute nodes which save all attribute
+ * groups specified by the mask.
+ */
head = NULL;
if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
struct gl_pixelstore_attrib *attr;
-#if FEATURE_EXT_pixel_buffer_object
- ctx->Pack.BufferObj->RefCount++;
- ctx->Unpack.BufferObj->RefCount++;
-#endif
/* packing attribs */
- attr = MALLOC_STRUCT( gl_pixelstore_attrib );
- MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
+ attr = CALLOC_STRUCT( gl_pixelstore_attrib );
+ copy_pixelstore(ctx, attr, &ctx->Pack);
newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
/* unpacking attribs */
- attr = MALLOC_STRUCT( gl_pixelstore_attrib );
- MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
+ attr = CALLOC_STRUCT( gl_pixelstore_attrib );
+ copy_pixelstore(ctx, attr, &ctx->Unpack);
newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
newnode->data = attr;
newnode->next = head;
head = newnode;
}
+
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
struct gl_array_attrib *attr;
struct gl_array_object *obj;
void GLAPIENTRY
_mesa_PopClientAttrib(void)
{
- struct gl_attrib_node *attr, *next;
+ struct gl_attrib_node *node, *next;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
}
ctx->ClientAttribStackDepth--;
- attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
+ node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
- while (attr) {
- switch (attr->kind) {
+ while (node) {
+ switch (node->kind) {
case GL_CLIENT_PACK_BIT:
-#if FEATURE_EXT_pixel_buffer_object
- ctx->Pack.BufferObj->RefCount--;
- if (ctx->Pack.BufferObj->RefCount <= 0) {
- _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
- (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
+ {
+ struct gl_pixelstore_attrib *store =
+ (struct gl_pixelstore_attrib *) node->data;
+ copy_pixelstore(ctx, &ctx->Pack, store);
+ _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
}
-#endif
- MEMCPY( &ctx->Pack, attr->data,
- sizeof(struct gl_pixelstore_attrib) );
ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_UNPACK_BIT:
-#if FEATURE_EXT_pixel_buffer_object
- ctx->Unpack.BufferObj->RefCount--;
- if (ctx->Unpack.BufferObj->RefCount <= 0) {
- _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
- (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
+ {
+ struct gl_pixelstore_attrib *store =
+ (struct gl_pixelstore_attrib *) node->data;
+ copy_pixelstore(ctx, &ctx->Unpack, store);
+ _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
}
-#endif
- MEMCPY( &ctx->Unpack, attr->data,
- sizeof(struct gl_pixelstore_attrib) );
ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_VERTEX_ARRAY_BIT: {
struct gl_array_attrib * data =
- (struct gl_array_attrib *) attr->data;
+ (struct gl_array_attrib *) node->data;
adjust_buffer_object_ref_counts(&ctx->Array, -1);
ctx->Array.ActiveTexture = data->ActiveTexture;
- ctx->Array.LockFirst = data->LockFirst;
- ctx->Array.LockCount = data->LockCount;
+ if (data->LockCount != 0)
+ _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
+ else if (ctx->Array.LockCount)
+ _mesa_UnlockArraysEXT();
_mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
break;
}
- next = attr->next;
- FREE( attr->data );
- FREE( attr );
- attr = next;
+ next = node->next;
+ FREE( node->data );
+ FREE( node );
+ node = next;
+ }
+}
+
+
+/**
+ * Free any attribute state data that might be attached to the context.
+ */
+void
+_mesa_free_attrib_data(GLcontext *ctx)
+{
+ while (ctx->AttribStackDepth > 0) {
+ struct gl_attrib_node *attr, *next;
+
+ ctx->AttribStackDepth--;
+ attr = ctx->AttribStack[ctx->AttribStackDepth];
+
+ while (attr) {
+ if (attr->kind == GL_TEXTURE_BIT) {
+ struct texture_state *texstate = (struct texture_state*)attr->data;
+ GLuint u, tgt;
+ /* clear references to the saved texture objects */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
+ }
+ }
+ }
+ else {
+ /* any other chunks of state that requires special handling? */
+ }
+
+ next = attr->next;
+ _mesa_free(attr->data);
+ _mesa_free(attr);
+ attr = next;
+ }
}
}