/*
* Mesa 3-D graphics library
- * Version: 7.3
+ * Version: 7.6
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
#include "texparam.h"
#include "texstate.h"
#include "varray.h"
+#include "viewport.h"
#include "mtypes.h"
+/**
+ * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
+ */
+struct gl_enable_attrib
+{
+ GLboolean AlphaTest;
+ GLboolean AutoNormal;
+ GLboolean Blend;
+ GLbitfield ClipPlanes;
+ GLboolean ColorMaterial;
+ GLboolean ColorTable[COLORTABLE_MAX];
+ GLboolean Convolution1D;
+ GLboolean Convolution2D;
+ GLboolean Separable2D;
+ GLboolean CullFace;
+ GLboolean DepthTest;
+ GLboolean Dither;
+ GLboolean Fog;
+ GLboolean Histogram;
+ GLboolean Light[MAX_LIGHTS];
+ GLboolean Lighting;
+ GLboolean LineSmooth;
+ GLboolean LineStipple;
+ GLboolean IndexLogicOp;
+ GLboolean ColorLogicOp;
+
+ GLboolean Map1Color4;
+ GLboolean Map1Index;
+ GLboolean Map1Normal;
+ GLboolean Map1TextureCoord1;
+ GLboolean Map1TextureCoord2;
+ GLboolean Map1TextureCoord3;
+ GLboolean Map1TextureCoord4;
+ GLboolean Map1Vertex3;
+ GLboolean Map1Vertex4;
+ GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
+ GLboolean Map2Color4;
+ GLboolean Map2Index;
+ GLboolean Map2Normal;
+ GLboolean Map2TextureCoord1;
+ GLboolean Map2TextureCoord2;
+ GLboolean Map2TextureCoord3;
+ GLboolean Map2TextureCoord4;
+ GLboolean Map2Vertex3;
+ GLboolean Map2Vertex4;
+ GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
+
+ GLboolean MinMax;
+ GLboolean Normalize;
+ GLboolean PixelTexture;
+ GLboolean PointSmooth;
+ GLboolean PolygonOffsetPoint;
+ GLboolean PolygonOffsetLine;
+ GLboolean PolygonOffsetFill;
+ GLboolean PolygonSmooth;
+ GLboolean PolygonStipple;
+ GLboolean RescaleNormals;
+ GLboolean Scissor;
+ GLboolean Stencil;
+ GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
+ GLboolean MultisampleEnabled; /* GL_ARB_multisample */
+ GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
+ GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
+ GLboolean SampleCoverage; /* GL_ARB_multisample */
+ GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
+ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
+
+ GLbitfield Texture[MAX_TEXTURE_UNITS];
+ GLbitfield TexGen[MAX_TEXTURE_UNITS];
+
+ /* SGI_texture_color_table */
+ GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
+
+ /* GL_ARB_vertex_program / GL_NV_vertex_program */
+ GLboolean VertexProgram;
+ GLboolean VertexProgramPointSize;
+ GLboolean VertexProgramTwoSide;
+
+ /* GL_ARB_point_sprite / GL_NV_point_sprite */
+ GLboolean PointSprite;
+ GLboolean FragmentShaderATI;
+};
+
+
+/**
+ * Node for the attribute stack.
+ */
+struct gl_attrib_node
+{
+ GLbitfield kind;
+ void *data;
+ struct gl_attrib_node *next;
+};
+
+
+
/**
* Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
*/
/**
- * Allocate a new attribute state node. These nodes have a
- * "kind" value and a pointer to a struct of state data.
+ * Allocate new attribute node of given type/kind. Attach payload data.
+ * Insert it into the linked list named by 'head'.
