mesa: don't include m_xform.h where not needed
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "colormac.h"
36 #include "colortab.h"
37 #include "context.h"
38 #include "depth.h"
39 #include "enable.h"
40 #include "enums.h"
41 #include "fog.h"
42 #include "hint.h"
43 #include "light.h"
44 #include "lines.h"
45 #include "matrix.h"
46 #include "multisample.h"
47 #include "points.h"
48 #include "polygon.h"
49 #include "scissor.h"
50 #include "simple_list.h"
51 #include "stencil.h"
52 #include "texenv.h"
53 #include "texgen.h"
54 #include "texobj.h"
55 #include "texparam.h"
56 #include "texstate.h"
57 #include "varray.h"
58 #include "mtypes.h"
59
60
61 /**
62 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
63 */
64 struct texture_state
65 {
66 struct gl_texture_attrib Texture; /**< The usual context state */
67
68 /** to save per texture object state (wrap modes, filters, etc): */
69 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
70
71 /**
72 * To save references to texture objects (so they don't get accidentally
73 * deleted while saved in the attribute stack).
74 */
75 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
76 };
77
78
79 /**
80 * Allocate a new attribute state node. These nodes have a
81 * "kind" value and a pointer to a struct of state data.
82 */
83 static struct gl_attrib_node *
84 new_attrib_node( GLbitfield kind )
85 {
86 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
87 if (an) {
88 an->kind = kind;
89 }
90 return an;
91 }
92
93
94 void GLAPIENTRY
95 _mesa_PushAttrib(GLbitfield mask)
96 {
97 struct gl_attrib_node *newnode;
98 struct gl_attrib_node *head;
99
100 GET_CURRENT_CONTEXT(ctx);
101 ASSERT_OUTSIDE_BEGIN_END(ctx);
102
103 if (MESA_VERBOSE & VERBOSE_API)
104 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
105
106 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
107 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
108 return;
109 }
110
111 /* Build linked list of attribute nodes which save all attribute */
112 /* groups specified by the mask. */
113 head = NULL;
114
115 if (mask & GL_ACCUM_BUFFER_BIT) {
116 struct gl_accum_attrib *attr;
117 attr = MALLOC_STRUCT( gl_accum_attrib );
118 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
119 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
120 newnode->data = attr;
121 newnode->next = head;
122 head = newnode;
123 }
124
125 if (mask & GL_COLOR_BUFFER_BIT) {
126 GLuint i;
127 struct gl_colorbuffer_attrib *attr;
128 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
129 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
130 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
131 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
132 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
133 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
134 newnode->data = attr;
135 newnode->next = head;
136 head = newnode;
137 }
138
139 if (mask & GL_CURRENT_BIT) {
140 struct gl_current_attrib *attr;
141 FLUSH_CURRENT( ctx, 0 );
142 attr = MALLOC_STRUCT( gl_current_attrib );
143 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
144 newnode = new_attrib_node( GL_CURRENT_BIT );
145 newnode->data = attr;
146 newnode->next = head;
147 head = newnode;
148 }
149
150 if (mask & GL_DEPTH_BUFFER_BIT) {
151 struct gl_depthbuffer_attrib *attr;
152 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
153 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
154 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
155 newnode->data = attr;
156 newnode->next = head;
157 head = newnode;
158 }
159
160 if (mask & GL_ENABLE_BIT) {
161 struct gl_enable_attrib *attr;
162 GLuint i;
163 attr = MALLOC_STRUCT( gl_enable_attrib );
164 /* Copy enable flags from all other attributes into the enable struct. */
165 attr->AlphaTest = ctx->Color.AlphaEnabled;
166 attr->AutoNormal = ctx->Eval.AutoNormal;
167 attr->Blend = ctx->Color.BlendEnabled;
168 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
169 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
170 for (i = 0; i < COLORTABLE_MAX; i++) {
171 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
172 }
173 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
174 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
175 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
176 attr->CullFace = ctx->Polygon.CullFlag;
177 attr->DepthTest = ctx->Depth.Test;
178 attr->Dither = ctx->Color.DitherFlag;
179 attr->Fog = ctx->Fog.Enabled;
180 for (i = 0; i < ctx->Const.MaxLights; i++) {
181 attr->Light[i] = ctx->Light.Light[i].Enabled;
182 }
183 attr->Lighting = ctx->Light.Enabled;
184 attr->LineSmooth = ctx->Line.SmoothFlag;
185 attr->LineStipple = ctx->Line.StippleFlag;
186 attr->Histogram = ctx->Pixel.HistogramEnabled;
187 attr->MinMax = ctx->Pixel.MinMaxEnabled;
188 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
189 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
190 attr->Map1Color4 = ctx->Eval.Map1Color4;
191 attr->Map1Index = ctx->Eval.Map1Index;
192 attr->Map1Normal = ctx->Eval.Map1Normal;
193 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
194 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
195 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
196 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
197 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
198 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
199 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
200 attr->Map2Color4 = ctx->Eval.Map2Color4;
201 attr->Map2Index = ctx->Eval.Map2Index;
202 attr->Map2Normal = ctx->Eval.Map2Normal;
203 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
204 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
205 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
206 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
207 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
208 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
