-/* $Id: attrib.c,v 1.23 2000/05/07 20:41:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2003 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
+#include "imports.h"
+#include "accum.h"
#include "attrib.h"
+#include "blend.h"
#include "buffers.h"
+#include "colormac.h"
+#include "colortab.h"
#include "context.h"
+#include "depth.h"
#include "enable.h"
#include "enums.h"
-#include "mem.h"
+#include "fog.h"
+#include "hint.h"
+#include "light.h"
+#include "lines.h"
+#include "matrix.h"
+#include "points.h"
+#include "polygon.h"
#include "simple_list.h"
+#include "stencil.h"
+#include "texobj.h"
#include "texstate.h"
-#include "types.h"
-#endif
-
-
+#include "mtypes.h"
+#include "math/m_xform.h"
/*
}
-
-/*
- * Copy texture object state from one texture object to another.
- */
-static void
-copy_texobj_state( struct gl_texture_object *dest,
- const struct gl_texture_object *src )
-{
- /*
- dest->Name = src->Name;
- dest->Dimensions = src->Dimensions;
- */
- dest->Priority = src->Priority;
- dest->BorderColor[0] = src->BorderColor[0];
- dest->BorderColor[1] = src->BorderColor[1];
- dest->BorderColor[2] = src->BorderColor[2];
- dest->BorderColor[3] = src->BorderColor[3];
- dest->WrapS = src->WrapS;
- dest->WrapT = src->WrapT;
- dest->WrapR = src->WrapR;
- dest->MinFilter = src->MinFilter;
- dest->MagFilter = src->MagFilter;
- dest->MinLod = src->MinLod;
- dest->MaxLod = src->MaxLod;
- dest->BaseLevel = src->BaseLevel;
- dest->MaxLevel = src->MaxLevel;
- dest->P = src->P;
- dest->M = src->M;
- dest->MinMagThresh = src->MinMagThresh;
- dest->Palette = src->Palette;
- dest->Complete = src->Complete;
- dest->SampleFunc = src->SampleFunc;
-}
-
-
-
-void
+void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)
{
struct gl_attrib_node *newnode;
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushAttrib");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPushAttrib %x\n", (int)mask);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
- if (ctx->AttribStackDepth>=MAX_ATTRIB_STACK_DEPTH) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
+ if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
return;
}
if (mask & GL_CURRENT_BIT) {
struct gl_current_attrib *attr;
+ FLUSH_CURRENT( ctx, 0 );
attr = MALLOC_STRUCT( gl_current_attrib );
MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
newnode = new_attrib_node( GL_CURRENT_BIT );
attr->AlphaTest = ctx->Color.AlphaEnabled;
attr->AutoNormal = ctx->Eval.AutoNormal;
attr->Blend = ctx->Color.BlendEnabled;
- for (i=0;i<MAX_CLIP_PLANES;i++) {
- attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
- }
+ attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
+ attr->ColorTable = ctx->Pixel.ColorTableEnabled;
+ attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled;
+ attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled;
attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
attr->Separable2D = ctx->Pixel.Separable2DEnabled;
attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
+ MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
attr->Map2Color4 = ctx->Eval.Map2Color4;
attr->Map2Index = ctx->Eval.Map2Index;
attr->Map2Normal = ctx->Eval.Map2Normal;
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
+ MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
attr->Normalize = ctx->Transform.Normalize;
+ attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
attr->PointSmooth = ctx->Point.SmoothFlag;
+ attr->PointSprite = ctx->Point.PointSprite;
attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
attr->RescaleNormals = ctx->Transform.RescaleNormals;
attr->Scissor = ctx->Scissor.Enabled;
attr->Stencil = ctx->Stencil.Enabled;
- attr->Texture = ctx->Texture.Enabled;
+ attr->MultisampleEnabled = ctx->Multisample.Enabled;
+ attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
+ attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
+ attr->SampleCoverage = ctx->Multisample.SampleCoverage;
+ attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
for (i=0; i<MAX_TEXTURE_UNITS; 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;
}
+ /* GL_NV_vertex_program */
+ attr->VertexProgram = ctx->VertexProgram.Enabled;
+ attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
+ attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
newnode = new_attrib_node( GL_ENABLE_BIT );
newnode->data = attr;
newnode->next = head;
if (mask & GL_LIGHTING_BIT) {
struct gl_light_attrib *attr;
+ FLUSH_CURRENT(ctx, 0); /* flush material changes */
attr = MALLOC_STRUCT( gl_light_attrib );
MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
newnode = new_attrib_node( GL_LIGHTING_BIT );
if (mask & GL_TEXTURE_BIT) {
struct gl_texture_attrib *attr;
GLuint u;
- /* Take care of texture object reference counters */
+ /* Bump the texture object reference counts so that they don't
+ * inadvertantly get deleted.