*/
-static struct gl_attrib_node *
-new_attrib_node( GLbitfield kind )
+static void
+save_attrib_data(struct gl_attrib_node **head,
+ GLbitfield kind, void *payload)
{
- struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
- if (an) {
- an->kind = kind;
+ struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
+ if (n) {
+ n->kind = kind;
+ n->data = payload;
+ /* insert at head */
+ n->next = *head;
+ *head = n;
+ }
+ else {
+ /* out of memory! */
}
- return an;
}
void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)
{
- struct gl_attrib_node *newnode;
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
struct gl_accum_attrib *attr;
attr = MALLOC_STRUCT( gl_accum_attrib );
MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
- newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
}
if (mask & GL_COLOR_BUFFER_BIT) {
/* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
- newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
}
if (mask & GL_CURRENT_BIT) {
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 );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_CURRENT_BIT, attr);
}
if (mask & GL_DEPTH_BUFFER_BIT) {
struct gl_depthbuffer_attrib *attr;
attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
- newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
}
if (mask & GL_ENABLE_BIT) {
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;
- head = newnode;
+ save_attrib_data(&head, GL_ENABLE_BIT, attr);
}
if (mask & GL_EVAL_BIT) {
struct gl_eval_attrib *attr;
attr = MALLOC_STRUCT( gl_eval_attrib );
MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
- newnode = new_attrib_node( GL_EVAL_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_EVAL_BIT, attr);
}
if (mask & GL_FOG_BIT) {
struct gl_fog_attrib *attr;
attr = MALLOC_STRUCT( gl_fog_attrib );
MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
- newnode = new_attrib_node( GL_FOG_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_FOG_BIT, attr);
}
if (mask & GL_HINT_BIT) {
struct gl_hint_attrib *attr;
attr = MALLOC_STRUCT( gl_hint_attrib );
MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
- newnode = new_attrib_node( GL_HINT_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_HINT_BIT, attr);
}
if (mask & GL_LIGHTING_BIT) {
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 );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_LIGHTING_BIT, attr);
}
if (mask & GL_LINE_BIT) {
struct gl_line_attrib *attr;
attr = MALLOC_STRUCT( gl_line_attrib );
MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
- newnode = new_attrib_node( GL_LINE_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_LINE_BIT, attr);
}
if (mask & GL_LIST_BIT) {
struct gl_list_attrib *attr;
attr = MALLOC_STRUCT( gl_list_attrib );
MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
- newnode = new_attrib_node( GL_LIST_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_LIST_BIT, attr);
}
if (mask & GL_PIXEL_MODE_BIT) {
MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
/* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
- newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
}
if (mask & GL_POINT_BIT) {
struct gl_point_attrib *attr;
attr = MALLOC_STRUCT( gl_point_attrib );
MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
- newnode = new_attrib_node( GL_POINT_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_POINT_BIT, attr);
}
if (mask & GL_POLYGON_BIT) {
struct gl_polygon_attrib *attr;
attr = MALLOC_STRUCT( gl_polygon_attrib );
MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
- newnode = new_attrib_node( GL_POLYGON_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_POLYGON_BIT, attr);
}
if (mask & GL_POLYGON_STIPPLE_BIT) {
GLuint *stipple;
stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
- newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
- newnode->data = stipple;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
}
if (mask & GL_SCISSOR_BIT) {
struct gl_scissor_attrib *attr;
attr = MALLOC_STRUCT( gl_scissor_attrib );
MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
- newnode = new_attrib_node( GL_SCISSOR_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_SCISSOR_BIT, attr);
}
if (mask & GL_STENCIL_BUFFER_BIT) {
struct gl_stencil_attrib *attr;
attr = MALLOC_STRUCT( gl_stencil_attrib );
MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
- newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
}
if (mask & GL_TEXTURE_BIT) {
struct texture_state *texstate = CALLOC_STRUCT(texture_state);
- GLuint u;
+ GLuint u, tex;
if (!texstate) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
* accidentally get deleted while referenced in the attribute stack.
