Merge branch 'master' into glsl2
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
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 "context.h"
37 #include "depth.h"
38 #include "enable.h"
39 #include "enums.h"
40 #include "fog.h"
41 #include "hint.h"
42 #include "light.h"
43 #include "lines.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "multisample.h"
47 #include "points.h"
48 #include "polygon.h"
49 #include "scissor.h"
50 #include "stencil.h"
51 #include "texenv.h"
52 #include "texgen.h"
53 #include "texobj.h"
54 #include "texparam.h"
55 #include "texstate.h"
56 #include "varray.h"
57 #include "viewport.h"
58 #include "mtypes.h"
59 #include "main/dispatch.h"
60
61
62 /**
63 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
64 */
65 struct gl_enable_attrib
66 {
67 GLboolean AlphaTest;
68 GLboolean AutoNormal;
69 GLboolean Blend;
70 GLbitfield ClipPlanes;
71 GLboolean ColorMaterial;
72 GLboolean ColorTable[COLORTABLE_MAX];
73 GLboolean Convolution1D;
74 GLboolean Convolution2D;
75 GLboolean Separable2D;
76 GLboolean CullFace;
77 GLboolean DepthClamp;
78 GLboolean DepthTest;
79 GLboolean Dither;
80 GLboolean Fog;
81 GLboolean Histogram;
82 GLboolean Light[MAX_LIGHTS];
83 GLboolean Lighting;
84 GLboolean LineSmooth;
85 GLboolean LineStipple;
86 GLboolean IndexLogicOp;
87 GLboolean ColorLogicOp;
88
89 GLboolean Map1Color4;
90 GLboolean Map1Index;
91 GLboolean Map1Normal;
92 GLboolean Map1TextureCoord1;
93 GLboolean Map1TextureCoord2;
94 GLboolean Map1TextureCoord3;
95 GLboolean Map1TextureCoord4;
96 GLboolean Map1Vertex3;
97 GLboolean Map1Vertex4;
98 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
99 GLboolean Map2Color4;
100 GLboolean Map2Index;
101 GLboolean Map2Normal;
102 GLboolean Map2TextureCoord1;
103 GLboolean Map2TextureCoord2;
104 GLboolean Map2TextureCoord3;
105 GLboolean Map2TextureCoord4;
106 GLboolean Map2Vertex3;
107 GLboolean Map2Vertex4;
108 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
109
110 GLboolean MinMax;
111 GLboolean Normalize;
112 GLboolean PixelTexture;
113 GLboolean PointSmooth;
114 GLboolean PolygonOffsetPoint;
115 GLboolean PolygonOffsetLine;
116 GLboolean PolygonOffsetFill;
117 GLboolean PolygonSmooth;
118 GLboolean PolygonStipple;
119 GLboolean RescaleNormals;
120 GLboolean Scissor;
121 GLboolean Stencil;
122 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
123 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
124 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
125 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
126 GLboolean SampleCoverage; /* GL_ARB_multisample */
127 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
128 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
129
130 GLbitfield Texture[MAX_TEXTURE_UNITS];
131 GLbitfield TexGen[MAX_TEXTURE_UNITS];
132
133 /* SGI_texture_color_table */
134 GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
135
136 /* GL_ARB_vertex_program / GL_NV_vertex_program */
137 GLboolean VertexProgram;
138 GLboolean VertexProgramPointSize;
139 GLboolean VertexProgramTwoSide;
140
141 /* GL_ARB_point_sprite / GL_NV_point_sprite */
142 GLboolean PointSprite;
143 GLboolean FragmentShaderATI;
144 };
145
146
147 /**
148 * Node for the attribute stack.
149 */
150 struct gl_attrib_node
151 {
152 GLbitfield kind;
153 void *data;
154 struct gl_attrib_node *next;
155 };
156
157
158
159 /**
160 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
161 */
162 struct texture_state
163 {
164 struct gl_texture_attrib Texture; /**< The usual context state */
165
166 /** to save per texture object state (wrap modes, filters, etc): */
167 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
168
169 /**
170 * To save references to texture objects (so they don't get accidentally
171 * deleted while saved in the attribute stack).
172 */
173 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
174 };
175
176
177 #if FEATURE_attrib_stack
178
179
180 /**
181 * Allocate new attribute node of given type/kind. Attach payload data.
182 * Insert it into the linked list named by 'head'.