+ */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- ctx->Texture.Unit[u].CurrentD[1]->RefCount++;
- ctx->Texture.Unit[u].CurrentD[2]->RefCount++;
- ctx->Texture.Unit[u].CurrentD[3]->RefCount++;
+ 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++;
}
attr = MALLOC_STRUCT( gl_texture_attrib );
MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
/* copy state of the currently bound texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].CurrentD[1]);
- copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].CurrentD[2]);
- copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].CurrentD[3]);
+ _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);
}
newnode = new_attrib_node( GL_TEXTURE_BIT );
newnode->data = attr;
head = newnode;
}
+ /* GL_ARB_multisample */
+ if (mask & GL_MULTISAMPLE_BIT_ARB) {
+ struct gl_multisample_attrib *attr;
+ attr = MALLOC_STRUCT( gl_multisample_attrib );
+ MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
+ newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
ctx->AttribStack[ctx->AttribStackDepth] = head;
ctx->AttribStackDepth++;
}
+static void
+pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
+{
+ GLuint i;
+
+#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
+ if ((VALUE) != (NEWVALUE)) { \
+ _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
+ }
+
+ TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
+ TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
+
+ for (i=0;i<MAX_CLIP_PLANES;i++) {
+ const GLuint mask = 1 << i;
+ if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
+ _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
+ (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
+ }
+
+ TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
+ GL_COLOR_MATERIAL);
+ TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
+ GL_COLOR_TABLE);
+ TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
+ enable->PostColorMatrixColorTable,
+ GL_POST_COLOR_MATRIX_COLOR_TABLE);
+ TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
+ enable->PostConvolutionColorTable,
+ GL_POST_CONVOLUTION_COLOR_TABLE);
+ TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
+ TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
+ TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
+ TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
+ GL_CONVOLUTION_1D);
+ TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
+ GL_CONVOLUTION_2D);
+ TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
+ GL_SEPARABLE_2D);
+ TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
+ TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
+ TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
+ TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
+ GL_LINE_STIPPLE);
+ TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
+ GL_INDEX_LOGIC_OP);
+ TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
+ GL_COLOR_LOGIC_OP);
+
+ TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
+ TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
+ TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
+ GL_MAP1_TEXTURE_COORD_1);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
+ GL_MAP1_TEXTURE_COORD_2);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
+ GL_MAP1_TEXTURE_COORD_3);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
+ GL_MAP1_TEXTURE_COORD_4);
+ TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
+ GL_MAP1_VERTEX_3);
+ TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
+ GL_MAP1_VERTEX_4);
+ for (i = 0; i < 16; i++) {
+ TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
+ GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
+ }
+
+ TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
+ TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
+ TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
+ GL_MAP2_TEXTURE_COORD_1);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
+ GL_MAP2_TEXTURE_COORD_2);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
+ GL_MAP2_TEXTURE_COORD_3);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
+ GL_MAP2_TEXTURE_COORD_4);
+ TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
+ GL_MAP2_VERTEX_3);
+ TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
+ GL_MAP2_VERTEX_4);
+ for (i = 0; i < 16; i++) {
+ TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
+ GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
+ }
+
+ TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
+ TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
+ TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
+ GL_RESCALE_NORMAL_EXT);
+ TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
+ enable->RasterPositionUnclipped,
+ GL_RASTER_POSITION_UNCLIPPED_IBM);
+ TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
+ GL_POINT_SMOOTH);
+ TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
+ GL_POINT_SMOOTH);
+ if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
+ TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
+ GL_POINT_SPRITE_NV);
+ }
+ TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
+ GL_POLYGON_OFFSET_POINT);
+ TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
+ GL_POLYGON_OFFSET_LINE);
+ TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
+ GL_POLYGON_OFFSET_FILL);
+ TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
+ GL_POLYGON_SMOOTH);
+ TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
+ GL_POLYGON_STIPPLE);
+ TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
+ TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
+ /* XXX two-sided stencil */
+ TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
+ GL_MULTISAMPLE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
+ enable->SampleAlphaToCoverage,
+ GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
+ enable->SampleAlphaToOne,
+ GL_SAMPLE_ALPHA_TO_ONE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
+ enable->SampleCoverage,
+ GL_SAMPLE_COVERAGE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
+ enable->SampleCoverageInvert,
+ GL_SAMPLE_COVERAGE_INVERT_ARB);
+ /* GL_NV_vertex_program */
+ TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
+ enable->VertexProgram,
+ GL_VERTEX_PROGRAM_NV);
+ TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
+ enable->VertexProgramPointSize,
+ GL_VERTEX_PROGRAM_POINT_SIZE_NV);
+ TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
+ enable->VertexProgramTwoSide,
+ GL_VERTEX_PROGRAM_TWO_SIDE_NV);
+
+#undef TEST_AND_UPDATE
+
+ /* texture unit enables */
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
+ ctx->Texture.Unit[i].Enabled = enable->Texture[i];
+ if (ctx->Driver.Enable) {
+ if (ctx->Driver.ActiveTexture) {
+ (*ctx->Driver.ActiveTexture)(ctx, i);
+ }
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
+ (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
+ (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
+ (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
+ if (ctx->Extensions.ARB_texture_cube_map)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
+ (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
+ if (ctx->Extensions.NV_texture_rectangle)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
+ (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
+ }
+ }
+
+ if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
+ ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
+ if (ctx->Driver.Enable) {
+ if (ctx->Driver.ActiveTexture) {
+ (*ctx->Driver.ActiveTexture)(ctx, i);
+ }
+ if (enable->TexGen[i] & S_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
+ if (enable->TexGen[i] & T_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
+ if (enable->TexGen[i] & R_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
+ if (enable->TexGen[i] & Q_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
+ }
+ }
+
+ /* GL_SGI_texture_color_table */
+ ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
+ }
+
+ if (ctx->Driver.ActiveTexture) {
+ (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
+ }
+}
+
+
+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_EXT,
+ unit->CombineModeRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
+ unit->CombineModeA);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
+ unit->CombineSourceRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
+ unit->CombineSourceRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
+ unit->CombineSourceRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
+ unit->CombineSourceA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
+ unit->CombineSourceA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
+ unit->CombineSourceA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
+ unit->CombineOperandRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
+ unit->CombineOperandRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
+ unit->CombineOperandRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
+ unit->CombineOperandA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
+ unit->CombineOperandA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
+ unit->CombineOperandA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
+ 1 << unit->CombineScaleShiftRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
+ 1 << unit->CombineScaleShiftA);
+ }
+
+ /* 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--;
+ }
+}
+
+
/*
* This function is kind of long just because we have to call a lot
* of device driver functions to update device driver state.
+ *
+ * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
+ * in order to restore GL state. This isn't terribly efficient but it
+ * ensures that dirty flags and any derived state gets updated correctly.
+ * We could at least check if the value to restore equals the current value
+ * and then skip the Mesa call.
*/
-void
+void GLAPIENTRY
_mesa_PopAttrib(void)
{
struct gl_attrib_node *attr, *next;
GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopAttrib");
