attrib.c revision aac19609bfd7c950b2577489b06886c8a8097bb2
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 "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 "viewport.h" 59#include "mtypes.h" 60 61 62/** 63 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT). 64 */ 65struct 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 DepthTest; 78 GLboolean Dither; 79 GLboolean Fog; 80 GLboolean Histogram; 81 GLboolean Light[MAX_LIGHTS]; 82 GLboolean Lighting; 83 GLboolean LineSmooth; 84 GLboolean LineStipple; 85 GLboolean IndexLogicOp; 86 GLboolean ColorLogicOp; 87 88 GLboolean Map1Color4; 89 GLboolean Map1Index; 90 GLboolean Map1Normal; 91 GLboolean Map1TextureCoord1; 92 GLboolean Map1TextureCoord2; 93 GLboolean Map1TextureCoord3; 94 GLboolean Map1TextureCoord4; 95 GLboolean Map1Vertex3; 96 GLboolean Map1Vertex4; 97 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ 98 GLboolean Map2Color4; 99 GLboolean Map2Index; 100 GLboolean Map2Normal; 101 GLboolean Map2TextureCoord1; 102 GLboolean Map2TextureCoord2; 103 GLboolean Map2TextureCoord3; 104 GLboolean Map2TextureCoord4; 105 GLboolean Map2Vertex3; 106 GLboolean Map2Vertex4; 107 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ 108 109 GLboolean MinMax; 110 GLboolean Normalize; 111 GLboolean PixelTexture; 112 GLboolean PointSmooth; 113 GLboolean PolygonOffsetPoint; 114 GLboolean PolygonOffsetLine; 115 GLboolean PolygonOffsetFill; 116 GLboolean PolygonSmooth; 117 GLboolean PolygonStipple; 118 GLboolean RescaleNormals; 119 GLboolean Scissor; 120 GLboolean Stencil; 121 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ 122 GLboolean MultisampleEnabled; /* GL_ARB_multisample */ 123 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ 124 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ 125 GLboolean SampleCoverage; /* GL_ARB_multisample */ 126 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */ 127 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ 128 129 GLbitfield Texture[MAX_TEXTURE_UNITS]; 130 GLbitfield TexGen[MAX_TEXTURE_UNITS]; 131 132 /* SGI_texture_color_table */ 133 GLboolean TextureColorTable[MAX_TEXTURE_UNITS]; 134 135 /* GL_ARB_vertex_program / GL_NV_vertex_program */ 136 GLboolean VertexProgram; 137 GLboolean VertexProgramPointSize; 138 GLboolean VertexProgramTwoSide; 139 140 /* GL_ARB_point_sprite / GL_NV_point_sprite */ 141 GLboolean PointSprite; 142 GLboolean FragmentShaderATI; 143}; 144 145 146/** 147 * Node for the attribute stack. 148 */ 149struct gl_attrib_node 150{ 151 GLbitfield kind; 152 void *data; 153 struct gl_attrib_node *next; 154}; 155 156 157 158/** 159 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) 160 */ 161struct texture_state 162{ 163 struct gl_texture_attrib Texture; /**< The usual context state */ 164 165 /** to save per texture object state (wrap modes, filters, etc): */ 166 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 167 168 /** 169 * To save references to texture objects (so they don't get accidentally 170 * deleted while saved in the attribute stack). 171 */ 172 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 173}; 174 175 176/** 177 * Allocate a new attribute state node. These nodes have a 178 * "kind" value and a pointer to a struct of state data. 179 */ 180static struct gl_attrib_node * 181new_attrib_node( GLbitfield kind ) 182{ 183 struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node); 184 if (an) { 185 an->kind = kind; 186 } 187 return an; 188} 189 190 191void GLAPIENTRY 192_mesa_PushAttrib(GLbitfield mask) 193{ 194 struct gl_attrib_node *newnode; 195 struct gl_attrib_node *head; 196 197 GET_CURRENT_CONTEXT(ctx); 198 ASSERT_OUTSIDE_BEGIN_END(ctx); 199 200 if (MESA_VERBOSE & VERBOSE_API) 201 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); 202 203 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { 204 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); 205 return; 206 } 207 208 /* Build linked list of attribute nodes which save all attribute */ 209 /* groups specified by the mask. */ 210 head = NULL; 211 212 if (mask & GL_ACCUM_BUFFER_BIT) { 213 struct gl_accum_attrib *attr; 214 attr = MALLOC_STRUCT( gl_accum_attrib ); 215 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); 216 newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT ); 217 newnode->data = attr; 218 newnode->next = head; 219 head = newnode; 220 } 221 222 if (mask & GL_COLOR_BUFFER_BIT) { 223 GLuint i; 224 struct gl_colorbuffer_attrib *attr; 225 attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); 226 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); 227 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ 228 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) 229 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 230 newnode = new_attrib_node( GL_COLOR_BUFFER_BIT ); 231 newnode->data = attr; 232 newnode->next = head; 233 head = newnode; 234 } 235 236 if (mask & GL_CURRENT_BIT) { 237 struct gl_current_attrib *attr; 238 FLUSH_CURRENT( ctx, 0 ); 239 attr = MALLOC_STRUCT( gl_current_attrib ); 240 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); 241 newnode = new_attrib_node( GL_CURRENT_BIT ); 242 newnode->data = attr; 243 newnode->next = head; 244 head = newnode; 245 } 246 247 if (mask & GL_DEPTH_BUFFER_BIT) { 248 struct gl_depthbuffer_attrib *attr; 249 attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); 250 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); 251 newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT ); 252 newnode->data = attr; 253 newnode->next = head; 254 head = newnode; 255 } 256 257 if (mask & GL_ENABLE_BIT) { 258 struct gl_enable_attrib *attr; 259 GLuint i; 260 attr = MALLOC_STRUCT( gl_enable_attrib ); 261 /* Copy enable flags from all other attributes into the enable struct. */ 262 attr->AlphaTest = ctx->Color.AlphaEnabled; 263 attr->AutoNormal = ctx->Eval.AutoNormal; 264 attr->Blend = ctx->Color.BlendEnabled; 265 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; 266 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; 267 for (i = 0; i < COLORTABLE_MAX; i++) { 268 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i]; 269 } 270 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; 271 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; 272 attr->Separable2D = ctx->Pixel.Separable2DEnabled; 273 attr->CullFace = ctx->Polygon.CullFlag; 274 attr->DepthTest = ctx->Depth.Test; 275 attr->Dither = ctx->Color.DitherFlag; 276 attr->Fog = ctx->Fog.Enabled; 277 for (i = 0; i < ctx->Const.MaxLights; i++) { 278 attr->Light[i] = ctx->Light.Light[i].Enabled; 