183 */
184 static void
185 save_attrib_data(struct gl_attrib_node **head,
186 GLbitfield kind, void *payload)
187 {
188 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
189 if (n) {
190 n->kind = kind;
191 n->data = payload;
192 /* insert at head */
193 n->next = *head;
194 *head = n;
195 }
196 else {
197 /* out of memory! */
198 }
199 }
200
201
202 void GLAPIENTRY
203 _mesa_PushAttrib(GLbitfield mask)
204 {
205 struct gl_attrib_node *head;
206
207 GET_CURRENT_CONTEXT(ctx);
208 ASSERT_OUTSIDE_BEGIN_END(ctx);
209
210 if (MESA_VERBOSE & VERBOSE_API)
211 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
212
213 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
214 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
215 return;
216 }
217
218 /* Build linked list of attribute nodes which save all attribute */
219 /* groups specified by the mask. */
220 head = NULL;
221
222 if (mask & GL_ACCUM_BUFFER_BIT) {
223 struct gl_accum_attrib *attr;
224 attr = MALLOC_STRUCT( gl_accum_attrib );
225 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
226 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
227 }
228
229 if (mask & GL_COLOR_BUFFER_BIT) {
230 GLuint i;
231 struct gl_colorbuffer_attrib *attr;
232 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
233 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
234 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
235 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
236 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
237 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
238 }
239
240 if (mask & GL_CURRENT_BIT) {
241 struct gl_current_attrib *attr;
242 FLUSH_CURRENT( ctx, 0 );
243 attr = MALLOC_STRUCT( gl_current_attrib );
244 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
245 save_attrib_data(&head, GL_CURRENT_BIT, attr);
246 }
247
248 if (mask & GL_DEPTH_BUFFER_BIT) {
249 struct gl_depthbuffer_attrib *attr;
250 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
251 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
252 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
253 }
254
255 if (mask & GL_ENABLE_BIT) {
256 struct gl_enable_attrib *attr;
257 GLuint i;
258 attr = MALLOC_STRUCT( gl_enable_attrib );
259 /* Copy enable flags from all other attributes into the enable struct. */
260 attr->AlphaTest = ctx->Color.AlphaEnabled;
261 attr->AutoNormal = ctx->Eval.AutoNormal;
262 attr->Blend = ctx->Color.BlendEnabled;
263 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
264 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
265 for (i = 0; i < COLORTABLE_MAX; i++) {
266 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
267 }
268 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
269 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
270 attr->Separable2D = ctx->Pixel.Separable2DEnabled;
271 attr->CullFace = ctx->Polygon.CullFlag;
272 attr->DepthClamp = ctx->Transform.DepthClamp;
273 attr->DepthTest = ctx->Depth.Test;
274 attr->Dither = ctx->Color.DitherFlag;
275 attr->Fog = ctx->Fog.Enabled;
276 for (i = 0; i < ctx->Const.MaxLights; i++) {
277 attr->Light[i] = ctx->Light.Light[i].Enabled;
278 }
279 attr->Lighting = ctx->Light.Enabled;
280 attr->LineSmooth = ctx->Line.SmoothFlag;
281 attr->LineStipple = ctx->Line.StippleFlag;
282 attr->Histogram = ctx->Pixel.HistogramEnabled;
283 attr->MinMax = ctx->Pixel.MinMaxEnabled;
284 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
285 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
286 attr->Map1Color4 = ctx->Eval.Map1Color4;
287 attr->Map1Index = ctx->Eval.Map1Index;
288 attr->Map1Normal = ctx->Eval.Map1Normal;
289 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
290 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
291 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
292 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
293 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
294 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
295 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
296 attr->Map2Color4 = ctx->Eval.Map2Color4;
297 attr->Map2Index = ctx->Eval.Map2Index;
298 attr->Map2Normal = ctx->Eval.Map2Normal;
299 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
300 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
301 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
302 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
303 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
304 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
305 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
306 attr->Normalize = ctx->Transform.Normalize;
307 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
308 attr->PointSmooth = ctx->Point.SmoothFlag;
309 attr->PointSprite = ctx->Point.PointSprite;
310 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
311 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
312 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
313 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
314 attr->PolygonStipple = ctx->Polygon.StippleFlag;
315 attr->RescaleNormals = ctx->Transform.RescaleNormals;
316 attr->Scissor = ctx->Scissor.Enabled;
317 attr->Stencil = ctx->Stencil.Enabled;
318 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
319 attr->MultisampleEnabled = ctx->Multisample.Enabled;
320 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
321 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
322 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
323 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
324 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
325 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
326 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
327 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
328 }
329 /* GL_NV_vertex_program */
330 attr->VertexProgram = ctx->VertexProgram.Enabled;
331 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
332 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
333 save_attrib_data(&head, GL_ENABLE_BIT, attr);
334 }
335
336 if (mask & GL_EVAL_BIT) {
337 struct gl_eval_attrib *attr;
338 attr = MALLOC_STRUCT( gl_eval_attrib );
339 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
340 save_attrib_data(&head, GL_EVAL_BIT, attr);
341 }
342
343 if (mask & GL_FOG_BIT) {
344 struct gl_fog_attrib *attr;
345 attr = MALLOC_STRUCT( gl_fog_attrib );
346 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
347 save_attrib_data(&head, GL_FOG_BIT, attr);
348 }
349
350 if (mask & GL_HINT_BIT) {
351 struct gl_hint_attrib *attr;
352 attr = MALLOC_STRUCT( gl_hint_attrib );
353 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
354 save_attrib_data(&head, GL_HINT_BIT, attr);
355 }
356
357 if (mask & GL_LIGHTING_BIT) {
358 struct gl_light_attrib *attr;
359 FLUSH_CURRENT(ctx, 0); /* flush material changes */
360 attr = MALLOC_STRUCT( gl_light_attrib );
361 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
362 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
363 }
364
365 if (mask & GL_LINE_BIT) {
366 struct gl_line_attrib *attr;
367 attr = MALLOC_STRUCT( gl_line_attrib );
368 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
369 save_attrib_data(&head, GL_LINE_BIT, attr);
370 }
371
372 if (mask & GL_LIST_BIT) {
373 struct gl_list_attrib *attr;
374 attr = MALLOC_STRUCT( gl_list_attrib );
375 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
376 save_attrib_data(&head, GL_LIST_BIT, attr);
377 }
378
379 if (mask & GL_PIXEL_MODE_BIT) {
380 struct gl_pixel_attrib *attr;
381 attr = MALLOC_STRUCT( gl_pixel_attrib );
382 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
383 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
384 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
385 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
386 }
387
388 if (mask & GL_POINT_BIT) {
389 struct gl_point_attrib *attr;
390 attr = MALLOC_STRUCT( gl_point_attrib );
391 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
392 save_attrib_data(&head, GL_POINT_BIT, attr);
393 }
394
395 if (mask & GL_POLYGON_BIT) {
396 struct gl_polygon_attrib *attr;
397 attr = MALLOC_STRUCT( gl_polygon_attrib );
398 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
399 save_attrib_data(&head, GL_POLYGON_BIT, attr);
400 }
401
402 if (mask & GL_POLYGON_STIPPLE_BIT) {
403 GLuint *stipple;
404 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
405 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
406 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
407 }
408
409 if (mask & GL_SCISSOR_BIT) {
410 struct gl_scissor_attrib *attr;
411 attr = MALLOC_STRUCT( gl_scissor_attrib );
412 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
413 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
414 }
415
416 if (mask & GL_STENCIL_BUFFER_BIT) {
417 struct gl_stencil_attrib *attr;
418 attr = MALLOC_STRUCT( gl_stencil_attrib );
419 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
420 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
421 }
422
423 if (mask & GL_TEXTURE_BIT) {
424 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
425 GLuint u, tex;
426
427 if (!texstate) {
428 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
429 goto end;
430 }
431
432 _mesa_lock_context_textures(ctx);
433
434 /* copy/save the bulk of texture state here */
435 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
436
437 /* Save references to the currently bound texture objects so they don't
438 * accidentally get deleted while referenced in the attribute stack.