209 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
210 attr->Normalize = ctx->Transform.Normalize;
211 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
212 attr->PointSmooth = ctx->Point.SmoothFlag;
213 attr->PointSprite = ctx->Point.PointSprite;
214 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
215 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
216 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
217 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
218 attr->PolygonStipple = ctx->Polygon.StippleFlag;
219 attr->RescaleNormals = ctx->Transform.RescaleNormals;
220 attr->Scissor = ctx->Scissor.Enabled;
221 attr->Stencil = ctx->Stencil.Enabled;
222 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
223 attr->MultisampleEnabled = ctx->Multisample.Enabled;
224 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
225 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
226 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
227 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
228 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
229 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
230 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
231 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
232 }
233 /* GL_NV_vertex_program */
234 attr->VertexProgram = ctx->VertexProgram.Enabled;
235 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
236 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
237 newnode = new_attrib_node( GL_ENABLE_BIT );
238 newnode->data = attr;
239 newnode->next = head;
240 head = newnode;
241 }
242
243 if (mask & GL_EVAL_BIT) {
244 struct gl_eval_attrib *attr;
245 attr = MALLOC_STRUCT( gl_eval_attrib );
246 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
247 newnode = new_attrib_node( GL_EVAL_BIT );
248 newnode->data = attr;
249 newnode->next = head;
250 head = newnode;
251 }
252
253 if (mask & GL_FOG_BIT) {
254 struct gl_fog_attrib *attr;
255 attr = MALLOC_STRUCT( gl_fog_attrib );
256 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
257 newnode = new_attrib_node( GL_FOG_BIT );
258 newnode->data = attr;
259 newnode->next = head;
260 head = newnode;
261 }
262
263 if (mask & GL_HINT_BIT) {
264 struct gl_hint_attrib *attr;
265 attr = MALLOC_STRUCT( gl_hint_attrib );
266 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
267 newnode = new_attrib_node( GL_HINT_BIT );
268 newnode->data = attr;
269 newnode->next = head;
270 head = newnode;
271 }
272
273 if (mask & GL_LIGHTING_BIT) {
274 struct gl_light_attrib *attr;
275 FLUSH_CURRENT(ctx, 0); /* flush material changes */
276 attr = MALLOC_STRUCT( gl_light_attrib );
277 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
278 newnode = new_attrib_node( GL_LIGHTING_BIT );
279 newnode->data = attr;
280 newnode->next = head;
281 head = newnode;
282 }
283
284 if (mask & GL_LINE_BIT) {
285 struct gl_line_attrib *attr;
286 attr = MALLOC_STRUCT( gl_line_attrib );
287 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
288 newnode = new_attrib_node( GL_LINE_BIT );
289 newnode->data = attr;
290 newnode->next = head;
291 head = newnode;
292 }
293
294 if (mask & GL_LIST_BIT) {
295 struct gl_list_attrib *attr;
296 attr = MALLOC_STRUCT( gl_list_attrib );
297 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
298 newnode = new_attrib_node( GL_LIST_BIT );
299 newnode->data = attr;
300 newnode->next = head;
301 head = newnode;
302 }
303
304 if (mask & GL_PIXEL_MODE_BIT) {
305 struct gl_pixel_attrib *attr;
306 attr = MALLOC_STRUCT( gl_pixel_attrib );
307 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
308 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
309 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
310 newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
311 newnode->data = attr;
312 newnode->next = head;
313 head = newnode;
314 }
315
316 if (mask & GL_POINT_BIT) {
317 struct gl_point_attrib *attr;
318 attr = MALLOC_STRUCT( gl_point_attrib );
319 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
320 newnode = new_attrib_node( GL_POINT_BIT );
321 newnode->data = attr;
322 newnode->next = head;
323 head = newnode;
324 }
325
326 if (mask & GL_POLYGON_BIT) {
327 struct gl_polygon_attrib *attr;
328 attr = MALLOC_STRUCT( gl_polygon_attrib );
329 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
330 newnode = new_attrib_node( GL_POLYGON_BIT );
331 newnode->data = attr;
332 newnode->next = head;
333 head = newnode;
334 }
335
336 if (mask & GL_POLYGON_STIPPLE_BIT) {
337 GLuint *stipple;
338 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
339 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
340 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
341 newnode->data = stipple;
342 newnode->next = head;
343 head = newnode;
344 }
345
346 if (mask & GL_SCISSOR_BIT) {
347 struct gl_scissor_attrib *attr;
348 attr = MALLOC_STRUCT( gl_scissor_attrib );
349 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
350 newnode = new_attrib_node( GL_SCISSOR_BIT );
351 newnode->data = attr;
352 newnode->next = head;
353 head = newnode;
354 }
355
356 if (mask & GL_STENCIL_BUFFER_BIT) {
357 struct gl_stencil_attrib *attr;
358 attr = MALLOC_STRUCT( gl_stencil_attrib );
359 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
360 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
361 newnode->data = attr;
362 newnode->next = head;
363 head = newnode;
364 }
365
366 if (mask & GL_TEXTURE_BIT) {
367 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
368 GLuint u;
369
370 if (!texstate) {
371 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
372 goto end;
373 }
374
375 _mesa_lock_context_textures(ctx);
376
377 /* copy/save the bulk of texture state here */
378 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
379
380 /* Save references to the currently bound texture objects so they don't
381 * accidentally get deleted while referenced in the attribute stack.