279 } 280 attr->Lighting = ctx->Light.Enabled; 281 attr->LineSmooth = ctx->Line.SmoothFlag; 282 attr->LineStipple = ctx->Line.StippleFlag; 283 attr->Histogram = ctx->Pixel.HistogramEnabled; 284 attr->MinMax = ctx->Pixel.MinMaxEnabled; 285 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; 286 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; 287 attr->Map1Color4 = ctx->Eval.Map1Color4; 288 attr->Map1Index = ctx->Eval.Map1Index; 289 attr->Map1Normal = ctx->Eval.Map1Normal; 290 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; 291 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; 292 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; 293 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; 294 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; 295 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; 296 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); 297 attr->Map2Color4 = ctx->Eval.Map2Color4; 298 attr->Map2Index = ctx->Eval.Map2Index; 299 attr->Map2Normal = ctx->Eval.Map2Normal; 300 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; 301 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; 302 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; 303 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; 304 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; 305 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; 306 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); 307 attr->Normalize = ctx->Transform.Normalize; 308 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; 309 attr->PointSmooth = ctx->Point.SmoothFlag; 310 attr->PointSprite = ctx->Point.PointSprite; 311 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; 312 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; 313 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; 314 attr->PolygonSmooth = ctx->Polygon.SmoothFlag; 315 attr->PolygonStipple = ctx->Polygon.StippleFlag; 316 attr->RescaleNormals = ctx->Transform.RescaleNormals; 317 attr->Scissor = ctx->Scissor.Enabled; 318 attr->Stencil = ctx->Stencil.Enabled; 319 attr->StencilTwoSide = ctx->Stencil.TestTwoSide; 320 attr->MultisampleEnabled = ctx->Multisample.Enabled; 321 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; 322 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; 323 attr->SampleCoverage = ctx->Multisample.SampleCoverage; 324 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; 325 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 326 attr->Texture[i] = ctx->Texture.Unit[i].Enabled; 327 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; 328 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled; 329 } 330 /* GL_NV_vertex_program */ 331 attr->VertexProgram = ctx->VertexProgram.Enabled; 332 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; 333 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 334 newnode = new_attrib_node( GL_ENABLE_BIT ); 335 newnode->data = attr; 336 newnode->next = head; 337 head = newnode; 338 } 339 340 if (mask & GL_EVAL_BIT) { 341 struct gl_eval_attrib *attr; 342 attr = MALLOC_STRUCT( gl_eval_attrib ); 343 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); 344 newnode = new_attrib_node( GL_EVAL_BIT ); 345 newnode->data = attr; 346 newnode->next = head; 347 head = newnode; 348 } 349 350 if (mask & GL_FOG_BIT) { 351 struct gl_fog_attrib *attr; 352 attr = MALLOC_STRUCT( gl_fog_attrib ); 353 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); 354 newnode = new_attrib_node( GL_FOG_BIT ); 355 newnode->data = attr; 356 newnode->next = head; 357 head = newnode; 358 } 359 360 if (mask & GL_HINT_BIT) { 361 struct gl_hint_attrib *attr; 362 attr = MALLOC_STRUCT( gl_hint_attrib ); 363 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); 364 newnode = new_attrib_node( GL_HINT_BIT ); 365 newnode->data = attr; 366 newnode->next = head; 367 head = newnode; 368 } 369 370 if (mask & GL_LIGHTING_BIT) { 371 struct gl_light_attrib *attr; 372 FLUSH_CURRENT(ctx, 0); /* flush material changes */ 373 attr = MALLOC_STRUCT( gl_light_attrib ); 374 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); 375 newnode = new_attrib_node( GL_LIGHTING_BIT ); 376 newnode->data = attr; 377 newnode->next = head; 378 head = newnode; 379 } 380 381 if (mask & GL_LINE_BIT) { 382 struct gl_line_attrib *attr; 383 attr = MALLOC_STRUCT( gl_line_attrib ); 384 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); 385 newnode = new_attrib_node( GL_LINE_BIT ); 386 newnode->data = attr; 387 newnode->next = head; 388 head = newnode; 389 } 390 391 if (mask & GL_LIST_BIT) { 392 struct gl_list_attrib *attr; 393 attr = MALLOC_STRUCT( gl_list_attrib ); 394 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) ); 395 newnode = new_attrib_node( GL_LIST_BIT ); 396 newnode->data = attr; 397 newnode->next = head; 398 head = newnode; 399 } 400 401 if (mask & GL_PIXEL_MODE_BIT) { 402 struct gl_pixel_attrib *attr; 403 attr = MALLOC_STRUCT( gl_pixel_attrib ); 404 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); 405 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ 406 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 407 newnode = new_attrib_node( GL_PIXEL_MODE_BIT ); 408 newnode->data = attr; 409 newnode->next = head; 410 head = newnode; 411 } 412 413 if (mask & GL_POINT_BIT) { 414 struct gl_point_attrib *attr; 415 attr = MALLOC_STRUCT( gl_point_attrib ); 416 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); 417 newnode = new_attrib_node( GL_POINT_BIT ); 418 newnode->data = attr; 419 newnode->next = head; 420 head = newnode; 421 } 422 423 if (mask & GL_POLYGON_BIT) { 424 struct gl_polygon_attrib *attr; 425 attr = MALLOC_STRUCT( gl_polygon_attrib ); 426 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); 427 newnode = new_attrib_node( GL_POLYGON_BIT ); 428 newnode->data = attr; 429 newnode->next = head; 430 head = newnode; 431 } 432 433 if (mask & GL_POLYGON_STIPPLE_BIT) { 434 GLuint *stipple; 435 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); 436 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); 437 newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT ); 438 newnode->data = stipple; 439 newnode->next = head; 440 head = newnode; 441 } 442 443 if (mask & GL_SCISSOR_BIT) { 444 struct gl_scissor_attrib *attr; 445 attr = MALLOC_STRUCT( gl_scissor_attrib ); 446 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); 447 newnode = new_attrib_node( GL_SCISSOR_BIT ); 448 newnode->data = attr; 449 newnode->next = head; 450 head = newnode; 451 } 452 453 if (mask & GL_STENCIL_BUFFER_BIT) { 454 struct gl_stencil_attrib *attr; 455 attr = MALLOC_STRUCT( gl_stencil_attrib ); 456 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); 457 newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT ); 458 newnode->data = attr; 459 newnode->next = head; 460 head = newnode; 461 } 462 463 if (mask & GL_TEXTURE_BIT) { 464 struct texture_state *texstate = CALLOC_STRUCT(texture_state); 465 GLuint u, tex; 466 467 if (!texstate) { 468 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 469 goto end; 470 } 471 472 _mesa_lock_context_textures(ctx); 473 474 /* copy/save the bulk of texture state here */ 475 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); 476 477 /* Save references to the currently bound texture objects so they don't 478 * accidentally get deleted while referenced in the attribute stack. 