439 */
440 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
441 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
442 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
443 ctx->Texture.Unit[u].CurrentTex[tex]);
444 }
445 }
446
447 /* copy state/contents of the currently bound texture objects */
448 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
449 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
450 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
451 ctx->Texture.Unit[u].CurrentTex[tex]);
452 }
453 }
454
455 _mesa_unlock_context_textures(ctx);
456
457 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
458 }
459
460 if (mask & GL_TRANSFORM_BIT) {
461 struct gl_transform_attrib *attr;
462 attr = MALLOC_STRUCT( gl_transform_attrib );
463 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
464 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
465 }
466
467 if (mask & GL_VIEWPORT_BIT) {
468 struct gl_viewport_attrib *attr;
469 attr = MALLOC_STRUCT( gl_viewport_attrib );
470 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
471 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
472 }
473
474 /* GL_ARB_multisample */
475 if (mask & GL_MULTISAMPLE_BIT_ARB) {
476 struct gl_multisample_attrib *attr;
477 attr = MALLOC_STRUCT( gl_multisample_attrib );
478 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
479 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
480 }
481
482 end:
483 ctx->AttribStack[ctx->AttribStackDepth] = head;
484 ctx->AttribStackDepth++;
485 }
486
487
488
489 static void
490 pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
491 {
492 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
493 GLuint i;
494
495 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
496 if ((VALUE) != (NEWVALUE)) { \
497 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
498 }
499
500 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
501 if (ctx->Color.BlendEnabled != enable->Blend) {
502 if (ctx->Extensions.EXT_draw_buffers2) {
503 GLuint i;
504 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
505 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
506 }
507 }
508 else {
509 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
510 }
511 }
512
513 for (i=0;i<MAX_CLIP_PLANES;i++) {
514 const GLuint mask = 1 << i;
515 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
516 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
517 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
518 }
519
520 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
521 GL_COLOR_MATERIAL);
522 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
523 enable->ColorTable[COLORTABLE_PRECONVOLUTION],
524 GL_COLOR_TABLE);
525 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
526 enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
527 GL_POST_CONVOLUTION_COLOR_TABLE);
528 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
529 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
530 GL_POST_COLOR_MATRIX_COLOR_TABLE);
531 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
532 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
533 GL_DEPTH_CLAMP);
534 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
535 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
536 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
537 GL_CONVOLUTION_1D);
538 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
539 GL_CONVOLUTION_2D);
540 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
541 GL_SEPARABLE_2D);
542 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
543 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
544 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
545 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
546 GL_LINE_STIPPLE);
547 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
548 GL_INDEX_LOGIC_OP);
549 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
550 GL_COLOR_LOGIC_OP);
551
552 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
553 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
554 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
555 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
556 GL_MAP1_TEXTURE_COORD_1);
557 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
558 GL_MAP1_TEXTURE_COORD_2);
559 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
560 GL_MAP1_TEXTURE_COORD_3);
561 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
562 GL_MAP1_TEXTURE_COORD_4);
563 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
564 GL_MAP1_VERTEX_3);
565 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
566 GL_MAP1_VERTEX_4);
567 for (i = 0; i < 16; i++) {
568 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
569 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
570 }
571
572 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
573 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
574 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
575 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
576 GL_MAP2_TEXTURE_COORD_1);
577 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
578 GL_MAP2_TEXTURE_COORD_2);
579 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
580 GL_MAP2_TEXTURE_COORD_3);
581 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
582 GL_MAP2_TEXTURE_COORD_4);
583 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
584 GL_MAP2_VERTEX_3);
585 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
586 GL_MAP2_VERTEX_4);
587 for (i = 0; i < 16; i++) {
588 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
589 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
590 }
591
592 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
593 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
594 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
595 GL_RESCALE_NORMAL_EXT);
596 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
597 enable->RasterPositionUnclipped,
598 GL_RASTER_POSITION_UNCLIPPED_IBM);
599 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
600 GL_POINT_SMOOTH);
601 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
602 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
603 GL_POINT_SPRITE_NV);
604 }
605 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
606 GL_POLYGON_OFFSET_POINT);
607 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
608 GL_POLYGON_OFFSET_LINE);
609 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
610 GL_POLYGON_OFFSET_FILL);
611 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
612 GL_POLYGON_SMOOTH);
613 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
614 GL_POLYGON_STIPPLE);
615 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
616 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
617 if (ctx->Extensions.EXT_stencil_two_side) {
618 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
619 }
620 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
621 GL_MULTISAMPLE_ARB);
622 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
623 enable->SampleAlphaToCoverage,
624 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
625 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
626 enable->SampleAlphaToOne,
627 GL_SAMPLE_ALPHA_TO_ONE_ARB);
628 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
629 enable->SampleCoverage,
630 GL_SAMPLE_COVERAGE_ARB);
631 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
632 enable->SampleCoverageInvert,
633 GL_SAMPLE_COVERAGE_INVERT_ARB);
634 /* GL_ARB_vertex_program, GL_NV_vertex_program */
635 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
636 enable->VertexProgram,
637 GL_VERTEX_PROGRAM_ARB);
638 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
639 enable->VertexProgramPointSize,
640 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
641 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
642 enable->VertexProgramTwoSide,
643 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
644
645 #undef TEST_AND_UPDATE
646
647 /* texture unit enables */
648 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
649 const GLbitfield enabled = enable->Texture[i];
650 const GLbitfield genEnabled = enable->TexGen[i];
651
652 if (ctx->Texture.Unit[i].Enabled != enabled) {
653 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
654
655 _mesa_set_enable(ctx, GL_TEXTURE_1D,
656 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
657 _mesa_set_enable(ctx, GL_TEXTURE_2D,
658 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
659 _mesa_set_enable(ctx, GL_TEXTURE_3D,
660 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