382 */
383 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
384 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_INDEX],
385 ctx->Texture.Unit[u].Current1D);
386 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_INDEX],
387 ctx->Texture.Unit[u].Current2D);
388 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_3D_INDEX],
389 ctx->Texture.Unit[u].Current3D);
390 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_CUBE_INDEX],
391 ctx->Texture.Unit[u].CurrentCubeMap);
392 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_RECT_INDEX],
393 ctx->Texture.Unit[u].CurrentRect);
394 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_ARRAY_INDEX],
395 ctx->Texture.Unit[u].Current1DArray);
396 _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_ARRAY_INDEX],
397 ctx->Texture.Unit[u].Current2DArray);
398 }
399
400 /* copy state/contents of the currently bound texture objects */
401 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
402 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_INDEX],
403 ctx->Texture.Unit[u].Current1D);
404 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_INDEX],
405 ctx->Texture.Unit[u].Current2D);
406 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_3D_INDEX],
407 ctx->Texture.Unit[u].Current3D);
408 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_CUBE_INDEX],
409 ctx->Texture.Unit[u].CurrentCubeMap);
410 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_RECT_INDEX],
411 ctx->Texture.Unit[u].CurrentRect);
412 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_ARRAY_INDEX],
413 ctx->Texture.Unit[u].Current1DArray);
414 _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_ARRAY_INDEX],
415 ctx->Texture.Unit[u].Current2DArray);
416 }
417
418 _mesa_unlock_context_textures(ctx);
419
420 newnode = new_attrib_node( GL_TEXTURE_BIT );
421 newnode->data = texstate;
422 newnode->next = head;
423 head = newnode;
424 }
425
426 if (mask & GL_TRANSFORM_BIT) {
427 struct gl_transform_attrib *attr;
428 attr = MALLOC_STRUCT( gl_transform_attrib );
429 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
430 newnode = new_attrib_node( GL_TRANSFORM_BIT );
431 newnode->data = attr;
432 newnode->next = head;
433 head = newnode;
434 }
435
436 if (mask & GL_VIEWPORT_BIT) {
437 struct gl_viewport_attrib *attr;
438 attr = MALLOC_STRUCT( gl_viewport_attrib );
439 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
440 newnode = new_attrib_node( GL_VIEWPORT_BIT );
441 newnode->data = attr;
442 newnode->next = head;
443 head = newnode;
444 }
445
446 /* GL_ARB_multisample */
447 if (mask & GL_MULTISAMPLE_BIT_ARB) {
448 struct gl_multisample_attrib *attr;
449 attr = MALLOC_STRUCT( gl_multisample_attrib );
450 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
451 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
452 newnode->data = attr;
453 newnode->next = head;
454 head = newnode;
455 }
456
457 end:
458 ctx->AttribStack[ctx->AttribStackDepth] = head;
459 ctx->AttribStackDepth++;
460 }
461
462
463
464 static void
465 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
466 {
467 GLuint i;
468
469 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
470 if ((VALUE) != (NEWVALUE)) { \
471 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
472 }
473
474 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
475 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
476
477 for (i=0;i<MAX_CLIP_PLANES;i++) {
478 const GLuint mask = 1 << i;
479 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
480 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
481 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
482 }
483
484 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
485 GL_COLOR_MATERIAL);
486 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
487 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
488 GL_COLOR_TABLE);
489 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
490 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
491 GL_POST_CONVOLUTION_COLOR_TABLE);
492 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
493 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
494 GL_POST_COLOR_MATRIX_COLOR_TABLE);
495 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
496 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
497 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
498 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
499 GL_CONVOLUTION_1D);
500 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
501 GL_CONVOLUTION_2D);
502 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
503 GL_SEPARABLE_2D);
504 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
505 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
506 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
507 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
508 GL_LINE_STIPPLE);
509 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
510 GL_INDEX_LOGIC_OP);
511 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
512 GL_COLOR_LOGIC_OP);
513
514 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
515 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
516 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
517 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
518 GL_MAP1_TEXTURE_COORD_1);
519 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
520 GL_MAP1_TEXTURE_COORD_2);
521 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
522 GL_MAP1_TEXTURE_COORD_3);
523 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
524 GL_MAP1_TEXTURE_COORD_4);
525 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
526 GL_MAP1_VERTEX_3);
527 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
528 GL_MAP1_VERTEX_4);
529 for (i = 0; i < 16; i++) {
530 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
531 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
532 }
533
534 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
535 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
536 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
537 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
538 GL_MAP2_TEXTURE_COORD_1);
539 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
540 GL_MAP2_TEXTURE_COORD_2);
541 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
542 GL_MAP2_TEXTURE_COORD_3);
543 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
544 GL_MAP2_TEXTURE_COORD_4);
545 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
546 GL_MAP2_VERTEX_3);
547 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
548 GL_MAP2_VERTEX_4);
549 for (i = 0; i < 16; i++) {
550 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
551 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
552 }
553
554 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
555 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
556 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
557 GL_RESCALE_NORMAL_EXT);
558 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
559 enable->RasterPositionUnclipped,
560 GL_RASTER_POSITION_UNCLIPPED_IBM);
561 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
562 GL_POINT_SMOOTH);
563 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
564 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
565 GL_POINT_SPRITE_NV);
566 }
567 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
568 GL_POLYGON_OFFSET_POINT);
569 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
570 GL_POLYGON_OFFSET_LINE);
571 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
572 GL_POLYGON_OFFSET_FILL);
573 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
574 GL_POLYGON_SMOOTH);
575 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
576 GL_POLYGON_STIPPLE);
577 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
578 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
579 if (ctx->Extensions.EXT_stencil_two_side) {
580 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
581 }
582 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
583 GL_MULTISAMPLE_ARB);
584 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