479 */ 480 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 481 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 482 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], 483 ctx->Texture.Unit[u].CurrentTex[tex]); 484 } 485 } 486 487 /* copy state/contents of the currently bound texture objects */ 488 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 489 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 490 _mesa_copy_texture_object(&texstate->SavedObj[u][tex], 491 ctx->Texture.Unit[u].CurrentTex[tex]); 492 } 493 } 494 495 _mesa_unlock_context_textures(ctx); 496 497 newnode = new_attrib_node( GL_TEXTURE_BIT ); 498 newnode->data = texstate; 499 newnode->next = head; 500 head = newnode; 501 } 502 503 if (mask & GL_TRANSFORM_BIT) { 504 struct gl_transform_attrib *attr; 505 attr = MALLOC_STRUCT( gl_transform_attrib ); 506 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); 507 newnode = new_attrib_node( GL_TRANSFORM_BIT ); 508 newnode->data = attr; 509 newnode->next = head; 510 head = newnode; 511 } 512 513 if (mask & GL_VIEWPORT_BIT) { 514 struct gl_viewport_attrib *attr; 515 attr = MALLOC_STRUCT( gl_viewport_attrib ); 516 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); 517 newnode = new_attrib_node( GL_VIEWPORT_BIT ); 518 newnode->data = attr; 519 newnode->next = head; 520 head = newnode; 521 } 522 523 /* GL_ARB_multisample */ 524 if (mask & GL_MULTISAMPLE_BIT_ARB) { 525 struct gl_multisample_attrib *attr; 526 attr = MALLOC_STRUCT( gl_multisample_attrib ); 527 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); 528 newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB ); 529 newnode->data = attr; 530 newnode->next = head; 531 head = newnode; 532 } 533 534end: 535 ctx->AttribStack[ctx->AttribStackDepth] = head; 536 ctx->AttribStackDepth++; 537} 538 539 540 541static void 542pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable) 543{ 544 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 545 GLuint i; 546 547#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ 548 if ((VALUE) != (NEWVALUE)) { \ 549 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ 550 } 551 552 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); 553 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND); 554 555 for (i=0;i<MAX_CLIP_PLANES;i++) { 556 const GLuint mask = 1 << i; 557 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) 558 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), 559 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE)); 560 } 561 562 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, 563 GL_COLOR_MATERIAL); 564 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION], 565 enable->ColorTable[COLORTABLE_PRECONVOLUTION], 566 GL_COLOR_TABLE); 567 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION], 568 enable->ColorTable[COLORTABLE_POSTCONVOLUTION], 569 GL_POST_CONVOLUTION_COLOR_TABLE); 570 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX], 571 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX], 572 GL_POST_COLOR_MATRIX_COLOR_TABLE); 573 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); 574 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); 575 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); 576 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, 577 GL_CONVOLUTION_1D); 578 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, 579 GL_CONVOLUTION_2D); 580 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, 581 GL_SEPARABLE_2D); 582 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); 583 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); 584 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); 585 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, 586 GL_LINE_STIPPLE); 587 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, 588 GL_INDEX_LOGIC_OP); 589 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, 590 GL_COLOR_LOGIC_OP); 591 592 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); 593 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); 594 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); 595 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, 596 GL_MAP1_TEXTURE_COORD_1); 597 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, 598 GL_MAP1_TEXTURE_COORD_2); 599 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, 600 GL_MAP1_TEXTURE_COORD_3); 601 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, 602 GL_MAP1_TEXTURE_COORD_4); 603 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, 604 GL_MAP1_VERTEX_3); 605 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, 606 GL_MAP1_VERTEX_4); 607 for (i = 0; i < 16; i++) { 608 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], 609 GL_MAP1_VERTEX_ATTRIB0_4_NV + i); 610 } 611 612 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); 613 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); 614 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); 615 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, 616 GL_MAP2_TEXTURE_COORD_1); 617 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, 618 GL_MAP2_TEXTURE_COORD_2); 619 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, 620 GL_MAP2_TEXTURE_COORD_3); 621 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, 622 GL_MAP2_TEXTURE_COORD_4); 623 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, 624 GL_MAP2_VERTEX_3); 625 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, 626 GL_MAP2_VERTEX_4); 627 for (i = 0; i < 16; i++) { 628 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], 629 GL_MAP2_VERTEX_ATTRIB0_4_NV + i); 630 } 631 632 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 633 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); 634 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, 