-
-
- if (ctx->AttribStackDepth==0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
+ if (ctx->AttribStackDepth == 0) {
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
return;
}
while (attr) {
- if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPopAttrib %s\n", gl_lookup_enum_by_nr(attr->kind));
+ if (MESA_VERBOSE & VERBOSE_API) {
+ _mesa_debug(ctx, "glPopAttrib %s\n",
+ _mesa_lookup_enum_by_nr(attr->kind));
+ }
switch (attr->kind) {
case GL_ACCUM_BUFFER_BIT:
- MEMCPY( &ctx->Accum, attr->data, sizeof(struct gl_accum_attrib) );
+ {
+ const struct gl_accum_attrib *accum;
+ accum = (const struct gl_accum_attrib *) attr->data;
+ _mesa_ClearAccum(accum->ClearColor[0],
+ accum->ClearColor[1],
+ accum->ClearColor[2],
+ accum->ClearColor[3]);
+ }
break;
case GL_COLOR_BUFFER_BIT:
{
- GLenum oldDrawBuffer = ctx->Color.DrawBuffer;
- GLenum oldAlphaFunc = ctx->Color.AlphaFunc;
- GLubyte oldAlphaRef = ctx->Color.AlphaRef;
- GLenum oldBlendSrc = ctx->Color.BlendSrcRGB;
- GLenum oldBlendDst = ctx->Color.BlendDstRGB;
- GLenum oldLogicOp = ctx->Color.LogicOp;
- MEMCPY( &ctx->Color, attr->data,
- sizeof(struct gl_colorbuffer_attrib) );
- if (ctx->Color.DrawBuffer != oldDrawBuffer) {
- _mesa_DrawBuffer( ctx->Color.DrawBuffer);
- }
- if ((ctx->Color.BlendSrcRGB != oldBlendSrc ||
- ctx->Color.BlendDstRGB != oldBlendDst) &&
- ctx->Driver.BlendFunc)
- (*ctx->Driver.BlendFunc)( ctx, ctx->Color.BlendSrcRGB,
- ctx->Color.BlendDstRGB);
- if (ctx->Color.LogicOp != oldLogicOp &&
- ctx->Driver.LogicOpcode) {
- ctx->Driver.LogicOpcode( ctx, ctx->Color.LogicOp );
- }
- if (ctx->Visual->RGBAflag) {
- GLubyte r = (GLint) (ctx->Color.ClearColor[0] * 255.0F);
- GLubyte g = (GLint) (ctx->Color.ClearColor[1] * 255.0F);
- GLubyte b = (GLint) (ctx->Color.ClearColor[2] * 255.0F);
- GLubyte a = (GLint) (ctx->Color.ClearColor[3] * 255.0F);
- (*ctx->Driver.ClearColor)( ctx, r, g, b, a );
- if ((ctx->Color.AlphaFunc != oldAlphaFunc ||
- ctx->Color.AlphaRef != oldAlphaRef) &&
- ctx->Driver.AlphaFunc)
- (*ctx->Driver.AlphaFunc)( ctx, ctx->Color.AlphaFunc,
- ctx->Color.AlphaRef / 255.0F);
- if (ctx->Driver.ColorMask) {
- (*ctx->Driver.ColorMask)(ctx,
- ctx->Color.ColorMask[0],
- ctx->Color.ColorMask[1],
- ctx->Color.ColorMask[2],
- ctx->Color.ColorMask[3]);
- }
- }
- else {
- (*ctx->Driver.ClearIndex)( ctx, ctx->Color.ClearIndex);
- }
+ const struct gl_colorbuffer_attrib *color;
+ color = (const struct gl_colorbuffer_attrib *) attr->data;
+ _mesa_ClearIndex((GLfloat) color->ClearIndex);
+ _mesa_ClearColor(color->ClearColor[0],
+ color->ClearColor[1],
+ color->ClearColor[2],
+ color->ClearColor[3]);
+ _mesa_IndexMask(color->IndexMask);
+ _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
+ (GLboolean) (color->ColorMask[1] != 0),
+ (GLboolean) (color->ColorMask[2] != 0),
+ (GLboolean) (color->ColorMask[3] != 0));
+ _mesa_DrawBuffer(color->DrawBuffer);
+ _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
+ _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
+ _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
+ _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
+ color->BlendDstRGB,
+ color->BlendSrcA,
+ color->BlendDstA);
+ _mesa_BlendEquation(color->BlendEquation);
+ _mesa_BlendColor(color->BlendColor[0],
+ color->BlendColor[1],
+ color->BlendColor[2],
+ color->BlendColor[3]);
+ _mesa_LogicOp(color->LogicOp);
+ _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
+ color->ColorLogicOpEnabled);
+ _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
+ color->IndexLogicOpEnabled);
+ _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
}
break;
case GL_CURRENT_BIT:
+ FLUSH_CURRENT( ctx, 0 );
MEMCPY( &ctx->Current, attr->data,
sizeof(struct gl_current_attrib) );
break;
case GL_DEPTH_BUFFER_BIT:
{
- GLenum oldDepthFunc = ctx->Depth.Func;
- GLboolean oldDepthMask = ctx->Depth.Mask;
- GLfloat oldDepthClear = ctx->Depth.Clear;
- MEMCPY( &ctx->Depth, attr->data,
- sizeof(struct gl_depthbuffer_attrib) );
- if (ctx->Depth.Func != oldDepthFunc && ctx->Driver.DepthFunc)
- (*ctx->Driver.DepthFunc)( ctx, ctx->Depth.Func );
- if (ctx->Depth.Mask != oldDepthMask && ctx->Driver.DepthMask)
- (*ctx->Driver.DepthMask)( ctx, ctx->Depth.Mask );
- if (ctx->Depth.Clear != oldDepthClear && ctx->Driver.ClearDepth)
- (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
+ const struct gl_depthbuffer_attrib *depth;
+ depth = (const struct gl_depthbuffer_attrib *) attr->data;
+ _mesa_DepthFunc(depth->Func);
+ _mesa_ClearDepth(depth->Clear);
+ _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
+ _mesa_DepthMask(depth->Mask);
+ if (ctx->Extensions.HP_occlusion_test)
+ _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
+ depth->OcclusionTest);
}
break;
case GL_ENABLE_BIT:
{
const struct gl_enable_attrib *enable;
enable = (const struct gl_enable_attrib *) attr->data;
-
-#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
- if ((VALUE) != (NEWVALUE)) { \
- _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
- }
-
- TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
- TEST_AND_UPDATE(ctx->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE);
- TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
- {
- GLuint i;
- for (i=0;i<MAX_CLIP_PLANES;i++) {
- if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
- _mesa_set_enable( ctx, (GLenum) (GL_CLIP_PLANE0 + i), enable->ClipPlane[i] );
- }
- }
- TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, GL_COLOR_MATERIAL);
- TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
- TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
- TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
- TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, GL_CONVOLUTION_1D);
- TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, GL_CONVOLUTION_2D);
- TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, GL_SEPARABLE_2D);
- TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
- TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
- TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
- TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, GL_LINE_STIPPLE);
- TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, GL_INDEX_LOGIC_OP);
- TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, GL_COLOR_LOGIC_OP);
- TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
- TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
- TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, GL_MAP1_TEXTURE_COORD_1);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, GL_MAP1_TEXTURE_COORD_2);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, GL_MAP1_TEXTURE_COORD_3);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, GL_MAP1_TEXTURE_COORD_4);
- TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, GL_MAP1_VERTEX_3);
- TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, GL_MAP1_VERTEX_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
- TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, GL_MAP2_TEXTURE_COORD_1);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, GL_MAP2_TEXTURE_COORD_2);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, GL_MAP2_TEXTURE_COORD_3);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, GL_MAP2_TEXTURE_COORD_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, GL_MAP2_VERTEX_3);
- TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, GL_MAP2_VERTEX_4);
- TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
- TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, GL_RESCALE_NORMAL_EXT);
- TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture, GL_POINT_SMOOTH);
- TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, GL_POINT_SMOOTH);
- TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, GL_POLYGON_OFFSET_POINT);
- TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, GL_POLYGON_OFFSET_LINE);
- TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, GL_POLYGON_OFFSET_FILL);
- TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, GL_POLYGON_SMOOTH);
- TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, GL_POLYGON_STIPPLE);
- TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
- TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
- if (ctx->Texture.Enabled != enable->Texture) {
- ctx->Texture.Enabled = enable->Texture;
- if (ctx->Driver.Enable) {
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, 0 );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE0_1D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE0_2D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE0_3D) );
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, 1 );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE1_1D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE1_2D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE1_3D) );
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, ctx->Texture.CurrentUnit );
- }
- }
-#undef TEST_AND_UPDATE
- {
- GLuint i;
- for (i=0; i<MAX_TEXTURE_UNITS; i++) {
- if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
- ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
-
- /* ctx->Enabled recalculated in state change
- processing */
-
- if (ctx->Driver.Enable) {
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, i );
- if (enable->TexGen[i] & S_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
- if (enable->TexGen[i] & T_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
- if (enable->TexGen[i] & R_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
- if (enable->TexGen[i] & Q_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
- }
- }
- }
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, ctx->Texture.CurrentUnit );
- }
+ pop_enable_group(ctx, enable);
+ ctx->NewState |= _NEW_ALL;
}
break;
case GL_EVAL_BIT:
MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
+ ctx->NewState |= _NEW_EVAL;
break;
case GL_FOG_BIT:
{
- GLboolean anyChange = (GLboolean) (memcmp( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) ) != 0);