585 enable->SampleAlphaToCoverage,
586 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
587 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
588 enable->SampleAlphaToOne,
589 GL_SAMPLE_ALPHA_TO_ONE_ARB);
590 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
591 enable->SampleCoverage,
592 GL_SAMPLE_COVERAGE_ARB);
593 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
594 enable->SampleCoverageInvert,
595 GL_SAMPLE_COVERAGE_INVERT_ARB);
596 /* GL_ARB_vertex_program, GL_NV_vertex_program */
597 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
598 enable->VertexProgram,
599 GL_VERTEX_PROGRAM_ARB);
600 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
601 enable->VertexProgramPointSize,
602 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
603 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
604 enable->VertexProgramTwoSide,
605 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
606
607 #undef TEST_AND_UPDATE
608
609 /* texture unit enables */
610 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
611 if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
612 ctx->Texture.Unit[i].Enabled = enable->Texture[i];
613 if (ctx->Driver.Enable) {
614 if (ctx->Driver.ActiveTexture) {
615 (*ctx->Driver.ActiveTexture)(ctx, i);
616 }
617 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
618 (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
619 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
620 (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
621 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
622 (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
623 if (ctx->Extensions.ARB_texture_cube_map)
624 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
625 (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
626 if (ctx->Extensions.NV_texture_rectangle)
627 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
628 (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
629 }
630 }
631
632 if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
633 ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
634 if (ctx->Driver.Enable) {
635 if (ctx->Driver.ActiveTexture) {
636 (*ctx->Driver.ActiveTexture)(ctx, i);
637 }
638 if (enable->TexGen[i] & S_BIT)
639 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
640 else
641 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
642 if (enable->TexGen[i] & T_BIT)
643 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
644 else
645 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
646 if (enable->TexGen[i] & R_BIT)
647 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
648 else
649 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
650 if (enable->TexGen[i] & Q_BIT)
651 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
652 else
653 (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
654 }
655 }
656
657 /* GL_SGI_texture_color_table */
658 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
659 }
660
661 if (ctx->Driver.ActiveTexture) {
662 (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
663 }
664 }
665
666
667 /**
668 * Pop/restore texture attribute/group state.
669 */
670 static void
671 pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
672 {
673 GLuint u;
674
675 _mesa_lock_context_textures(ctx);
676
677 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
678 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
679 GLuint tgt;
680
681 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
682 _mesa_set_enable(ctx, GL_TEXTURE_1D,
683 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
684 _mesa_set_enable(ctx, GL_TEXTURE_2D,
685 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
686 _mesa_set_enable(ctx, GL_TEXTURE_3D,
687 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
688 if (ctx->Extensions.ARB_texture_cube_map) {
689 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
690 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
691 }
692 if (ctx->Extensions.NV_texture_rectangle) {
693 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
694 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
695 }
696 if (ctx->Extensions.SGI_texture_color_table) {
697 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
698 unit->ColorTableEnabled);
699 }
700 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
701 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
702 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
703 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
704 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
705 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
706 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
707 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
708 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
709 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
710 /* Eye plane done differently to avoid re-transformation */
711 {
712 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
713 COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
714 COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
715 COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
716 COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
717 if (ctx->Driver.TexGen) {
718 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
719 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
720 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
721 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
722 }
723 }
724 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
725 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
726 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
727 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
728 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
729 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
730 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
731 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
732 if (ctx->Extensions.EXT_texture_lod_bias) {
733 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
734 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
735 }
736 if (ctx->Extensions.EXT_texture_env_combine ||
737 ctx->Extensions.ARB_texture_env_combine) {
738 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
739 unit->Combine.ModeRGB);
740 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
741 unit->Combine.ModeA);
742 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
743 unit->Combine.SourceRGB[0]);
744 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
745 unit->Combine.SourceRGB[1]);
746 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
747 unit->Combine.SourceRGB[2]);
748 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
749 unit->Combine.SourceA[0]);
750 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
751 unit->Combine.SourceA[1]);
752 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
753 unit->Combine.SourceA[2]);
754 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
755 unit->Combine.OperandRGB[0]);
756 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
757 unit->Combine.OperandRGB[1]);
758 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
759 unit->Combine.OperandRGB[2]);
760 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
761 unit->Combine.OperandA[0]);
762 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
763 unit->Combine.OperandA[1]);
764 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
765 unit->Combine.OperandA[2]);
766 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
767 1 << unit->Combine.ScaleShiftRGB);
768 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
769 1 << unit->Combine.ScaleShiftA);
770 }
771
772 /* Restore texture object state for each target */
773 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
774 const struct gl_texture_object *obj = NULL;
775 GLfloat bordColor[4];
776 GLenum target;
777
778 obj = &texstate->SavedObj[u][tgt];
779
780 /* don't restore state for unsupported targets to prevent
781 * raising GL errors.