635 GL_RESCALE_NORMAL_EXT); 636 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, 637 enable->RasterPositionUnclipped, 638 GL_RASTER_POSITION_UNCLIPPED_IBM); 639 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, 640 GL_POINT_SMOOTH); 641 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { 642 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, 643 GL_POINT_SPRITE_NV); 644 } 645 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, 646 GL_POLYGON_OFFSET_POINT); 647 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, 648 GL_POLYGON_OFFSET_LINE); 649 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, 650 GL_POLYGON_OFFSET_FILL); 651 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, 652 GL_POLYGON_SMOOTH); 653 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 654 GL_POLYGON_STIPPLE); 655 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); 656 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); 657 if (ctx->Extensions.EXT_stencil_two_side) { 658 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); 659 } 660 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, 661 GL_MULTISAMPLE_ARB); 662 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 663 enable->SampleAlphaToCoverage, 664 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); 665 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 666 enable->SampleAlphaToOne, 667 GL_SAMPLE_ALPHA_TO_ONE_ARB); 668 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 669 enable->SampleCoverage, 670 GL_SAMPLE_COVERAGE_ARB); 671 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, 672 enable->SampleCoverageInvert, 673 GL_SAMPLE_COVERAGE_INVERT_ARB); 674 /* GL_ARB_vertex_program, GL_NV_vertex_program */ 675 TEST_AND_UPDATE(ctx->VertexProgram.Enabled, 676 enable->VertexProgram, 677 GL_VERTEX_PROGRAM_ARB); 678 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, 679 enable->VertexProgramPointSize, 680 GL_VERTEX_PROGRAM_POINT_SIZE_ARB); 681 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, 682 enable->VertexProgramTwoSide, 683 GL_VERTEX_PROGRAM_TWO_SIDE_ARB); 684 685#undef TEST_AND_UPDATE 686 687 /* texture unit enables */ 688 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 689 const GLbitfield enabled = enable->Texture[i]; 690 const GLbitfield genEnabled = enable->TexGen[i]; 691 692 if (ctx->Texture.Unit[i].Enabled != enabled) { 693 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 694 695 _mesa_set_enable(ctx, GL_TEXTURE_1D, 696 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 697 _mesa_set_enable(ctx, GL_TEXTURE_2D, 698 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 699 _mesa_set_enable(ctx, GL_TEXTURE_3D, 700 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 701 if (ctx->Extensions.NV_texture_rectangle) { 702 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, 703 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 704 } 705 if (ctx->Extensions.ARB_texture_cube_map) { 706 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 707 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 708 } 709 if (ctx->Extensions.MESA_texture_array) { 710 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 711 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 712 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 713 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 714 } 715 } 716 717 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { 718 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 719 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 720 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE); 721 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 722 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE); 723 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 724 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE); 725 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 726 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE); 727 } 728 729 /* GL_SGI_texture_color_table */ 730 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i]; 731 } 732 733 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave); 734} 735 736 737/** 738 * Pop/restore texture attribute/group state. 739 */ 740static void 741pop_texture_group(GLcontext *ctx, struct texture_state *texstate) 742{ 743 GLuint u; 744 745 _mesa_lock_context_textures(ctx); 746 747 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 748 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; 749 GLuint tgt; 750 751 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); 752 _mesa_set_enable(ctx, GL_TEXTURE_1D, 753 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 754 _mesa_set_enable(ctx, GL_TEXTURE_2D, 755 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 756 _mesa_set_enable(ctx, GL_TEXTURE_3D, 757 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 758 if (ctx->Extensions.ARB_texture_cube_map) { 759 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, 760 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 761 } 762 if (ctx->Extensions.NV_texture_rectangle) { 763 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, 764 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 765 } 766 if (ctx->Extensions.MESA_texture_array) { 767 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 768 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 769 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 770 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 771 } 772 773 if (ctx->Extensions.SGI_texture_color_table) { 774 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI, 775 unit->ColorTableEnabled); 776 } 777 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); 778 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); 779 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); 780 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); 781 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); 782 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); 783 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); 784 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); 785 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); 786 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); 787 /* Eye plane done differently to avoid re-transformation */ 788 { 789 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; 790 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); 791 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); 792 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); 793 