- MEMCPY( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) );
- if (anyChange && ctx->Driver.Fogfv) {
- const GLfloat mode = (GLfloat) ctx->Fog.Mode;
- const GLfloat density = ctx->Fog.Density;
- const GLfloat start = ctx->Fog.Start;
- const GLfloat end = ctx->Fog.End;
- const GLfloat index = ctx->Fog.Index;
- (*ctx->Driver.Fogfv)( ctx, GL_FOG_MODE, &mode);
- (*ctx->Driver.Fogfv)( ctx, GL_FOG_DENSITY, &density );
- (*ctx->Driver.Fogfv)( ctx, GL_FOG_START, &start );
- (*ctx->Driver.Fogfv)( ctx, GL_FOG_END, &end );
- (*ctx->Driver.Fogfv)( ctx, GL_FOG_INDEX, &index );
- (*ctx->Driver.Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color );
- }
- ctx->Enabled &= ~ENABLE_FOG;
- if (ctx->Fog.Enabled) ctx->Enabled |= ENABLE_FOG;
+ const struct gl_fog_attrib *fog;
+ fog = (const struct gl_fog_attrib *) attr->data;
+ _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
+ _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
+ _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
+ _mesa_Fogf(GL_FOG_START, fog->Start);
+ _mesa_Fogf(GL_FOG_END, fog->End);
+ _mesa_Fogf(GL_FOG_INDEX, fog->Index);
+ _mesa_Fogi(GL_FOG_MODE, fog->Mode);
}
break;
case GL_HINT_BIT:
- MEMCPY( &ctx->Hint, attr->data, sizeof(struct gl_hint_attrib) );
- if (ctx->Driver.Hint) {
- (*ctx->Driver.Hint)( ctx, GL_PERSPECTIVE_CORRECTION_HINT,
- ctx->Hint.PerspectiveCorrection );
- (*ctx->Driver.Hint)( ctx, GL_POINT_SMOOTH_HINT,
- ctx->Hint.PointSmooth);
- (*ctx->Driver.Hint)( ctx, GL_LINE_SMOOTH_HINT,
- ctx->Hint.LineSmooth );
- (*ctx->Driver.Hint)( ctx, GL_POLYGON_SMOOTH_HINT,
- ctx->Hint.PolygonSmooth );
- (*ctx->Driver.Hint)( ctx, GL_FOG_HINT, ctx->Hint.Fog );
+ {
+ const struct gl_hint_attrib *hint;
+ hint = (const struct gl_hint_attrib *) attr->data;
+ _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
+ hint->PerspectiveCorrection );
+ _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
+ _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
+ _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
+ _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);
}
break;
case GL_LIGHTING_BIT:
- MEMCPY( &ctx->Light, attr->data, sizeof(struct gl_light_attrib) );
- if (ctx->Driver.Enable) {
+ {
GLuint i;
+ const struct gl_light_attrib *light;
+ light = (const struct gl_light_attrib *) attr->data;
+ /* lighting enable */
+ _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
+ /* per-light state */
+
+ if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
+ _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+
for (i = 0; i < MAX_LIGHTS; i++) {
- GLenum light = (GLenum) (GL_LIGHT0 + i);
- (*ctx->Driver.Enable)( ctx, light, ctx->Light.Light[i].Enabled );
+ GLenum lgt = (GLenum) (GL_LIGHT0 + i);
+ const struct gl_light *l = &light->Light[i];
+ GLfloat tmp[4];
+ _mesa_set_enable(ctx, lgt, l->Enabled);
+ _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
+ _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
+ _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
+ TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
+ _mesa_Lightfv( lgt, GL_POSITION, tmp );
+ TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
+ _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
+ _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
+ _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
+ _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
+ &l->ConstantAttenuation );
+ _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
+ &l->LinearAttenuation );
+ _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
+ &l->QuadraticAttenuation );
}
- (*ctx->Driver.Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled );
+ /* light model */
+ _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
+ light->Model.Ambient);
+ _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
+ (GLfloat) light->Model.LocalViewer);
+ _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
+ (GLfloat) light->Model.TwoSide);
+ _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
+ (GLfloat) light->Model.ColorControl);
+ /* materials */
+ MEMCPY(&ctx->Light.Material, &light->Material,
+ sizeof(struct gl_material));
+ /* shade model */
+ _mesa_ShadeModel(light->ShadeModel);
+ /* color material */
+ _mesa_ColorMaterial(light->ColorMaterialFace,
+ light->ColorMaterialMode);
+ _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
+ light->ColorMaterialEnabled);
}
- if (ctx->Light.ShadeModel == GL_FLAT)
- ctx->TriangleCaps |= DD_FLATSHADE;
- else
- ctx->TriangleCaps &= ~DD_FLATSHADE;
- if (ctx->Driver.ShadeModel)
- (*ctx->Driver.ShadeModel)(ctx, ctx->Light.ShadeModel);
- ctx->Enabled &= ~ENABLE_LIGHT;
- if (ctx->Light.Enabled && !is_empty_list(&ctx->Light.EnabledList))
- ctx->Enabled |= ENABLE_LIGHT;
break;
case GL_LINE_BIT:
- MEMCPY( &ctx->Line, attr->data, sizeof(struct gl_line_attrib) );
- if (ctx->Driver.Enable) {
- (*ctx->Driver.Enable)( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
- (*ctx->Driver.Enable)( ctx, GL_LINE_STIPPLE, ctx->Line.StippleFlag );