661 if (ctx->Extensions.NV_texture_rectangle) {
662 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
663 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
664 }
665 if (ctx->Extensions.ARB_texture_cube_map) {
666 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
667 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
668 }
669 if (ctx->Extensions.MESA_texture_array) {
670 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
671 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
672 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
673 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
674 }
675 }
676
677 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
678 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
679 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
680 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
681 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
682 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
683 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
684 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
685 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
686 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
687 }
688
689 /* GL_SGI_texture_color_table */
690 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
691 }
692
693 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
694 }
695
696
697 /**
698 * Pop/restore texture attribute/group state.
699 */
700 static void
701 pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
702 {
703 GLuint u;
704
705 _mesa_lock_context_textures(ctx);
706
707 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
708 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
709 GLuint tgt;
710
711 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
712 _mesa_set_enable(ctx, GL_TEXTURE_1D,
713 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
714 _mesa_set_enable(ctx, GL_TEXTURE_2D,
715 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
716 _mesa_set_enable(ctx, GL_TEXTURE_3D,
717 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
718 if (ctx->Extensions.ARB_texture_cube_map) {
719 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
720 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
721 }
722 if (ctx->Extensions.NV_texture_rectangle) {
723 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
724 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
725 }
726 if (ctx->Extensions.MESA_texture_array) {
727 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
728 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
729 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
730 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
731 }
732
733 if (ctx->Extensions.SGI_texture_color_table) {
734 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
735 unit->ColorTableEnabled);
736 }
737 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
738 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
739 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
740 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
741 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
742 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
743 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
744 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
745 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
746 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
747 /* Eye plane done differently to avoid re-transformation */
748 {
749 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
750 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
751 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
752 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
753 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
754 if (ctx->Driver.TexGen) {
755 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
756 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
757 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
758 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
759 }
760 }
761 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
762 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
763 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
764 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
765 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
766 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
767 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
768 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
769 if (ctx->Extensions.EXT_texture_lod_bias) {
770 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
771 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
772 }
773 if (ctx->Extensions.EXT_texture_env_combine ||
774 ctx->Extensions.ARB_texture_env_combine) {
775 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
776 unit->Combine.ModeRGB);
777 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
778 unit->Combine.ModeA);
779 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
780 unit->Combine.SourceRGB[0]);
781 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
782 unit->Combine.SourceRGB[1]);
783 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
784 unit->Combine.SourceRGB[2]);
785 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
786 unit->Combine.SourceA[0]);
787 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
788 unit->Combine.SourceA[1]);
789 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
790 unit->Combine.SourceA[2]);
791 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
792 unit->Combine.OperandRGB[0]);
793 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
794 unit->Combine.OperandRGB[1]);
795 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
796 unit->Combine.OperandRGB[2]);
797 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
798 unit->Combine.OperandA[0]);
799 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
800 unit->Combine.OperandA[1]);
801 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
802 unit->Combine.OperandA[2]);
803 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
804 1 << unit->Combine.ScaleShiftRGB);
805 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
806 1 << unit->Combine.ScaleShiftA);
807 }
808
809 /* Restore texture object state for each target */
810 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
811 const struct gl_texture_object *obj = NULL;
812 GLenum target;
813
814 obj = &texstate->SavedObj[u][tgt];
815
816 /* don't restore state for unsupported targets to prevent
817 * raising GL errors.
818 */
819 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
820 !ctx->Extensions.ARB_texture_cube_map) {
821 continue;
822 }
823 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
824 !ctx->Extensions.NV_texture_rectangle) {
825 continue;
826 }
827 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
828 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
829 !ctx->Extensions.MESA_texture_array) {
830 continue;
831 }
832
833 target = obj->Target;
834
835 _mesa_BindTexture(target, obj->Name);
836
837 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f);
838 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
839 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
840 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
841 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
842 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
843 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
844 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
845 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
846 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
847 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
848 if (target != GL_TEXTURE_RECTANGLE_ARB)
849 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
850 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
851 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
852 obj->MaxAnisotropy);
853 }
854 if (ctx->Extensions.ARB_shadow_ambient) {
855 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
856 obj->CompareFailValue);
857 }
858 }
859
860 /* remove saved references to the texture objects */
861 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
862 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
863 }
864 }
865
866 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
867
868 _mesa_unlock_context_textures(ctx);
869 }
870
871
872 /*
873 * This function is kind of long just because we have to call a lot
874 * of device driver functions to update device driver state.
875 *
876 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
877 * in order to restore GL state. This isn't terribly efficient but it
878 * ensures that dirty flags and any derived state gets updated correctly.
879 * We could at least check if the value to restore equals the current value
880 * and then skip the Mesa call.
881 */
882 void GLAPIENTRY
883 _mesa_PopAttrib(void)
884 {
885 struct gl_attrib_node *attr, *next;
886 GET_CURRENT_CONTEXT(ctx);
887 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
888
889 if (ctx->AttribStackDepth == 0) {
890 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
891 return;
892 }
893
894 ctx->AttribStackDepth--;
895 attr = ctx->AttribStack[ctx->AttribStackDepth];
896
897 while (attr) {
898
899 if (MESA_VERBOSE & VERBOSE_API) {
900 _mesa_debug(ctx, "glPopAttrib %s\n",
901 _mesa_lookup_enum_by_nr(attr->kind));
902 }
903
904 switch (attr->kind) {
905 case GL_ACCUM_BUFFER_BIT:
906 {
907 const struct gl_accum_attrib *accum;
908 accum = (const struct gl_accum_attrib *) attr->data;
909 _mesa_ClearAccum(accum->ClearColor[0],
910 accum->ClearColor[1],
911 accum->ClearColor[2],
912 accum->ClearColor[3]);
913 }
914 break;
915 case GL_COLOR_BUFFER_BIT:
916 {
917 const struct gl_colorbuffer_attrib *color;
918
919 color = (const struct gl_colorbuffer_attrib *) attr->data;
920 _mesa_ClearIndex((GLfloat) color->ClearIndex);
921 _mesa_ClearColor(color->ClearColor[0],
922 color->ClearColor[1],
923 color->ClearColor[2],
924 color->ClearColor[3]);
925 _mesa_IndexMask(color->IndexMask);
926 if (!ctx->Extensions.EXT_draw_buffers2) {
927 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
928 (GLboolean) (color->ColorMask[0][1] != 0),
929 (GLboolean) (color->ColorMask[0][2] != 0),
930 (GLboolean) (color->ColorMask[0][3] != 0));
931 }
932 else {
933 GLuint i;
934 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
935 _mesa_ColorMaskIndexed(i,
936 (GLboolean) (color->ColorMask[i][0] != 0),
937 (GLboolean) (color->ColorMask[i][1] != 0),
938 (GLboolean) (color->ColorMask[i][2] != 0),
939 (GLboolean) (color->ColorMask[i][3] != 0));
940 }
941 }
942 {
943 /* Need to determine if more than one color output is
944 * specified. If so, call glDrawBuffersARB, else call
945 * glDrawBuffer(). This is a subtle, but essential point
946 * since GL_FRONT (for example) is illegal for the former
947 * function, but legal for the later.
948 */
949 GLboolean multipleBuffers = GL_FALSE;
950 GLuint i;
951
952 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
953 if (color->DrawBuffer[i] != GL_NONE) {
954 multipleBuffers = GL_TRUE;
955 break;
956 }
957 }
958 /* Call the API_level functions, not _mesa_drawbuffers()
959 * since we need to do error checking on the pop'd
960 * GL_DRAW_BUFFER.
961 * Ex: if GL_FRONT were pushed, but we're popping with a
962 * user FBO bound, GL_FRONT will be illegal and we'll need
963 * to record that error. Per OpenGL ARB decision.
964 */
965 if (multipleBuffers)
966 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
967 color->DrawBuffer);
968 else
969 _mesa_DrawBuffer(color->DrawBuffer[0]);
970 }
971 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
972 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
973 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
974 if (ctx->Extensions.EXT_draw_buffers2) {
975 GLuint i;
976 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
977 _mesa_set_enablei(ctx, GL_BLEND, i,
978 (color->BlendEnabled >> i) & 1);
979 }
980 }
981 else {
982 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
983 }
984 }
985 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
986 color->BlendDstRGB,
987 color->BlendSrcA,
988 color->BlendDstA);
989 /* This special case is because glBlendEquationSeparateEXT
990 * cannot take GL_LOGIC_OP as a parameter.