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); 794 if (ctx->Driver.TexGen) { 795 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); 796 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); 797 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); 798 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); 799 } 800 } 801 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 802 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE)); 803 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 804 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE)); 805 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 806 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE)); 807 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 808 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE)); 809 if (ctx->Extensions.EXT_texture_lod_bias) { 810 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, 811 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias); 812 } 813 if (ctx->Extensions.EXT_texture_env_combine || 814 ctx->Extensions.ARB_texture_env_combine) { 815 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 816 unit->Combine.ModeRGB); 817 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 818 unit->Combine.ModeA); 819 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, 820 unit->Combine.SourceRGB[0]); 821 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, 822 unit->Combine.SourceRGB[1]); 823 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, 824 unit->Combine.SourceRGB[2]); 825 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, 826 unit->Combine.SourceA[0]); 827 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, 828 unit->Combine.SourceA[1]); 829 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, 830 unit->Combine.SourceA[2]); 831 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, 832 unit->Combine.OperandRGB[0]); 833 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, 834 unit->Combine.OperandRGB[1]); 835 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, 836 unit->Combine.OperandRGB[2]); 837 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, 838 unit->Combine.OperandA[0]); 839 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, 840 unit->Combine.OperandA[1]); 841 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, 842 unit->Combine.OperandA[2]); 843 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 844 1 << unit->Combine.ScaleShiftRGB); 845 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 846 1 << unit->Combine.ScaleShiftA); 847 } 848 849 /* Restore texture object state for each target */ 850 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 851 const struct gl_texture_object *obj = NULL; 852 GLfloat bordColor[4]; 853 GLenum target; 854 855 obj = &texstate->SavedObj[u][tgt]; 856 857 /* don't restore state for unsupported targets to prevent 858 * raising GL errors. 859 */ 860 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && 861 !ctx->Extensions.ARB_texture_cube_map) { 862 continue; 863 } 864 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 865 !ctx->Extensions.NV_texture_rectangle) { 866 continue; 867 } 868 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 869 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 870 !ctx->Extensions.MESA_texture_array) { 871 continue; 872 } 873 874 target = obj->Target; 875 876 _mesa_BindTexture(target, obj->Name); 877 878 bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]); 879 bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]); 880 bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]); 881 bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]); 882 883 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor); 884 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); 885 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); 886 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); 887 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); 888 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); 889 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); 890 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); 891 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); 892 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias); 893 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); 894 if (target != GL_TEXTURE_RECTANGLE_ARB) 895 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); 896 if (ctx->Extensions.EXT_texture_filter_anisotropic) { 897 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 898 obj->MaxAnisotropy); 899 } 900 if (ctx->Extensions.ARB_shadow_ambient) { 901 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 902 obj->CompareFailValue); 903 } 904 } 905 906 /* remove saved references to the texture objects */ 907 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 908 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 909 } 910 } 911 912 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); 913 914 _mesa_unlock_context_textures(ctx); 915} 916 917 918/* 919 * This function is kind of long just because we have to call a lot 920 * of device driver functions to update device driver state. 921 * 922 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions 923 * in order to restore GL state. This isn't terribly efficient but it 924 * ensures that dirty flags and any derived state gets updated correctly. 925 * We could at least check if the value to restore equals the current value 926 * and then skip the Mesa call. 927 */ 928void GLAPIENTRY 929_mesa_PopAttrib(void) 930{ 931 struct gl_attrib_node *attr, *next; 932 GET_CURRENT_CONTEXT(ctx); 933 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 934 935 if (ctx->AttribStackDepth == 0) { 936 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); 937 return; 938 } 939 940 ctx->AttribStackDepth--; 941 attr = ctx->AttribStack[ctx->AttribStackDepth]; 942 943 while (attr) { 944 945 if (MESA_VERBOSE & VERBOSE_API) { 946 _mesa_debug(ctx, "glPopAttrib %s\n", 947 _mesa_lookup_enum_by_nr(attr->kind)); 948 } 949 950 switch (attr->kind) { 951 case GL_ACCUM_BUFFER_BIT: 952 { 953 const struct gl_accum_attrib *accum; 954 accum = (const struct gl_accum_attrib *) attr->data; 955 _mesa_ClearAccum(accum->ClearColor[0], 956 accum->ClearColor[1], 957 accum->ClearColor[2], 958 accum->ClearColor[3]); 959 } 960 break; 961 case GL_COLOR_BUFFER_BIT: 962 { 963 const struct gl_colorbuffer_attrib *color; 964 color = (const struct gl_colorbuffer_attrib *) attr->data; 965 _mesa_ClearIndex((GLfloat) color->ClearIndex); 966 _mesa_ClearColor(color->ClearColor[0], 967 color->ClearColor[1], 968 color->ClearColor[2], 969 color->ClearColor[3]); 970 _mesa_IndexMask(color->IndexMask); 971 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0), 972 (GLboolean) (color->ColorMask[1] != 0), 973 (GLboolean) (color->ColorMask[2] != 0), 974 (GLboolean) (color->ColorMask[3] != 0)); 975 { 976 /* Need to determine if more than one color output is 977 * specified. If so, call glDrawBuffersARB, else call 978 * glDrawBuffer(). This is a subtle, but essential point 979 * since GL_FRONT (for example) is illegal for the former 980 * function, but legal for the later. 