+ {
+ const struct gl_line_attrib *line;
+ line = (const struct gl_line_attrib *) attr->data;
+ _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
+ _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
+ _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
+ _mesa_LineWidth(line->Width);
}
- if (ctx->Driver.LineStipple)
- (*ctx->Driver.LineStipple)(ctx, ctx->Line.StippleFactor,
- ctx->Line.StipplePattern);
- if (ctx->Driver.LineWidth)
- (*ctx->Driver.LineWidth)(ctx, ctx->Line.Width);
break;
case GL_LIST_BIT:
MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
break;
case GL_PIXEL_MODE_BIT:
MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
+ ctx->NewState |= _NEW_PIXEL;
break;
case GL_POINT_BIT:
- MEMCPY( &ctx->Point, attr->data, sizeof(struct gl_point_attrib) );
- if (ctx->Driver.Enable)
- (*ctx->Driver.Enable)( ctx, GL_POINT_SMOOTH, ctx->Point.SmoothFlag );
+ {
+ const struct gl_point_attrib *point;
+ point = (const struct gl_point_attrib *) attr->data;
+ _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);
+ }
+ if (ctx->Extensions.NV_point_sprite
+ || ctx->Extensions.ARB_point_sprite) {
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
+ (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);
+ }
+ }
break;
case GL_POLYGON_BIT:
{
- GLenum oldFrontMode = ctx->Polygon.FrontMode;
- GLenum oldBackMode = ctx->Polygon.BackMode;
- MEMCPY( &ctx->Polygon, attr->data,
- sizeof(struct gl_polygon_attrib) );
- if ((ctx->Polygon.FrontMode != oldFrontMode ||
- ctx->Polygon.BackMode != oldBackMode) &&
- ctx->Driver.PolygonMode) {
- (*ctx->Driver.PolygonMode)( ctx, GL_FRONT, ctx->Polygon.FrontMode);
- (*ctx->Driver.PolygonMode)( ctx, GL_BACK, ctx->Polygon.BackMode);
- }
- if (ctx->Driver.CullFace)
- ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode );
-
- if (ctx->Driver.FrontFace)
- ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace );
-
- if (ctx->Driver.Enable)
- (*ctx->Driver.Enable)( ctx, GL_POLYGON_SMOOTH, ctx->Polygon.SmoothFlag );
+ const struct gl_polygon_attrib *polygon;
+ polygon = (const struct gl_polygon_attrib *) attr->data;
+ _mesa_CullFace(polygon->CullFaceMode);
+ _mesa_FrontFace(polygon->FrontFace);
+ _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
+ _mesa_PolygonMode(GL_BACK, polygon->BackMode);
+ _mesa_PolygonOffset(polygon->OffsetFactor,
+ polygon->OffsetUnits);
+ _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
+ _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
+ _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
+ _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
+ polygon->OffsetPoint);
+ _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
+ polygon->OffsetLine);
+ _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
+ polygon->OffsetFill);
}
break;
case GL_POLYGON_STIPPLE_BIT:
MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
- if (ctx->Driver.PolygonStipple)
+ ctx->NewState |= _NEW_POLYGONSTIPPLE;
+ if (ctx->Driver.PolygonStipple)
ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
break;
case GL_SCISSOR_BIT:
- MEMCPY( &ctx->Scissor, attr->data,
- sizeof(struct gl_scissor_attrib) );
- if (ctx->Driver.Enable)
- (*ctx->Driver.Enable)( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
- if (ctx->Driver.Scissor)
- ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y,
- ctx->Scissor.Width, ctx->Scissor.Height );
+ {
+ const struct gl_scissor_attrib *scissor;
+ scissor = (const struct gl_scissor_attrib *) attr->data;
+ _mesa_Scissor(scissor->X, scissor->Y,
+ scissor->Width, scissor->Height);
+ _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
+ }
break;
case GL_STENCIL_BUFFER_BIT:
- MEMCPY( &ctx->Stencil, attr->data,
- sizeof(struct gl_stencil_attrib) );
- if (ctx->Driver.StencilFunc)
- (*ctx->Driver.StencilFunc)( ctx, ctx->Stencil.Function,
- ctx->Stencil.Ref, ctx->Stencil.ValueMask);
- if (ctx->Driver.StencilMask)
- (*ctx->Driver.StencilMask)( ctx, ctx->Stencil.WriteMask );
- if (ctx->Driver.StencilOp)
- (*ctx->Driver.StencilOp)( ctx, ctx->Stencil.FailFunc,
- ctx->Stencil.ZFailFunc, ctx->Stencil.ZPassFunc);
- if (ctx->Driver.ClearStencil)
- (*ctx->Driver.ClearStencil)( ctx, ctx->Stencil.Clear );
- if (ctx->Driver.Enable)
- (*ctx->Driver.Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
- ctx->TriangleCaps &= ~DD_STENCIL;
- if (ctx->Stencil.Enabled)
- ctx->TriangleCaps |= DD_STENCIL;
-
+ {
+ const GLint face = 0; /* XXX stencil two side */
+ const struct gl_stencil_attrib *stencil;
+ stencil = (const struct gl_stencil_attrib *) attr->data;
+ _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
+ _mesa_ClearStencil(stencil->Clear);
+ _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face],
+ stencil->ValueMask[face]);
+ _mesa_StencilMask(stencil->WriteMask[face]);
+ _mesa_StencilOp(stencil->FailFunc[face],
+ stencil->ZFailFunc[face],
+ stencil->ZPassFunc[face]);
+ }
break;
case GL_TRANSFORM_BIT:
- MEMCPY( &ctx->Transform, attr->data,
- sizeof(struct gl_transform_attrib) );
- if (ctx->Driver.Enable) {
- (*ctx->Driver.Enable)( ctx, GL_NORMALIZE, ctx->Transform.Normalize );
- (*ctx->Driver.Enable)( ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals );
+ {
+ GLuint i;
+ const struct gl_transform_attrib *xform;
+ xform = (const struct gl_transform_attrib *) attr->data;
+ _mesa_MatrixMode(xform->MatrixMode);
+
+ if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
+ _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+ /* restore clip planes */
+ for (i = 0; i < MAX_CLIP_PLANES; i++) {
+ const GLuint mask = 1 << 1;
+ const GLfloat *eyePlane = xform->EyeUserPlane[i];
+ COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
+ if (xform->ClipPlanesEnabled & mask) {
+ _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
+ }
+ else {
+ _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
+ }
+ if (ctx->Driver.ClipPlane)
+ ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
+ }
+
+ /* normalize/rescale */
+ if (xform->Normalize != ctx->Transform.Normalize)
+ _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
+ if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
+ _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
+ ctx->Transform.RescaleNormals);
}
- ctx->Enabled &= ~(ENABLE_NORMALIZE|ENABLE_RESCALE);
- if (ctx->Transform.Normalize) ctx->Enabled |= ENABLE_NORMALIZE;
- if (ctx->Transform.RescaleNormals) ctx->Enabled |= ENABLE_RESCALE;
break;
case GL_TEXTURE_BIT:
/* Take care of texture object reference counters */
{
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- ctx->Texture.Unit[u].CurrentD[1]->RefCount--;
- ctx->Texture.Unit[u].CurrentD[2]->RefCount--;
- ctx->Texture.Unit[u].CurrentD[3]->RefCount--;
- }
- MEMCPY( &ctx->Texture, attr->data,
- sizeof(struct gl_texture_attrib) );
- /* restore state of the currently bound texture objects */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- copy_texobj_state( ctx->Texture.Unit[u].CurrentD[1],
- &(ctx->Texture.Unit[u].Saved1D) );
- copy_texobj_state( ctx->Texture.Unit[u].CurrentD[2],
- &(ctx->Texture.Unit[u].Saved2D) );
- copy_texobj_state( ctx->Texture.Unit[u].CurrentD[3],
- &(ctx->Texture.Unit[u].Saved3D) );
- gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[1] );
- gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[2] );
- gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[3] );
-
- }
+ const struct gl_texture_attrib *texture;
+ texture = (const struct gl_texture_attrib *) attr->data;
+ pop_texture_group(ctx, texture);
+ ctx->NewState |= _NEW_TEXTURE;
}
break;
- case GL_VIEWPORT_BIT:
- {
- struct gl_viewport_attrib *v =
- (struct gl_viewport_attrib *)attr->data;
-
- _mesa_Viewport( v->X, v->Y, v->Width, v->Height );
- _mesa_DepthRange( v->Near, v->Far );
- break;
- }
+ case GL_VIEWPORT_BIT:
+ {
+ const struct gl_viewport_attrib *vp;
+ vp = (const struct gl_viewport_attrib *) attr->data;
+ _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
+ _mesa_DepthRange(vp->Near, vp->Far);
+ }
+ break;
+ case GL_MULTISAMPLE_BIT_ARB:
+ {
+ const struct gl_multisample_attrib *ms;
+ ms = (const struct gl_multisample_attrib *) attr->data;
+ _mesa_SampleCoverageARB(ms->SampleCoverageValue,
+ ms->SampleCoverageInvert);
+ }
+ break;
+
default:
- gl_problem( ctx, "Bad attrib flag in PopAttrib");
+ _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
break;
}
FREE( attr );
attr = next;
}
-
- ctx->NewState = NEW_ALL;
}
#define GL_CLIENT_UNPACK_BIT (1<<21)
-void
+void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)
{
struct gl_attrib_node *newnode;
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushClientAttrib");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (ctx->ClientAttribStackDepth>=MAX_CLIENT_ATTRIB_STACK_DEPTH) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
+ if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
return;
}
-void
+void GLAPIENTRY
_mesa_PopClientAttrib(void)
{
struct gl_attrib_node *attr, *next;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopClientAttrib");
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- if (ctx->ClientAttribStackDepth==0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
+ if (ctx->ClientAttribStackDepth == 0) {
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
return;
}
case GL_CLIENT_PACK_BIT:
MEMCPY( &ctx->Pack, attr->data,
sizeof(struct gl_pixelstore_attrib) );
+ ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_UNPACK_BIT:
MEMCPY( &ctx->Unpack, attr->data,
sizeof(struct gl_pixelstore_attrib) );
+ ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_VERTEX_ARRAY_BIT:
MEMCPY( &ctx->Array, attr->data,
sizeof(struct gl_array_attrib) );
+ ctx->NewState |= _NEW_ARRAY;
break;
default:
- gl_problem( ctx, "Bad attrib flag in PopClientAttrib");
+ _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
break;
}
FREE( attr );
attr = next;
}
-
- ctx->NewState = NEW_ALL;
}
-
+void _mesa_init_attrib( GLcontext *ctx )
+{
+ /* Renderer and client attribute stacks */
+ ctx->AttribStackDepth = 0;
+ ctx->ClientAttribStackDepth = 0;
+}