991 */
992 if ( color->BlendEquationRGB == color->BlendEquationA ) {
993 _mesa_BlendEquation(color->BlendEquationRGB);
994 }
995 else {
996 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
997 color->BlendEquationA);
998 }
999 _mesa_BlendColor(color->BlendColor[0],
1000 color->BlendColor[1],
1001 color->BlendColor[2],
1002 color->BlendColor[3]);
1003 _mesa_LogicOp(color->LogicOp);
1004 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1005 color->ColorLogicOpEnabled);
1006 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1007 color->IndexLogicOpEnabled);
1008 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1009 }
1010 break;
1011 case GL_CURRENT_BIT:
1012 FLUSH_CURRENT( ctx, 0 );
1013 memcpy( &ctx->Current, attr->data,
1014 sizeof(struct gl_current_attrib) );
1015 break;
1016 case GL_DEPTH_BUFFER_BIT:
1017 {
1018 const struct gl_depthbuffer_attrib *depth;
1019 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1020 _mesa_DepthFunc(depth->Func);
1021 _mesa_ClearDepth(depth->Clear);
1022 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1023 _mesa_DepthMask(depth->Mask);
1024 }
1025 break;
1026 case GL_ENABLE_BIT:
1027 {
1028 const struct gl_enable_attrib *enable;
1029 enable = (const struct gl_enable_attrib *) attr->data;
1030 pop_enable_group(ctx, enable);
1031 ctx->NewState |= _NEW_ALL;
1032 }
1033 break;
1034 case GL_EVAL_BIT:
1035 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1036 ctx->NewState |= _NEW_EVAL;
1037 break;
1038 case GL_FOG_BIT:
1039 {
1040 const struct gl_fog_attrib *fog;
1041 fog = (const struct gl_fog_attrib *) attr->data;
1042 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1043 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1044 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1045 _mesa_Fogf(GL_FOG_START, fog->Start);
1046 _mesa_Fogf(GL_FOG_END, fog->End);
1047 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1048 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1049 }
1050 break;
1051 case GL_HINT_BIT:
1052 {
1053 const struct gl_hint_attrib *hint;
1054 hint = (const struct gl_hint_attrib *) attr->data;
1055 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1056 hint->PerspectiveCorrection );
1057 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1058 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1059 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1060 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1061 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1062 hint->ClipVolumeClipping);
1063 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1064 hint->TextureCompression);
1065 }
1066 break;
1067 case GL_LIGHTING_BIT:
1068 {
1069 GLuint i;
1070 const struct gl_light_attrib *light;
1071 light = (const struct gl_light_attrib *) attr->data;
1072 /* lighting enable */
1073 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1074 /* per-light state */
1075 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1076 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1077
1078 for (i = 0; i < ctx->Const.MaxLights; i++) {
1079 const struct gl_light *l = &light->Light[i];
1080 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1081 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1082 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1083 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1084 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1085 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1086 {
1087 GLfloat p[4] = { 0 };
1088 p[0] = l->SpotExponent;
1089 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1090 }
1091 {
1092 GLfloat p[4] = { 0 };
1093 p[0] = l->SpotCutoff;
1094 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1095 }
1096 {
1097 GLfloat p[4] = { 0 };
1098 p[0] = l->ConstantAttenuation;
1099 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1100 }
1101 {
1102 GLfloat p[4] = { 0 };
1103 p[0] = l->LinearAttenuation;
1104 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1105 }
1106 {
1107 GLfloat p[4] = { 0 };
1108 p[0] = l->QuadraticAttenuation;
1109 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1110 }
1111 }
1112 /* light model */
1113 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1114 light->Model.Ambient);
1115 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1116 (GLfloat) light->Model.LocalViewer);
1117 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1118 (GLfloat) light->Model.TwoSide);
1119 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1120 (GLfloat) light->Model.ColorControl);
1121 /* shade model */
1122 _mesa_ShadeModel(light->ShadeModel);
1123 /* color material */
1124 _mesa_ColorMaterial(light->ColorMaterialFace,
1125 light->ColorMaterialMode);
1126 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1127 light->ColorMaterialEnabled);
1128 /* materials */
1129 memcpy(&ctx->Light.Material, &light->Material,
1130 sizeof(struct gl_material));
1131 }
1132 break;
1133 case GL_LINE_BIT:
1134 {
1135 const struct gl_line_attrib *line;
1136 line = (const struct gl_line_attrib *) attr->data;
1137 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1138 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1139 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1140 _mesa_LineWidth(line->Width);
1141 }
1142 break;
1143 case GL_LIST_BIT:
1144 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1145 break;
1146 case GL_PIXEL_MODE_BIT:
1147 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1148 /* XXX what other pixel state needs to be set by function calls? */
1149 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1150 ctx->NewState |= _NEW_PIXEL;
1151 break;
1152 case GL_POINT_BIT:
1153 {
1154 const struct gl_point_attrib *point;
1155 point = (const struct gl_point_attrib *) attr->data;
1156 _mesa_PointSize(point->Size);
1157 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1158 if (ctx->Extensions.EXT_point_parameters) {
1159 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1160 point->Params);
1161 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1162 point->MinSize);
1163 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1164 point->MaxSize);
1165 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1166 point->Threshold);
1167 }
1168 if (ctx->Extensions.NV_point_sprite
1169 || ctx->Extensions.ARB_point_sprite) {
1170 GLuint u;
1171 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1172 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1173 (GLint) point->CoordReplace[u]);
1174 }
1175 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1176 if (ctx->Extensions.NV_point_sprite)
1177 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1178 ctx->Point.SpriteRMode);
1179 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1180 (GLfloat)ctx->Point.SpriteOrigin);
1181 }
1182 }
1183 break;
1184 case GL_POLYGON_BIT:
1185 {
1186 const struct gl_polygon_attrib *polygon;
1187 polygon = (const struct gl_polygon_attrib *) attr->data;
1188 _mesa_CullFace(polygon->CullFaceMode);
1189 _mesa_FrontFace(polygon->FrontFace);
1190 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1191 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1192 _mesa_PolygonOffset(polygon->OffsetFactor,
1193 polygon->OffsetUnits);
1194 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1195 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1196 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1197 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1198 polygon->OffsetPoint);
1199 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1200 polygon->OffsetLine);
1201 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1202 polygon->OffsetFill);
1203 }
1204 break;
1205 case GL_POLYGON_STIPPLE_BIT:
1206 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1207 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1208 if (ctx->Driver.PolygonStipple)
1209 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1210 break;
1211 case GL_SCISSOR_BIT:
1212 {
1213 const struct gl_scissor_attrib *scissor;
1214 scissor = (const struct gl_scissor_attrib *) attr->data;
1215 _mesa_Scissor(scissor->X, scissor->Y,
1216 scissor->Width, scissor->Height);
1217 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1218 }
1219 break;
1220 case GL_STENCIL_BUFFER_BIT:
1221 {
1222 const struct gl_stencil_attrib *stencil;
1223 stencil = (const struct gl_stencil_attrib *) attr->data;
1224 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1225 _mesa_ClearStencil(stencil->Clear);
1226 if (ctx->Extensions.EXT_stencil_two_side) {
1227 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1228 stencil->TestTwoSide);
1229 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1230 ? GL_BACK : GL_FRONT);
1231 }
1232 /* front state */
1233 _mesa_StencilFuncSeparate(GL_FRONT,
1234 stencil->Function[0],
1235 stencil->Ref[0],
1236 stencil->ValueMask[0]);
1237 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1238 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1239 stencil->ZFailFunc[0],
1240 stencil->ZPassFunc[0]);
1241 /* back state */
1242 _mesa_StencilFuncSeparate(GL_BACK,
1243 stencil->Function[1],
1244 stencil->Ref[1],
1245 stencil->ValueMask[1]);
1246 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1247 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1248 stencil->ZFailFunc[1],
1249 stencil->ZPassFunc[1]);
1250 }
1251 break;
1252 case GL_TRANSFORM_BIT:
1253 {
1254 GLuint i;
1255 const struct gl_transform_attrib *xform;
1256 xform = (const struct gl_transform_attrib *) attr->data;
1257 _mesa_MatrixMode(xform->MatrixMode);
1258 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1259 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1260
1261 /* restore clip planes */
1262 for (i = 0; i < MAX_CLIP_PLANES; i++) {
1263 const GLuint mask = 1 << i;
1264 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1265 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1266 if (xform->ClipPlanesEnabled & mask) {
1267 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1268 }
1269 else {
1270 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1271 }
1272 if (ctx->Driver.ClipPlane)
1273 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1274 }
1275
1276 /* normalize/rescale */
1277 if (xform->Normalize != ctx->Transform.Normalize)
1278 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1279 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1280 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1281 ctx->Transform.RescaleNormals);
1282 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1283 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1284 ctx->Transform.DepthClamp);
1285 }
1286 break;
1287 case GL_TEXTURE_BIT:
1288 /* Take care of texture object reference counters */
1289 {
1290 struct texture_state *texstate
1291 = (struct texture_state *) attr->data;
1292 pop_texture_group(ctx, texstate);
1293 ctx->NewState |= _NEW_TEXTURE;
1294 }
1295 break;
1296 case GL_VIEWPORT_BIT:
1297 {
1298 const struct gl_viewport_attrib *vp;
1299 vp = (const struct gl_viewport_attrib *) attr->data;
1300 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1301 _mesa_DepthRange(vp->Near, vp->Far);
1302 }
1303 break;
1304 case GL_MULTISAMPLE_BIT_ARB:
1305 {
1306 const struct gl_multisample_attrib *ms;
1307 ms = (const struct gl_multisample_attrib *) attr->data;
1308 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1309 ms->SampleCoverageInvert);
1310 }
1311 break;
1312
1313 default:
1314 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1315 break;
1316 }
1317
1318 next = attr->next;
1319 FREE( attr->data );
1320 FREE( attr );
1321 attr = next;
1322 }
1323 }
1324
1325
1326 /**
1327 * Helper for incrementing/decrementing vertex buffer object reference
1328 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1329 */
1330 static void
1331 adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
1332 {
1333 GLuint i;
1334
1335 arrayObj->Vertex.BufferObj->RefCount += step;
1336 arrayObj->Weight.BufferObj->RefCount += step;
1337 arrayObj->Normal.BufferObj->RefCount += step;
1338 arrayObj->Color.BufferObj->RefCount += step;
1339 arrayObj->SecondaryColor.BufferObj->RefCount += step;
1340 arrayObj->FogCoord.BufferObj->RefCount += step;
1341 arrayObj->Index.BufferObj->RefCount += step;
1342 arrayObj->EdgeFlag.BufferObj->RefCount += step;
1343 for (i = 0; i < Elements(arrayObj->TexCoord); i++)
1344 arrayObj->TexCoord[i].BufferObj->RefCount += step;
1345 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
1346 arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1347 }
1348
1349
1350 /**
1351 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1352 * object refcounts.
1353 */
1354 static void
1355 copy_pixelstore(GLcontext *ctx,
1356 struct gl_pixelstore_attrib *dst,
1357 const struct gl_pixelstore_attrib *src)
1358 {
1359 dst->Alignment = src->Alignment;
1360 dst->RowLength = src->RowLength;
1361 dst->SkipPixels = src->SkipPixels;
1362 dst->SkipRows = src->SkipRows;
1363 dst->ImageHeight = src->ImageHeight;
1364 dst->SkipImages = src->SkipImages;
1365 dst->SwapBytes = src->SwapBytes;
1366 dst->LsbFirst = src->LsbFirst;
1367 dst->ClientStorage = src->ClientStorage;
1368 dst->Invert = src->Invert;
1369 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1370 }
1371
1372
1373 #define GL_CLIENT_PACK_BIT (1<<20)
1374 #define GL_CLIENT_UNPACK_BIT (1<<21)
1375
1376
1377 void GLAPIENTRY
1378 _mesa_PushClientAttrib(GLbitfield mask)
1379 {
1380 struct gl_attrib_node *head;
1381
1382 GET_CURRENT_CONTEXT(ctx);
1383 ASSERT_OUTSIDE_BEGIN_END(ctx);
1384
1385 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1386 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1387 return;
1388 }
1389
1390 /* Build linked list of attribute nodes which save all attribute
1391 * groups specified by the mask.