981 */ 982 GLboolean multipleBuffers = GL_FALSE; 983 GLuint i; 984 985 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { 986 if (color->DrawBuffer[i] != GL_NONE) { 987 multipleBuffers = GL_TRUE; 988 break; 989 } 990 } 991 /* Call the API_level functions, not _mesa_drawbuffers() 992 * since we need to do error checking on the pop'd 993 * GL_DRAW_BUFFER. 994 * Ex: if GL_FRONT were pushed, but we're popping with a 995 * user FBO bound, GL_FRONT will be illegal and we'll need 996 * to record that error. Per OpenGL ARB decision. 997 */ 998 if (multipleBuffers) 999 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, 1000 color->DrawBuffer); 1001 else 1002 _mesa_DrawBuffer(color->DrawBuffer[0]); 1003 } 1004 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); 1005 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef); 1006 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled); 1007 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, 1008 color->BlendDstRGB, 1009 color->BlendSrcA, 1010 color->BlendDstA); 1011 /* This special case is because glBlendEquationSeparateEXT 1012 * cannot take GL_LOGIC_OP as a parameter. 1013 */ 1014 if ( color->BlendEquationRGB == color->BlendEquationA ) { 1015 _mesa_BlendEquation(color->BlendEquationRGB); 1016 } 1017 else { 1018 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB, 1019 color->BlendEquationA); 1020 } 1021 _mesa_BlendColor(color->BlendColor[0], 1022 color->BlendColor[1], 1023 color->BlendColor[2], 1024 color->BlendColor[3]); 1025 _mesa_LogicOp(color->LogicOp); 1026 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, 1027 color->ColorLogicOpEnabled); 1028 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, 1029 color->IndexLogicOpEnabled); 1030 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); 1031 } 1032 break; 1033 case GL_CURRENT_BIT: 1034 FLUSH_CURRENT( ctx, 0 ); 1035 MEMCPY( &ctx->Current, attr->data, 1036 sizeof(struct gl_current_attrib) ); 1037 break; 1038 case GL_DEPTH_BUFFER_BIT: 1039 { 1040 const struct gl_depthbuffer_attrib *depth; 1041 depth = (const struct gl_depthbuffer_attrib *) attr->data; 1042 _mesa_DepthFunc(depth->Func); 1043 _mesa_ClearDepth(depth->Clear); 1044 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 1045 _mesa_DepthMask(depth->Mask); 1046 } 1047 break; 1048 case GL_ENABLE_BIT: 1049 { 1050 const struct gl_enable_attrib *enable; 1051 enable = (const struct gl_enable_attrib *) attr->data; 1052 pop_enable_group(ctx, enable); 1053 ctx->NewState |= _NEW_ALL; 1054 } 1055 break; 1056 case GL_EVAL_BIT: 1057 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1058 ctx->NewState |= _NEW_EVAL; 1059 break; 1060 case GL_FOG_BIT: 1061 { 1062 const struct gl_fog_attrib *fog; 1063 fog = (const struct gl_fog_attrib *) attr->data; 1064 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1065 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1066 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1067 _mesa_Fogf(GL_FOG_START, fog->Start); 1068 _mesa_Fogf(GL_FOG_END, fog->End); 1069 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1070 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1071 } 1072 break; 1073 case GL_HINT_BIT: 1074 { 1075 const struct gl_hint_attrib *hint; 1076 hint = (const struct gl_hint_attrib *) attr->data; 1077 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1078 hint->PerspectiveCorrection ); 1079 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1080 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1081 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1082 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1083 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, 1084 hint->ClipVolumeClipping); 1085 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1086 hint->TextureCompression); 1087 } 1088 break; 1089 case GL_LIGHTING_BIT: 1090 { 1091 GLuint i; 1092 const struct gl_light_attrib *light; 1093 light = (const struct gl_light_attrib *) attr->data; 1094 /* lighting enable */ 1095 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1096 /* per-light state */ 1097 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1098 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1099 1100 for (i = 0; i < ctx->Const.MaxLights; i++) { 1101 const struct gl_light *l = &light->Light[i]; 1102 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1103 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1104 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1105 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1106 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1107 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1108 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent); 1109 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff); 1110 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, 1111 &l->ConstantAttenuation); 1112 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, 1113 &l->LinearAttenuation); 1114 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, 1115 &l->QuadraticAttenuation); 1116 } 1117 /* light model */ 1118 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1119 light->Model.Ambient); 1120 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1121 (GLfloat) light->Model.LocalViewer); 1122 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1123 (GLfloat) light->Model.TwoSide); 1124 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1125 (GLfloat) light->Model.ColorControl); 1126 /* shade model */ 1127 _mesa_ShadeModel(light->ShadeModel); 1128 /* color material */ 1129 _mesa_ColorMaterial(light->ColorMaterialFace, 1130 light->ColorMaterialMode); 1131 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1132 light->ColorMaterialEnabled); 1133 /* materials */ 1134 MEMCPY(&ctx->Light.Material, &light->Material, 1135 sizeof(struct gl_material)); 1136 } 1137 break; 1138 case GL_LINE_BIT: 1139 { 1140 const struct gl_line_attrib *line; 1141 line = (const struct