*/
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- _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);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
+ ctx->Texture.Unit[u].CurrentTex[tex]);
+ }
}
/* copy state/contents of the currently bound texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- _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);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
+ ctx->Texture.Unit[u].CurrentTex[tex]);
+ }
}
_mesa_unlock_context_textures(ctx);
- newnode = new_attrib_node( GL_TEXTURE_BIT );
- newnode->data = texstate;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
}
if (mask & GL_TRANSFORM_BIT) {
struct gl_transform_attrib *attr;
attr = MALLOC_STRUCT( gl_transform_attrib );
MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
- newnode = new_attrib_node( GL_TRANSFORM_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
}
if (mask & GL_VIEWPORT_BIT) {
struct gl_viewport_attrib *attr;
attr = MALLOC_STRUCT( gl_viewport_attrib );
MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
- newnode = new_attrib_node( GL_VIEWPORT_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
}
/* GL_ARB_multisample */
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;
+ save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
}
end:
static void
pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
{
+ const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
GLuint i;
#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
/* 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) );
+ const GLbitfield enabled = enable->Texture[i];
+ const GLbitfield genEnabled = enable->TexGen[i];
+
+ if (ctx->Texture.Unit[i].Enabled != enabled) {
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
+
+ _mesa_set_enable(ctx, GL_TEXTURE_1D,
+ (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D,
+ (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_3D,
+ (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
+ if (ctx->Extensions.NV_texture_rectangle) {
+ _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
+ (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
+ }
+ if (ctx->Extensions.ARB_texture_cube_map) {
+ _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
+ (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
+ }
+ if (ctx->Extensions.MESA_texture_array) {
+ _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
+ (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
+ (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
}
}
- 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);
- }
+ if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
+ (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
+ (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
+ (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
+ (genEnabled & Q_BIT) ? GL_TRUE : 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);
- }
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
}
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
(unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
}
+ if (ctx->Extensions.MESA_texture_array) {
+ _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
+ (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
+ (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
+ }
+
if (ctx->Extensions.SGI_texture_color_table) {
_mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
unit->ColorTableEnabled);
/* 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;
obj = &texstate->SavedObj[u][tgt];
_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_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
+ _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor);
_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_light(ctx, i, GL_DIFFUSE, l->Diffuse);
_mesa_light(ctx, i, GL_SPECULAR, l->Specular );
_mesa_light(ctx, i, GL_POSITION, l->EyePosition);
- _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
+ _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
_mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
_mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
_mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
/* restore clip planes */
for (i = 0; i < MAX_CLIP_PLANES; i++) {
- const GLuint mask = 1 << 1;
+ const GLuint mask = 1 << i;
const GLfloat *eyePlane = xform->EyeUserPlane[i];
COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
if (xform->ClipPlanesEnabled & mask) {
* counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
*/
static void
-adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
+adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
{
GLuint i;
- array->ArrayObj->Vertex.BufferObj->RefCount += step;
- array->ArrayObj->Normal.BufferObj->RefCount += step;
- array->ArrayObj->Color.BufferObj->RefCount += step;
- array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
- array->ArrayObj->FogCoord.BufferObj->RefCount += step;
- array->ArrayObj->Index.BufferObj->RefCount += step;
- array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
- array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
- for (i = 0; i < VERT_ATTRIB_MAX; i++)
- array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
+
+ arrayObj->Vertex.BufferObj->RefCount += step;
+ arrayObj->Weight.BufferObj->RefCount += step;
+ arrayObj->Normal.BufferObj->RefCount += step;
+ arrayObj->Color.BufferObj->RefCount += step;
+ arrayObj->SecondaryColor.BufferObj->RefCount += step;
+ arrayObj->FogCoord.BufferObj->RefCount += step;
+ arrayObj->Index.BufferObj->RefCount += step;
+ arrayObj->EdgeFlag.BufferObj->RefCount += step;
+ for (i = 0; i < Elements(arrayObj->TexCoord); i++)
+ arrayObj->TexCoord[i].BufferObj->RefCount += step;
+ for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
+ arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
}
void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)
{
- struct gl_attrib_node *newnode;
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
/* packing attribs */
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;
+ save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
/* unpacking attribs */
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;
+ save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
}
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
attr->ArrayObj = obj;
- newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
- newnode->data = attr;
- newnode->next = head;
- head = newnode;
+ save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
+
/* bump reference counts on buffer objects */
- adjust_buffer_object_ref_counts(&ctx->Array, 1);
+ adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
}
ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
struct gl_array_attrib * data =
(struct gl_array_attrib *) node->data;
- adjust_buffer_object_ref_counts(&ctx->Array, -1);
+ adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
ctx->Array.ActiveTexture = data->ActiveTexture;
if (data->LockCount != 0)