782 */
783 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
784 !ctx->Extensions.ARB_texture_cube_map) {
785 continue;
786 }
787 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
788 !ctx->Extensions.NV_texture_rectangle) {
789 continue;
790 }
791 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
792 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
793 !ctx->Extensions.MESA_texture_array) {
794 continue;
795 }
796
797 target = obj->Target;
798
799 _mesa_BindTexture(target, obj->Name);
800
801 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
802 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
803 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
804 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
805
806 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
807 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
808 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
809 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
810 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
811 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
812 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
813 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
814 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
815 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
816 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
817 if (target != GL_TEXTURE_RECTANGLE_ARB)
818 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
819 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
820 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
821 obj->MaxAnisotropy);
822 }
823 if (ctx->Extensions.ARB_shadow_ambient) {
824 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
825 obj->CompareFailValue);
826 }
827 }
828
829 /* remove saved references to the texture objects */
830 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
831 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
832 }
833 }
834
835 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
836
837 _mesa_unlock_context_textures(ctx);
838 }
839
840
841 /*
842 * This function is kind of long just because we have to call a lot
843 * of device driver functions to update device driver state.
844 *
845 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
846 * in order to restore GL state. This isn't terribly efficient but it
847 * ensures that dirty flags and any derived state gets updated correctly.
848 * We could at least check if the value to restore equals the current value
849 * and then skip the Mesa call.
850 */
851 void GLAPIENTRY
852 _mesa_PopAttrib(void)
853 {
854 struct gl_attrib_node *attr, *next;
855 GET_CURRENT_CONTEXT(ctx);
856 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
857
858 if (ctx->AttribStackDepth == 0) {
859 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
860 return;
861 }
862
863 ctx->AttribStackDepth--;
864 attr = ctx->AttribStack[ctx->AttribStackDepth];
865
866 while (attr) {
867
868 if (MESA_VERBOSE & VERBOSE_API) {
869 _mesa_debug(ctx, "glPopAttrib %s\n",
870 _mesa_lookup_enum_by_nr(attr->kind));
871 }
872
873 switch (attr->kind) {
874 case GL_ACCUM_BUFFER_BIT:
875 {
876 const struct gl_accum_attrib *accum;
877 accum = (const struct gl_accum_attrib *) attr->data;
878 _mesa_ClearAccum(accum->ClearColor[0],
879 accum->ClearColor[1],
880 accum->ClearColor[2],
881 accum->ClearColor[3]);
882 }
883 break;
884 case GL_COLOR_BUFFER_BIT:
885 {
886 const struct gl_colorbuffer_attrib *color;
887 color = (const struct gl_colorbuffer_attrib *) attr->data;
888 _mesa_ClearIndex((GLfloat) color->ClearIndex);
889 _mesa_ClearColor(color->ClearColor[0],
890 color->ClearColor[1],
891 color->ClearColor[2],
892 color->ClearColor[3]);
893 _mesa_IndexMask(color->IndexMask);
894 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
895 (GLboolean) (color->ColorMask[1] != 0),
896 (GLboolean) (color->ColorMask[2] != 0),
897 (GLboolean) (color->ColorMask[3] != 0));
898 {
899 /* Need to determine if more than one color output is
900 * specified. If so, call glDrawBuffersARB, else call
901 * glDrawBuffer(). This is a subtle, but essential point
902 * since GL_FRONT (for example) is illegal for the former
903 * function, but legal for the later.
904 */
905 GLboolean multipleBuffers = GL_FALSE;
906 GLuint i;
907
908 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
909 if (color->DrawBuffer[i] != GL_NONE) {
910 multipleBuffers = GL_TRUE;
911 break;
912 }
913 }
914 /* Call the API_level functions, not _mesa_drawbuffers()
915 * since we need to do error checking on the pop'd
916 * GL_DRAW_BUFFER.
917 * Ex: if GL_FRONT were pushed, but we're popping with a
918 * user FBO bound, GL_FRONT will be illegal and we'll need
919 * to record that error. Per OpenGL ARB decision.
920 */
921 if (multipleBuffers)
922 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
923 color->DrawBuffer);
924 else
925 _mesa_DrawBuffer(color->DrawBuffer[0]);
926 }
927 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
928 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
929 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
930 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
931 color->BlendDstRGB,
932 color->BlendSrcA,
933 color->BlendDstA);
934 /* This special case is because glBlendEquationSeparateEXT
935 * cannot take GL_LOGIC_OP as a parameter.