gl_line_attrib *) attr->data; 1142 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1143 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1144 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1145 _mesa_LineWidth(line->Width); 1146 } 1147 break; 1148 case GL_LIST_BIT: 1149 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1150 break; 1151 case GL_PIXEL_MODE_BIT: 1152 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1153 /* XXX what other pixel state needs to be set by function calls? */ 1154 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1155 ctx->NewState |= _NEW_PIXEL; 1156 break; 1157 case GL_POINT_BIT: 1158 { 1159 const struct gl_point_attrib *point; 1160 point = (const struct gl_point_attrib *) attr->data; 1161 _mesa_PointSize(point->Size); 1162 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1163 if (ctx->Extensions.EXT_point_parameters) { 1164 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1165 point->Params); 1166 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1167 point->MinSize); 1168 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1169 point->MaxSize); 1170 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1171 point->Threshold); 1172 } 1173 if (ctx->Extensions.NV_point_sprite 1174 || ctx->Extensions.ARB_point_sprite) { 1175 GLuint u; 1176 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1177 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1178 (GLint) point->CoordReplace[u]); 1179 } 1180 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1181 if (ctx->Extensions.NV_point_sprite) 1182 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1183 ctx->Point.SpriteRMode); 1184 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1185 (GLfloat)ctx->Point.SpriteOrigin); 1186 } 1187 } 1188 break; 1189 case GL_POLYGON_BIT: 1190 { 1191 const struct gl_polygon_attrib *polygon; 1192 polygon = (const struct gl_polygon_attrib *) attr->data; 1193 _mesa_CullFace(polygon->CullFaceMode); 1194 _mesa_FrontFace(polygon->FrontFace); 1195 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1196 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1197 _mesa_PolygonOffset(polygon->OffsetFactor, 1198 polygon->OffsetUnits); 1199 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1200 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1201 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1202 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1203 polygon->OffsetPoint); 1204 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1205 polygon->OffsetLine); 1206 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1207 polygon->OffsetFill); 1208 } 1209 break; 1210 case GL_POLYGON_STIPPLE_BIT: 1211 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1212 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1213 if (ctx->Driver.PolygonStipple) 1214 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1215 break; 1216 case GL_SCISSOR_BIT: 1217 { 1218 const struct gl_scissor_attrib *scissor; 1219 scissor = (const struct gl_scissor_attrib *) attr->data; 1220 _mesa_Scissor(scissor->X, scissor->Y, 1221 scissor->Width, scissor->Height); 1222 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); 1223 } 1224 break; 1225 case GL_STENCIL_BUFFER_BIT: 1226 { 1227 const struct gl_stencil_attrib *stencil; 1228 stencil = (const struct gl_stencil_attrib *) attr->data; 1229 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1230 _mesa_ClearStencil(stencil->Clear); 1231 if (ctx->Extensions.EXT_stencil_two_side) { 1232 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1233 stencil->TestTwoSide); 1234 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1235 ? GL_BACK : GL_FRONT); 1236 } 1237 /* front state */ 1238 _mesa_StencilFuncSeparate(GL_FRONT, 1239 stencil->Function[0], 1240 stencil->Ref[0], 1241 stencil->ValueMask[0]); 1242 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1243 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1244 stencil->ZFailFunc[0], 1245 stencil->ZPassFunc[0]); 1246 /* back state */ 1247 _mesa_StencilFuncSeparate(GL_BACK, 1248 stencil->Function[1], 1249 stencil->Ref[1], 1250 stencil->ValueMask[1]); 1251 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1252 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1253 stencil->ZFailFunc[1], 1254 stencil->ZPassFunc[1]); 1255 } 1256 break; 1257 case GL_TRANSFORM_BIT: 1258 { 1259 GLuint i; 1260 const struct gl_transform_attrib *xform; 1261 xform = (const struct gl_transform_attrib *) attr->data; 1262 _mesa_MatrixMode(xform->MatrixMode); 1263 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1264 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1265 1266 /* restore clip planes */ 1267 for (i = 0; i < MAX_CLIP_PLANES; i++) { 1268 const GLuint mask = 1 << i; 1269 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1270 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1271 if (xform->ClipPlanesEnabled & mask) { 1272 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); 1273 } 1274 else { 1275 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); 1276 } 1277 if (ctx->Driver.ClipPlane) 1278 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1279 } 1280 1281 /* normalize/rescale */ 1282 if (xform->Normalize != ctx->Transform.Normalize) 1283 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1284 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1285 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1286 ctx->Transform.RescaleNormals); 1287 } 1288 break; 1289 case GL_TEXTURE_BIT: 1290 /* Take care of texture object reference counters */ 1291 { 1292 struct texture_state *texstate 1293 = (struct texture_state *) attr->data; 1294 pop_texture_group(ctx, texstate); 1295 ctx->NewState |= _NEW_TEXTURE; 1296 } 1297 break; 1298 case GL_VIEWPORT_BIT: 1299 { 1300 const struct gl_viewport_attrib *vp; 1301 vp = (const struct gl_viewport_attrib *) attr->data; 1302 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); 1303 _mesa_DepthRange(vp->Near, vp->Far); 1304 } 1305 break; 1306 case GL_MULTISAMPLE_BIT_ARB: 1307 { 1308 const struct gl_multisample_attrib *ms; 1309 ms = (const struct gl_multisample_attrib *) attr->data; 1310 _mesa_SampleCoverageARB(ms->SampleCoverageValue, 1311 ms->SampleCoverageInvert); 1312 } 1313 break; 1314 1315 default: 1316 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1317 break; 1318 } 1319 1320 next = attr->next; 1321 FREE( attr->data ); 1322 FREE( attr ); 1323 attr = next; 1324 } 1325} 1326 1327 1328/** 1329 * Helper for incrementing/decrementing vertex buffer object reference 1330 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group. 