1392 */
1393 head = NULL;
1394
1395 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1396 struct gl_pixelstore_attrib *attr;
1397 /* packing attribs */
1398 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1399 copy_pixelstore(ctx, attr, &ctx->Pack);
1400 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1401 /* unpacking attribs */
1402 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1403 copy_pixelstore(ctx, attr, &ctx->Unpack);
1404 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1405 }
1406
1407 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1408 struct gl_array_attrib *attr;
1409 struct gl_array_object *obj;
1410
1411 attr = MALLOC_STRUCT( gl_array_attrib );
1412 obj = MALLOC_STRUCT( gl_array_object );
1413
1414 #if FEATURE_ARB_vertex_buffer_object
1415 /* increment ref counts since we're copying pointers to these objects */
1416 ctx->Array.ArrayBufferObj->RefCount++;
1417 ctx->Array.ElementArrayBufferObj->RefCount++;
1418 #endif
1419
1420 memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1421 memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1422
1423 attr->ArrayObj = obj;
1424
1425 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1426
1427 /* bump reference counts on buffer objects */
1428 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
1429 }
1430
1431 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1432 ctx->ClientAttribStackDepth++;
1433 }
1434
1435
1436
1437
1438 void GLAPIENTRY
1439 _mesa_PopClientAttrib(void)
1440 {
1441 struct gl_attrib_node *node, *next;
1442
1443 GET_CURRENT_CONTEXT(ctx);
1444 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1445
1446 if (ctx->ClientAttribStackDepth == 0) {
1447 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1448 return;
1449 }
1450
1451 ctx->ClientAttribStackDepth--;
1452 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1453
1454 while (node) {
1455 switch (node->kind) {
1456 case GL_CLIENT_PACK_BIT:
1457 {
1458 struct gl_pixelstore_attrib *store =
1459 (struct gl_pixelstore_attrib *) node->data;
1460 copy_pixelstore(ctx, &ctx->Pack, store);
1461 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1462 }
1463 ctx->NewState |= _NEW_PACKUNPACK;
1464 break;
1465 case GL_CLIENT_UNPACK_BIT:
1466 {
1467 struct gl_pixelstore_attrib *store =
1468 (struct gl_pixelstore_attrib *) node->data;
1469 copy_pixelstore(ctx, &ctx->Unpack, store);
1470 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1471 }
1472 ctx->NewState |= _NEW_PACKUNPACK;
1473 break;
1474 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1475 struct gl_array_attrib * data =
1476 (struct gl_array_attrib *) node->data;
1477
1478 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
1479
1480 ctx->Array.ActiveTexture = data->ActiveTexture;
1481 if (data->LockCount != 0)
1482 _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1483 else if (ctx->Array.LockCount)
1484 _mesa_UnlockArraysEXT();
1485
1486 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1487
1488 #if FEATURE_ARB_vertex_buffer_object
1489 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1490 data->ArrayBufferObj->Name);
1491 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1492 data->ElementArrayBufferObj->Name);
1493 #endif
1494
1495 memcpy( ctx->Array.ArrayObj, data->ArrayObj,
1496 sizeof( struct gl_array_object ) );
1497
1498 FREE( data->ArrayObj );
1499
1500 /* FIXME: Should some bits in ctx->Array->NewState also be set
1501 * FIXME: here? It seems like it should be set to inclusive-or
1502 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1503 */
1504
1505 ctx->NewState |= _NEW_ARRAY;
1506 break;
1507 }
1508 default:
1509 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1510 break;
1511 }
1512
1513 next = node->next;
1514 FREE( node->data );
1515 FREE( node );
1516 node = next;
1517 }
1518 }
1519
1520
1521 void
1522 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
1523 {
1524 SET_PopAttrib(disp, _mesa_PopAttrib);
1525 SET_PushAttrib(disp, _mesa_PushAttrib);
1526 SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1527 SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1528 }
1529
1530
1531 #endif /* FEATURE_attrib_stack */
1532
1533
1534 /**
1535 * Free any attribute state data that might be attached to the context.
1536 */
1537 void
1538 _mesa_free_attrib_data(GLcontext *ctx)
1539 {
1540 while (ctx->AttribStackDepth > 0) {
1541 struct gl_attrib_node *attr, *next;
1542
1543 ctx->AttribStackDepth--;
1544 attr = ctx->AttribStack[ctx->AttribStackDepth];
1545
1546 while (attr) {
1547 if (attr->kind == GL_TEXTURE_BIT) {
1548 struct texture_state *texstate = (struct texture_state*)attr->data;
1549 GLuint u, tgt;
1550 /* clear references to the saved texture objects */
1551 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1552 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1553 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1554 }
1555 }
1556 }
1557 else {
1558 /* any other chunks of state that requires special handling? */
1559 }
1560
1561 next = attr->next;
1562 free(attr->data);
1563 free(attr);
1564 attr = next;
1565 }
1566 }
1567 }
1568
1569
1570 void _mesa_init_attrib( GLcontext *ctx )
1571 {
1572 /* Renderer and client attribute stacks */
1573 ctx->AttribStackDepth = 0;
1574 ctx->ClientAttribStackDepth = 0;
1575 }