936 */
937 if ( color->BlendEquationRGB == color->BlendEquationA ) {
938 _mesa_BlendEquation(color->BlendEquationRGB);
939 }
940 else {
941 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
942 color->BlendEquationA);
943 }
944 _mesa_BlendColor(color->BlendColor[0],
945 color->BlendColor[1],
946 color->BlendColor[2],
947 color->BlendColor[3]);
948 _mesa_LogicOp(color->LogicOp);
949 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
950 color->ColorLogicOpEnabled);
951 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
952 color->IndexLogicOpEnabled);
953 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
954 }
955 break;
956 case GL_CURRENT_BIT:
957 FLUSH_CURRENT( ctx, 0 );
958 MEMCPY( &ctx->Current, attr->data,
959 sizeof(struct gl_current_attrib) );
960 break;
961 case GL_DEPTH_BUFFER_BIT:
962 {
963 const struct gl_depthbuffer_attrib *depth;
964 depth = (const struct gl_depthbuffer_attrib *) attr->data;
965 _mesa_DepthFunc(depth->Func);
966 _mesa_ClearDepth(depth->Clear);
967 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
968 _mesa_DepthMask(depth->Mask);
969 }
970 break;
971 case GL_ENABLE_BIT:
972 {
973 const struct gl_enable_attrib *enable;
974 enable = (const struct gl_enable_attrib *) attr->data;
975 pop_enable_group(ctx, enable);
976 ctx->NewState |= _NEW_ALL;
977 }
978 break;
979 case GL_EVAL_BIT:
980 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
981 ctx->NewState |= _NEW_EVAL;
982 break;
983 case GL_FOG_BIT:
984 {
985 const struct gl_fog_attrib *fog;
986 fog = (const struct gl_fog_attrib *) attr->data;
987 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
988 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
989 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
990 _mesa_Fogf(GL_FOG_START, fog->Start);
991 _mesa_Fogf(GL_FOG_END, fog->End);
992 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
993 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
994 }
995 break;
996 case GL_HINT_BIT:
997 {
998 const struct gl_hint_attrib *hint;
999 hint = (const struct gl_hint_attrib *) attr->data;
1000 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1001 hint->PerspectiveCorrection );
1002 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1003 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1004 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1005 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1006 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1007 hint->ClipVolumeClipping);
1008 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1009 hint->TextureCompression);
1010 }
1011 break;
1012 case GL_LIGHTING_BIT:
1013 {
1014 GLuint i;
1015 const struct gl_light_attrib *light;
1016 light = (const struct gl_light_attrib *) attr->data;
1017 /* lighting enable */
1018 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1019 /* per-light state */
1020 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1021 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1022
1023 for (i = 0; i < ctx->Const.MaxLights; i++) {
1024 const struct gl_light *l = &light->Light[i];
1025 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1026 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1027 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1028 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1029 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1030 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1031 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1032 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1033 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1034 &l->ConstantAttenuation);
1035 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1036 &l->LinearAttenuation);
1037 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1038 &l->QuadraticAttenuation);
1039 }
1040 /* light model */
1041 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1042 light->Model.Ambient);
1043 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1044 (GLfloat) light->Model.LocalViewer);
1045 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1046 (GLfloat) light->Model.TwoSide);
1047 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1048 (GLfloat) light->Model.ColorControl);
1049 /* shade model */
1050 _mesa_ShadeModel(light->ShadeModel);
1051 /* color material */
1052 _mesa_ColorMaterial(light->ColorMaterialFace,
1053 light->ColorMaterialMode);
1054 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1055 light->ColorMaterialEnabled);
1056 /* materials */
1057 MEMCPY(&ctx->Light.Material, &light->Material,
1058 sizeof(struct gl_material));
1059 }
1060 break;
1061 case GL_LINE_BIT:
1062 {
1063 const struct gl_line_attrib *line;
1064 line = (const struct gl_line_attrib *) attr->data;
1065 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1066 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1067 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1068 _mesa_LineWidth(line->Width);
1069 }
1070 break;
1071 case GL_LIST_BIT:
1072 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1073 break;
1074 case GL_PIXEL_MODE_BIT:
1075 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1076 /* XXX what other pixel state needs to be set by function calls? */
1077 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1078 ctx->NewState |= _NEW_PIXEL;
1079 break;
1080 case GL_POINT_BIT:
1081 {
1082 const struct gl_point_attrib *point;
1083 point = (const struct gl_point_attrib *) attr->data;
1084 _mesa_PointSize(point->Size);
1085 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1086 if (ctx->Extensions.EXT_point_parameters) {
1087 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1088 point->Params);
1089 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1090 point->MinSize);
1091 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1092 point->MaxSize);
1093 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1094 point->Threshold);
1095 }
1096 if (ctx->Extensions.NV_point_sprite
1097 || ctx->Extensions.ARB_point_sprite) {
1098 GLuint u;
1099 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1100 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1101 (GLint) point->CoordReplace[u]);
1102 }
1103 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1104 if (ctx->Extensions.NV_point_sprite)
1105 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1106 ctx->Point.SpriteRMode);
1107 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1108 (GLfloat)ctx->Point.SpriteOrigin);
1109 }
1110 }
1111 break;
1112 case GL_POLYGON_BIT:
1113 {
1114 const struct gl_polygon_attrib *polygon;
1115 polygon = (const struct gl_polygon_attrib *) attr->data;
1116 _mesa_CullFace(polygon->CullFaceMode);
