From: Brian Paul Date: Thu, 28 Sep 2000 22:44:30 +0000 (+0000) Subject: removed ctx->Texture.Enabled, use ctx->Texture.ReallyEnabled instead X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=eb6c6439ae23e47b79b72f3737b6d0d14e1f9f26;p=mesa.git removed ctx->Texture.Enabled, use ctx->Texture.ReallyEnabled instead --- diff --git a/src/mesa/drivers/d3d/D3Dvbrender.c b/src/mesa/drivers/d3d/D3Dvbrender.c index 6ed8037902b..0ef32e26ceb 100644 --- a/src/mesa/drivers/d3d/D3Dvbrender.c +++ b/src/mesa/drivers/d3d/D3Dvbrender.c @@ -1511,7 +1511,7 @@ static void SetRenderStates( GLcontext *ctx ) /*================================================*/ /* Check too see if there are new TEXTURE states. */ /*================================================*/ - if ( ctx->Texture.Enabled ) + if ( ctx->Texture.ReallyEnabled ) { switch( ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode ) { @@ -1871,9 +1871,9 @@ static void DebugRenderStates( GLcontext *ctx, BOOL bForce ) /*================================================*/ /* Check too see if there are new TEXTURE states. */ /*================================================*/ - if ( texture != ctx->Texture.Enabled ) + if ( texture != ctx->Texture.ReallyEnabled ) { - texture = ctx->Texture.Enabled; + texture = ctx->Texture.ReallyEnabled; DPF(( 0, "\tTexture\t\t%s", (texture) ? "ENABLED" : "--------" )); } diff --git a/src/mesa/drivers/osmesa/osmesa.c b/src/mesa/drivers/osmesa/osmesa.c index 11336e5cd9a..55fe26181ed 100644 --- a/src/mesa/drivers/osmesa/osmesa.c +++ b/src/mesa/drivers/osmesa/osmesa.c @@ -1,4 +1,4 @@ -/* $Id: osmesa.c,v 1.21 2000/09/26 20:54:12 brianp Exp $ */ +/* $Id: osmesa.c,v 1.22 2000/09/28 22:44:31 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1395,7 +1395,7 @@ static line_func choose_line_function( GLcontext *ctx ) OSMesaContext osmesa = (OSMesaContext) ctx; if (ctx->Line.SmoothFlag) return NULL; - if (ctx->Texture.Enabled) return NULL; + if (ctx->Texture.ReallyEnabled) return NULL; if (ctx->Light.ShadeModel!=GL_FLAT) return NULL; if (ctx->Line.Width==1.0F @@ -1581,7 +1581,7 @@ static triangle_func choose_triangle_function( GLcontext *ctx ) if (ctx->Polygon.SmoothFlag) return NULL; if (ctx->Polygon.StippleFlag) return NULL; - if (ctx->Texture.Enabled) return NULL; + if (ctx->Texture.ReallyEnabled) return NULL; if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS diff --git a/src/mesa/drivers/windows/wmesa.c b/src/mesa/drivers/windows/wmesa.c index b372469288c..6b2b02bc357 100644 --- a/src/mesa/drivers/windows/wmesa.c +++ b/src/mesa/drivers/windows/wmesa.c @@ -1,4 +1,4 @@ -/* $Id: wmesa.c,v 1.8 2000/09/26 20:54:13 brianp Exp $ */ +/* $Id: wmesa.c,v 1.9 2000/09/28 22:44:32 brianp Exp $ */ /* * Windows (Win32) device driver for Mesa 3.4 @@ -651,7 +651,7 @@ extern points_func choose_points_function( GLcontext* ctx ) { STARTPROFILE if (ctx->Point.Size==1.0 && !ctx->Point.SmoothFlag && ctx->RasterMask==0 - && !ctx->Texture.Enabled && ctx->Visual->RGBAflag) { + && !ctx->Texture.ReallyEnabled && ctx->Visual->RGBAflag) { ENDPROFILE(choose_points_function) return fast_rgb_points; } @@ -709,7 +709,7 @@ static line_func choose_line_function( GLcontext* ctx ) STARTPROFILE if (ctx->Line.Width==1.0 && !ctx->Line.SmoothFlag && !ctx->Line.StippleFlag && ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==0 - && !ctx->Texture.Enabled && Current->rgb_flag) { + && !ctx->Texture.ReallyEnabled && Current->rgb_flag) { ENDPROFILE(choose_line_function) return fast_flat_rgb_line; } @@ -2851,7 +2851,7 @@ static triangle_func choose_triangle_function( GLcontext *ctx ) int depth = wmesa->cColorBits; if (ctx->Polygon.SmoothFlag) return NULL; - if (ctx->Texture.Enabled) return NULL; + if (ctx->Texture.ReallyEnabled) return NULL; if (!wmesa->db_flag) return