-/* $Id: attrib.c,v 1.42 2001/01/24 15:27:10 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 5.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * 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"),
* 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 "alpha.h"
#include "attrib.h"
#include "blend.h"
#include "buffers.h"
-#include "clip.h"
#include "colormac.h"
+#include "colortab.h"
#include "context.h"
#include "depth.h"
#include "enable.h"
#include "hint.h"
#include "light.h"
#include "lines.h"
-#include "logic.h"
-#include "masking.h"
#include "matrix.h"
-#include "mem.h"
#include "points.h"
#include "polygon.h"
-#include "scissor.h"
#include "simple_list.h"
#include "stencil.h"
+#include "texobj.h"
#include "texstate.h"
#include "mtypes.h"
-#endif
-
-
+#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->_MaxLevel = src->_MaxLevel;
- dest->_MaxLambda = src->_MaxLambda;
- dest->Palette = src->Palette;
- dest->Complete = src->Complete;
-}
-
-
-
-void
+void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)
{
struct gl_attrib_node *newnode;
GET_CURRENT_CONTEXT(ctx);
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" );
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
return;
}
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->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_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].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].Current1D);
- copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
- copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
- copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
+ _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++;
}
}
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);
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]);
+ 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);
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);
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);
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_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 */
(*ctx->Driver.ActiveTexture)(ctx, i);
}
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
- (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
+ (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
- (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
+ (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
- (GLboolean) (enable->Texture[i] & TEXTURE0_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) );
}
}
(*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) {
}
+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
* 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;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (ctx->AttribStackDepth == 0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
+ _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:
{
const struct gl_colorbuffer_attrib *color;
color = (const struct gl_colorbuffer_attrib *) attr->data;
- _mesa_ClearIndex(color->ClearIndex);
- _mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
- CHAN_TO_FLOAT(color->ClearColor[1]),
- CHAN_TO_FLOAT(color->ClearColor[2]),
- CHAN_TO_FLOAT(color->ClearColor[3]));
+ _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[3] != 0));
_mesa_DrawBuffer(color->DrawBuffer);
_mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
- _mesa_AlphaFunc(color->AlphaFunc,
- CHAN_TO_FLOAT(color->AlphaRef));
+ _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
_mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
_mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
color->BlendDstRGB,
{
const struct gl_hint_attrib *hint;
hint = (const struct gl_hint_attrib *) attr->data;
- /* XXX this memcpy is temporary: */
- MEMCPY(&ctx->Hint, hint, sizeof(struct gl_hint_attrib));
_mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
hint->PerspectiveCorrection );
_mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
/* 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 lgt = (GLenum) (GL_LIGHT0 + i);
- _mesa_set_enable(ctx, lgt, light->Light[i].Enabled);
- MEMCPY(&ctx->Light.Light[i], &light->Light[i],
- sizeof(struct gl_light));
+ 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 );
}
/* light model */
_mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
_mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
(GLfloat) light->Model.ColorControl);
/* materials */
- MEMCPY(ctx->Light.Material, light->Material,
- 2 * sizeof(struct gl_material));
+ MEMCPY(&ctx->Light.Material, &light->Material,
+ sizeof(struct gl_material));
/* shade model */
- _mesa_ShadeModel(ctx->Light.ShadeModel);
+ _mesa_ShadeModel(light->ShadeModel);
/* color material */
_mesa_ColorMaterial(light->ColorMaterialFace,
light->ColorMaterialMode);
point = (const struct gl_point_attrib *) attr->data;
_mesa_PointSize(point->Size);
_mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
- _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.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:
break;
case GL_STENCIL_BUFFER_BIT:
{
+ 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, stencil->Ref,
- stencil->ValueMask);
- _mesa_StencilMask(stencil->WriteMask);
- _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc,
- stencil->ZPassFunc);
+ _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:
const struct gl_transform_attrib *xform;
xform = (const struct gl_transform_attrib *) attr->data;
_mesa_MatrixMode(xform->MatrixMode);
- /* clip planes */
- MEMCPY(ctx->Transform.EyeUserPlane, xform->EyeUserPlane,
- sizeof(xform->EyeUserPlane));
- MEMCPY(ctx->Transform._ClipUserPlane, xform->_ClipUserPlane,
- sizeof(xform->EyeUserPlane));
- /* clip plane enable flags */
+
+ if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
+ _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+ /* restore clip planes */
for (i = 0; i < MAX_CLIP_PLANES; i++) {
- _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
- xform->ClipEnabled[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 */
- _mesa_set_enable(ctx, GL_NORMALIZE, ctx->Transform.Normalize);
- _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
- ctx->Transform.RescaleNormals);
+ 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);
}
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].Current1D->RefCount--;
- ctx->Texture.Unit[u].Current2D->RefCount--;
- ctx->Texture.Unit[u].Current3D->RefCount--;
- ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
- }
- MEMCPY( &ctx->Texture, attr->data,
- sizeof(struct gl_texture_attrib) );
+ const struct gl_texture_attrib *texture;
+ texture = (const struct gl_texture_attrib *) attr->data;
+ pop_texture_group(ctx, texture);
ctx->NewState |= _NEW_TEXTURE;
- /* restore state of the currently bound texture objects */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- copy_texobj_state( ctx->Texture.Unit[u].Current1D,
- &(ctx->Texture.Unit[u].Saved1D) );
- copy_texobj_state( ctx->Texture.Unit[u].Current2D,
- &(ctx->Texture.Unit[u].Saved2D) );
- copy_texobj_state( ctx->Texture.Unit[u].Current3D,
- &(ctx->Texture.Unit[u].Saved3D) );
- copy_texobj_state( ctx->Texture.Unit[u].CurrentCubeMap,
- &(ctx->Texture.Unit[u].SavedCubeMap) );
-
- ctx->Texture.Unit[u].Current1D->Complete = GL_FALSE;
- ctx->Texture.Unit[u].Current2D->Complete = GL_FALSE;
- ctx->Texture.Unit[u].Current3D->Complete = GL_FALSE;
- ctx->Texture.Unit[u].CurrentCubeMap->Complete = GL_FALSE;
- }
}
break;
case GL_VIEWPORT_BIT:
{
const struct gl_viewport_attrib *vp;
- vp = (const struct gl_viewport_attrib *)attr->data;
+ 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;
}
#define GL_CLIENT_UNPACK_BIT (1<<21)
-void
+void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)
{
struct gl_attrib_node *newnode;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
return;
}
-void
+void GLAPIENTRY
_mesa_PopClientAttrib(void)
{
struct gl_attrib_node *attr, *next;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (ctx->ClientAttribStackDepth == 0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
+ _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;
+ ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_UNPACK_BIT:
MEMCPY( &ctx->Unpack, attr->data,
sizeof(struct gl_pixelstore_attrib) );
- ctx->NewState = _NEW_PACKUNPACK;
+ 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;
+ ctx->NewState |= _NEW_ARRAY;
break;
default:
- gl_problem( ctx, "Bad attrib flag in PopClientAttrib");
+ _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
break;
}
}
-
+void _mesa_init_attrib( GLcontext *ctx )
+{
+ /* Renderer and client attribute stacks */
+ ctx->AttribStackDepth = 0;
+ ctx->ClientAttribStackDepth = 0;
+}