1331 */ 1332static void 1333adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step) 1334{ 1335 GLuint i; 1336 array->ArrayObj->Vertex.BufferObj->RefCount += step; 1337 array->ArrayObj->Normal.BufferObj->RefCount += step; 1338 array->ArrayObj->Color.BufferObj->RefCount += step; 1339 array->ArrayObj->SecondaryColor.BufferObj->RefCount += step; 1340 array->ArrayObj->FogCoord.BufferObj->RefCount += step; 1341 array->ArrayObj->Index.BufferObj->RefCount += step; 1342 array->ArrayObj->EdgeFlag.BufferObj->RefCount += step; 1343 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) 1344 array->ArrayObj->TexCoord[i].BufferObj->RefCount += step; 1345 for (i = 0; i < VERT_ATTRIB_MAX; i++) 1346 array->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 */ 1354static void 1355copy_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 1377void GLAPIENTRY 1378_mesa_PushClientAttrib(GLbitfield mask) 1379{ 1380 struct gl_attrib_node *newnode; 1381 struct gl_attrib_node *head; 1382 1383 GET_CURRENT_CONTEXT(ctx); 1384 ASSERT_OUTSIDE_BEGIN_END(ctx); 1385 1386 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1387 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1388 return; 1389 } 1390 1391 /* Build linked list of attribute nodes which save all attribute 1392 * groups specified by the mask. 1393 */ 1394 head = NULL; 1395 1396 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1397 struct gl_pixelstore_attrib *attr; 1398 /* packing attribs */ 1399 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1400 copy_pixelstore(ctx, attr, &ctx->Pack); 1401 newnode = new_attrib_node( GL_CLIENT_PACK_BIT ); 1402 newnode->data = attr; 1403 newnode->next = head; 1404 head = newnode; 1405 /* unpacking attribs */ 1406 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1407 copy_pixelstore(ctx, attr, &ctx->Unpack); 1408 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT ); 1409 newnode->data = attr; 1410 newnode->next = head; 1411 head = newnode; 1412 } 1413 1414 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1415 struct gl_array_attrib *attr; 1416 struct gl_array_object *obj; 1417 1418 attr = MALLOC_STRUCT( gl_array_attrib ); 1419 obj = MALLOC_STRUCT( gl_array_object ); 1420 1421#if FEATURE_ARB_vertex_buffer_object 1422 /* increment ref counts since we're copying pointers to these objects */ 1423 ctx->Array.ArrayBufferObj->RefCount++; 1424 ctx->Array.ElementArrayBufferObj->RefCount++; 1425#endif 1426 1427 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); 1428 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) ); 1429 1430 attr->ArrayObj = obj; 1431 1432 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT ); 1433 newnode->data = attr; 1434 newnode->next = head; 1435 head = newnode; 1436 /* bump reference counts on buffer objects */ 1437 adjust_buffer_object_ref_counts(&ctx->Array, 1); 1438 } 1439 1440 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1441 ctx->ClientAttribStackDepth++; 1442} 1443 1444 1445 1446 1447void GLAPIENTRY 1448_mesa_PopClientAttrib(void) 1449{ 1450 struct gl_attrib_node *node, *next; 1451 1452 GET_CURRENT_CONTEXT(ctx); 1453 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1454 1455 if (ctx->ClientAttribStackDepth == 0) { 1456 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1457 return; 1458 } 1459 1460 ctx->ClientAttribStackDepth--; 1461 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1462 1463 while (node) { 1464 switch (node->kind) { 1465 case GL_CLIENT_PACK_BIT: 1466 { 1467 struct gl_pixelstore_attrib *store = 1468 (struct gl_pixelstore_attrib *) node->data; 1469 copy_pixelstore(ctx, &ctx->Pack, store); 1470 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1471 } 1472 ctx->NewState |= _NEW_PACKUNPACK; 1473 break; 1474 case GL_CLIENT_UNPACK_BIT: 1475 { 1476 struct gl_pixelstore_attrib *store = 1477 (struct gl_pixelstore_attrib *) node->data; 1478 copy_pixelstore(ctx, &ctx->Unpack, store); 1479 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1480 } 1481 ctx->NewState |= _NEW_PACKUNPACK; 1482 break; 1483 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1484 struct gl_array_attrib * data = 1485 (struct gl_array_attrib *) node->data; 1486 1487 adjust_buffer_object_ref_counts(&ctx->Array, -1); 1488 1489 ctx->Array.ActiveTexture = data->ActiveTexture; 1490 if (data->LockCount != 0) 1491 _mesa_LockArraysEXT(data->LockFirst, data->LockCount); 1492 else if (ctx->Array.LockCount) 1493 _mesa_UnlockArraysEXT(); 1494 1495 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name ); 1496 1497#if FEATURE_ARB_vertex_buffer_object 1498 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 1499 data->ArrayBufferObj->Name); 1500 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 1501 data->ElementArrayBufferObj->Name); 1502#endif 1503 1504 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj, 1505 sizeof( struct gl_array_object ) ); 1506 1507 FREE( data->ArrayObj ); 1508 1509 /* FIXME: Should some bits in ctx->Array->NewState also be set 1510 * FIXME: here? It seems like it should be set to inclusive-or 1511 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled. 1512 */ 1513 1514 ctx->NewState |= _NEW_ARRAY; 1515 break; 1516 } 1517 default: 1518 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1519 break; 1520 } 1521 1522 next = node->next; 1523 FREE( node->data ); 1524 FREE( node ); 1525 node = next; 1526 } 1527} 1528 1529 1530/** 1531 * Free any attribute state data that might be attached to the context. 1532 */ 1533void 1534_mesa_free_attrib_data(GLcontext *ctx) 1535{ 1536 while (ctx->AttribStackDepth > 0) { 1537 struct gl_attrib_node *attr, *next; 1538 1539 ctx->AttribStackDepth--; 1540 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1541 1542 while (attr) { 1543 if (attr->kind == GL_TEXTURE_BIT) { 1544 struct texture_state *texstate = (struct texture_state*)attr->data; 1545 GLuint u, tgt; 1546 /* clear references to the saved texture objects */ 1547 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1548 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1549 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1550 } 1551 } 1552 } 1553 else { 1554 /* any other chunks of state that requires special handling? */ 1555 } 1556 1557 next = attr->next; 1558 _mesa_free(attr->data); 1559 _mesa_free(attr); 1560 attr = next; 1561 } 1562 } 1563} 1564 1565 1566void _mesa_init_attrib( GLcontext *ctx ) 1567{ 1568 /* Renderer and client attribute stacks */ 1569 ctx->AttribStackDepth = 0; 1570 ctx->ClientAttribStackDepth = 0; 1571} 1572