1117 _mesa_FrontFace(polygon->FrontFace);
1118 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1119 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1120 _mesa_PolygonOffset(polygon->OffsetFactor,
1121 polygon->OffsetUnits);
1122 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1123 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1124 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1125 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1126 polygon->OffsetPoint);
1127 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1128 polygon->OffsetLine);
1129 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1130 polygon->OffsetFill);
1131 }
1132 break;
1133 case GL_POLYGON_STIPPLE_BIT:
1134 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1135 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1136 if (ctx->Driver.PolygonStipple)
1137 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1138 break;
1139 case GL_SCISSOR_BIT:
1140 {
1141 const struct gl_scissor_attrib *scissor;
1142 scissor = (const struct gl_scissor_attrib *) attr->data;
1143 _mesa_Scissor(scissor->X, scissor->Y,
1144 scissor->Width, scissor->Height);
1145 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1146 }
1147 break;
1148 case GL_STENCIL_BUFFER_BIT:
1149 {
1150 const struct gl_stencil_attrib *stencil;
1151 stencil = (const struct gl_stencil_attrib *) attr->data;
1152 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1153 _mesa_ClearStencil(stencil->Clear);
1154 if (ctx->Extensions.EXT_stencil_two_side) {
1155 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1156 stencil->TestTwoSide);
1157 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1158 ? GL_BACK : GL_FRONT);
1159 }
1160 /* front state */
1161 _mesa_StencilFuncSeparate(GL_FRONT,
1162 stencil->Function[0],
1163 stencil->Ref[0],
1164 stencil->ValueMask[0]);
1165 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1166 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1167 stencil->ZFailFunc[0],
1168 stencil->ZPassFunc[0]);
1169 /* back state */
1170 _mesa_StencilFuncSeparate(GL_BACK,
1171 stencil->Function[1],
1172 stencil->Ref[1],
1173 stencil->ValueMask[1]);
1174 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1175 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1176 stencil->ZFailFunc[1],
1177 stencil->ZPassFunc[1]);
1178 }
1179 break;
1180 case GL_TRANSFORM_BIT:
1181 {
1182 GLuint i;
1183 const struct gl_transform_attrib *xform;
1184 xform = (const struct gl_transform_attrib *) attr->data;
1185 _mesa_MatrixMode(xform->MatrixMode);
1186 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1187 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1188
1189 /* restore clip planes */
1190 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1191 const GLuint mask = 1 << 1;
1192 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1193 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1194 if (xform->ClipPlanesEnabled & mask) {
1195 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1196 }
1197 else {
1198 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1199 }
1200 if (ctx->Driver.ClipPlane)
1201 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1202 }
1203
1204 /* normalize/rescale */
1205 if (xform->Normalize != ctx->Transform.Normalize)
1206 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1207 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1208 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1209 ctx->Transform.RescaleNormals);
1210 }
1211 break;
1212 case GL_TEXTURE_BIT:
1213 /* Take care of texture object reference counters */
1214 {
1215 struct texture_state *texstate
1216 = (struct texture_state *) attr->data;
1217 pop_texture_group(ctx, texstate);
1218 ctx->NewState |= _NEW_TEXTURE;
1219 }
1220 break;
1221 case GL_VIEWPORT_BIT:
1222 {
1223 const struct gl_viewport_attrib *vp;
1224 vp = (const struct gl_viewport_attrib *) attr->data;
1225 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1226 _mesa_DepthRange(vp->Near, vp->Far);
1227 }
1228 break;
1229 case GL_MULTISAMPLE_BIT_ARB:
1230 {
1231 const struct gl_multisample_attrib *ms;
1232 ms = (const struct gl_multisample_attrib *) attr->data;
1233 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1234 ms->SampleCoverageInvert);
1235 }
1236 break;
1237
1238 default:
1239 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1240 break;
1241 }
1242
1243 next = attr->next;
1244 FREE( attr->data );
1245 FREE( attr );
1246 attr = next;
1247 }
1248 }
1249
1250
1251 /**
1252 * Helper for incrementing/decrementing vertex buffer object reference
1253 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1254 */
1255 static void
1256 adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1257 {
1258 GLuint i;
1259 array->ArrayObj->Vertex.BufferObj->RefCount += step;
1260 array->ArrayObj->Normal.BufferObj->RefCount += step;
1261 array->ArrayObj->Color.BufferObj->RefCount += step;
1262 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1263 array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1264 array->ArrayObj->Index.BufferObj->RefCount += step;
1265 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1266 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1267 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1268 for (i = 0; i < VERT_ATTRIB_MAX; i++)
1269 array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1270 }
1271
1272
1273 /**
1274 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1275 * object refcounts.
1276 */
1277 static void
1278 copy_pixelstore(GLcontext *ctx,
1279 struct gl_pixelstore_attrib *dst,
1280 const struct gl_pixelstore_attrib *src)
1281 {
1282 dst->Alignment = src->Alignment;
1283 dst->RowLength = src->RowLength;
1284 dst->SkipPixels = src->SkipPixels;
1285 dst->SkipRows = src->SkipRows;
1286 dst->ImageHeight = src->ImageHeight;
1287 dst->SkipImages = src->SkipImages;
1288 dst->SwapBytes = src->SwapBytes;
1289 dst->LsbFirst = src->LsbFirst;
1290 dst->ClientStorage = src->ClientStorage;
1291 dst->Invert = src->Invert;
1292 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1293 }
1294
1295
1296 #define GL_CLIENT_PACK_BIT (1<<20)
1297 #define GL_CLIENT_UNPACK_BIT (1<<21)
1298
1299
1300 void GLAPIENTRY
1301 _mesa_PushClientAttrib(GLbitfield mask)
1302 {
1303 struct gl_attrib_node *newnode;
1304 struct gl_attrib_node *head;
1305
1306 GET_CURRENT_CONTEXT(ctx);
1307 ASSERT_OUTSIDE_BEGIN_END(ctx);
1308
1309 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1310 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1311 return;
1312 }
1313
1314 /* Build linked list of attribute nodes which save all attribute
1315 * groups specified by the mask.
1316 */
1317 head = NULL;
1318
1319 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1320 struct gl_pixelstore_attrib *attr;
1321 /* packing attribs */
1322 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1323 copy_pixelstore(ctx, attr, &ctx->Pack);
1324 newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1325 newnode->data = attr;
1326 newnode->next = head;
1327 head = newnode;
1328 /* unpacking attribs */
1329 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1330 copy_pixelstore(ctx, attr, &ctx->Unpack);
1331 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1332 newnode->data = attr;
1333 newnode->next = head;
1334 head = newnode;
1335 }
1336
1337 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1338 struct gl_array_attrib *attr;
1339 struct gl_array_object *obj;
1340
1341 attr = MALLOC_STRUCT( gl_array_attrib );
1342 obj = MALLOC_STRUCT( gl_array_object );
1343
1344 #if FEATURE_ARB_vertex_buffer_object
1345 /* increment ref counts since we're copying pointers to these objects */
1346 ctx->Array.ArrayBufferObj->RefCount++;
1347 ctx->Array.ElementArrayBufferObj->RefCount++;
1348 #endif
1349
1350 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1351 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1352
1353 attr->ArrayObj = obj;
1354
1355 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1356 newnode->data = attr;
1357 newnode->next = head;
1358 head = newnode;
1359 /* bump reference counts on buffer objects */
1360 adjust_buffer_object_ref_counts(&ctx->Array, 1);
1361 }
1362
1363 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1364 ctx->ClientAttribStackDepth++;
1365 }
1366
1367
1368
1369
1370 void GLAPIENTRY
1371 _mesa_PopClientAttrib(void)
1372 {
1373 struct gl_attrib_node *node, *next;
1374
1375 GET_CURRENT_CONTEXT(ctx);
1376 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1377
1378 if (ctx->ClientAttribStackDepth == 0) {
1379 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1380 return;
1381 }
1382
1383 ctx->ClientAttribStackDepth--;
1384 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1385
1386 while (node) {
1387 switch (node->kind) {
1388 case GL_CLIENT_PACK_BIT:
1389 {
1390 struct gl_pixelstore_attrib *store =
1391 (struct gl_pixelstore_attrib *) node->data;
1392 copy_pixelstore(ctx, &ctx->Pack, store);
1393 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1394 }
1395 ctx->NewState |= _NEW_PACKUNPACK;
1396 break;
1397 case GL_CLIENT_UNPACK_BIT:
1398 {
1399 struct gl_pixelstore_attrib *store =
1400 (struct gl_pixelstore_attrib *) node->data;
1401 copy_pixelstore(ctx, &ctx->Unpack, store);
1402 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1403 }
1404 ctx->NewState |= _NEW_PACKUNPACK;
1405 break;
1406 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1407 struct gl_array_attrib * data =
1408 (struct gl_array_attrib *) node->data;
1409
1410 adjust_buffer_object_ref_counts(&ctx->Array, -1);
1411
1412 ctx->Array.ActiveTexture = data->ActiveTexture;
1413 if (data->LockCount != 0)
1414 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1415 else if (ctx->Array.LockCount)
1416 _mesa_UnlockArraysEXT();
1417
1418 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1419
1420 #if FEATURE_ARB_vertex_buffer_object
1421 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1422 data->ArrayBufferObj->Name);
1423 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1424 data->ElementArrayBufferObj->Name);
1425 #endif
1426
1427 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1428 sizeof( struct gl_array_object ) );
1429
1430 FREE( data->ArrayObj );
1431
1432 /* FIXME: Should some bits in ctx->Array->NewState also be set
1433 * FIXME: here? It seems like it should be set to inclusive-or
1434 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1435 */
1436
1437 ctx->NewState |= _NEW_ARRAY;
1438 break;
1439 }
1440 default:
1441 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1442 break;
1443 }
1444
1445 next = node->next;
1446 FREE( node->data );
1447 FREE( node );
1448 node = next;
1449 }
1450 }
1451
1452
1453 /**
1454 * Free any attribute state data that might be attached to the context.
1455 */
1456 void
1457 _mesa_free_attrib_data(GLcontext *ctx)
1458 {
1459 while (ctx->AttribStackDepth > 0) {
1460 struct gl_attrib_node *attr, *next;
1461
1462 ctx->AttribStackDepth--;
1463 attr = ctx->AttribStack[ctx->AttribStackDepth];
1464
1465 while (attr) {
1466 if (attr->kind == GL_TEXTURE_BIT) {
1467 struct texture_state *texstate = (struct texture_state*)attr->data;
1468 GLuint u, tgt;
1469 /* clear references to the saved texture objects */
1470 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1471 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1472 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1473 }
1474 }
1475 }
1476 else {
1477 /* any other chunks of state that requires special handling? */
1478 }
1479
1480 next = attr->next;
1481 _mesa_free(attr->data);
1482 _mesa_free(attr);
1483 attr = next;
1484 }
1485 }
1486 }
1487
1488
1489 void _mesa_init_attrib( GLcontext *ctx )
1490 {
1491 /* Renderer and client attribute stacks */
1492 ctx->AttribStackDepth = 0;
1493 ctx->ClientAttribStackDepth = 0;
1494 }