NULL; /*if (wmesa->xm_buffer->buffer==XIMAGE)*/ { if ( ctx->Light.ShadeModel==GL_SMOOTH diff --git a/src/mesa/drivers/windows/wmesa_stereo.c b/src/mesa/drivers/windows/wmesa_stereo.c index 3408fe943c8..70251ae877e 100644 --- a/src/mesa/drivers/windows/wmesa_stereo.c +++ b/src/mesa/drivers/windows/wmesa_stereo.c @@ -420,7 +420,7 @@ extern points_func choose_points_function( GLcontext* ctx ) { STARTPROFILE if (ctx->Point.Size==1.0 && !ctx->Point.SmoothFlag && ctx->RasterMask==0 - && !ctx->Texture.Enabled && ctx->Visual->RGBAflag) { + && !ctx->Texture.ReallyEnabled && ctx->Visual->RGBAflag) { ENDPROFILE(choose_points_function) return fast_rgb_points; } @@ -478,7 +478,7 @@ static line_func choose_line_function( GLcontext* ctx ) STARTPROFILE if (ctx->Line.Width==1.0 && !ctx->Line.SmoothFlag && !ctx->Line.StippleFlag && ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==0 - && !ctx->Texture.Enabled && Current->rgb_flag) { + && !ctx->Texture.ReallyEnabled && Current->rgb_flag) { ENDPROFILE(choose_line_function) return fast_flat_rgb_line; } @@ -589,7 +589,7 @@ static triangle_func choose_triangle_function( GLcontext *ctx ) { if (ctx->Polygon.SmoothFlag) return NULL; if (ctx->Polygon.StippleFlag) return NULL; - if (ctx->Texture.Enabled) return NULL; + if (ctx->Texture.ReallyEnabled) return NULL; if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS @@ -657,15 +657,15 @@ static void fast_flat_rgb_polygon( GLcontext* ctx, GLuint n, GLuint vlist[], GLu /* Return pointer to accerated polygon function */ static polygon_func choose_polygon_function( GLcontext* ctx ) { - STARTPROFILE + STARTPROFILE if (!ctx->Polygon.SmoothFlag && !ctx->Polygon.StippleFlag && ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==0 - && !ctx->Texture.Enabled && Current->rgb_flag==GL_TRUE) { - ENDPROFILE(choose_polygon_function) + && !ctx->Texture.ReallyEnabled && Current->rgb_flag==GL_TRUE) { + ENDPROFILE(choose_polygon_function) return fast_flat_rgb_polygon; } else { - ENDPROFILE(choose_polygon_function) + ENDPROFILE(choose_polygon_function) return NULL; } } @@ -679,18 +679,18 @@ static polygon_func choose_polygon_function( GLcontext* ctx ) /* Write a horizontal span of color-index pixels with a boolean mask. */ static void write_index_span( GLcontext* ctx, - GLuint n, GLint x, GLint y, - const GLuint index[], + GLuint n, GLint x, GLint y, + const GLuint index[], const GLubyte mask[] ) { - STARTPROFILE - GLuint i; - char *Mem=Current->ScreenMem+y*Current->ScanWidth+x; - assert(Current->rgb_flag==GL_FALSE); - for (i=0; iScreenMem+y*Current->ScanWidth+x; + assert(Current->rgb_flag==GL_FALSE); + for (i=0; iDriverCtx; if (ctx->Point.Size==1.0F && !ctx->Point.SmoothFlag && ctx->RasterMask==0 - && !ctx->Texture.Enabled) { + && !ctx->Texture.ReallyEnabled) { if (xmesa->xm_buffer->buffer==XIMAGE) { return (points_func) NULL; /*draw_points_ximage;*/ } @@ -674,7 +674,7 @@ line_func xmesa_get_line_func( GLcontext *ctx ) (void) kernel1; /* silence unused var warning */ if (ctx->Line.SmoothFlag) return (line_func)NULL; - if (ctx->Texture.Enabled) return (line_func)NULL; + if (ctx->Texture.ReallyEnabled) return (line_func)NULL; if (ctx->Light.ShadeModel!=GL_FLAT) return (line_func)NULL; /* X line stippling doesn't match OpenGL stippling */ if (ctx->Line.StippleFlag==GL_TRUE) return (line_func)NULL; diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c index 29b97a03b0d..5392c0f3532 100644 --- a/src/mesa/drivers/x11/xm_tri.c +++ b/src/mesa/drivers/x11/xm_tri.c @@ -1,4 +1,4 @@ -/* $Id: xm_tri.c,v 1.3 2000/09/26 20:54:13 brianp Exp $ */ +/* $Id: xm_tri.c,v 1.4 2000/09/28 22:44:32 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1541,7 +1541,7 @@ triangle_func xmesa_get_triangle_func( GLcontext *ctx ) (void) kernel1; if (ctx->Polygon.SmoothFlag) return (triangle_func)NULL; - if (ctx->Texture.Enabled) return (triangle_func)NULL; + if (ctx->Texture.ReallyEnabled) return (triangle_func)NULL; if (xmesa->xm_buffer->buffer==XIMAGE) { if ( ctx->Light.ShadeModel==GL_SMOOTH diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c index b3c36435134..9cf1d3c5099 100644 --- a/src/mesa/main/attrib.c +++ b/src/mesa/main/attrib.c @@ -1,4 +1,4 @@ -/* $Id: attrib.c,v 1.27 2000/09/26 20:53:53 brianp Exp $ */ +/* $Id: attrib.c,v 1.28 2000/09/28 22:44:30 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -213,8 +213,8 @@ _mesa_PushAttrib(GLbitfield mask) attr->RescaleNormals = ctx->Transform.RescaleNormals; attr->Scissor = ctx->Scissor.Enabled; attr->Stencil = ctx->Stencil.Enabled; - attr->Texture = ctx->Texture.Enabled; for (i=0; iTexture[i] = ctx->Texture.Unit[i].Enabled; attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; } newnode = new_attrib_node( GL_ENABLE_BIT ); @@ -393,6 +393,147 @@ _mesa_PushAttrib(GLbitfield mask) +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->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE); + TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND); + + for (i=0;iTransform.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); +#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] & TEXTURE0_1D) ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, + (GLboolean) (enable->Texture[i] & TEXTURE0_2D) ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, + (GLboolean) (enable->Texture[i] & TEXTURE0_3D) ); + } + } + + 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->Driver.ActiveTexture) { + (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit); + } +} + + + /* * This function is kind of long just because we have to call a lot * of device driver functions to update device driver state. @@ -495,116 +636,7 @@ _mesa_PopAttrib(void) { 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;iTransform.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; iTexture.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); } break; case GL_EVAL_BIT: diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index a66bb13972f..018e709d900 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1,4 +1,4 @@ -/* $Id: context.c,v 1.90 2000/09/26 20:53:53 brianp Exp $ */ +/* $Id: context.c,v 1.91 2000/09/28 22:44:30 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1178,7 +1178,6 @@ init_attrib_groups( GLcontext *ctx ) /* Texture group */ ctx->Texture.CurrentUnit = 0; /* multitexture */ ctx->Texture.CurrentTransformUnit = 0; /* multitexture */ - ctx->Texture.Enabled = 0; ctx->Texture.ReallyEnabled = 0; for (i=0; iFogMode; if (ctx->Fog.Enabled) { - if (ctx->Texture.Enabled) + if (ctx->Texture.ReallyEnabled) ctx->FogMode = FOG_FRAGMENT; else if (ctx->Hint.Fog == GL_NICEST) ctx->FogMode = FOG_FRAGMENT; @@ -818,7 +818,7 @@ void gl_update_state( GLcontext *ctx ) gl_update_client_state( ctx ); if ((ctx->NewState & NEW_TEXTURE_ENABLE) && - (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled) + (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.ReallyEnabled) ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS; if (ctx->NewState & NEW_TEXTURE_ENV) { @@ -872,7 +872,6 @@ void gl_update_state( GLcontext *ctx ) } } - ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY; ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals); } @@ -1072,7 +1071,7 @@ void gl_update_state( GLcontext *ctx ) } ctx->NeedEyeNormals = ctx->NeedEyeCoords; } - if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) { + if (ctx->Texture.ReallyEnabled || ctx->RenderMode==GL_FEEDBACK) { if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE; if (ctx->Texture.NeedNormals) ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE;