attrib.c revision b96ae1b2c463d6d99ee0418083ef68f4027b7cd7
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 GLenum target; 853 854 obj = &texstate->SavedObj[u][tgt]; 855 856 /* don't restore state for unsupported targets to prevent 857 * raising GL errors. 858 */ 859 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && 860 !ctx->Extensions.ARB_texture_cube_map) { 861 continue; 862 } 863 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 864 !ctx->Extensions.NV_texture_rectangle) { 865 continue; 866 } 867 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 868 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 869 !ctx->Extensions.MESA_texture_array) { 870 continue; 871 } 872 873 target = obj->Target; 874 875 _mesa_BindTexture(target, obj->Name); 876 877 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor); 878 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); 879 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); 880 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); 881 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); 882 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); 883 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); 884 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); 885 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); 886 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias); 887 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); 888 if (target != GL_TEXTURE_RECTANGLE_ARB) 889 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); 890 if (ctx->Extensions.EXT_texture_filter_anisotropic) { 891 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 892 obj->MaxAnisotropy); 893 } 894 if (ctx->Extensions.ARB_shadow_ambient) { 895 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 896 obj->CompareFailValue); 897 } 898 } 899 900 /* remove saved references to the texture objects */ 901 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 902 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 903 } 904 } 905 906 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); 907 908 _mesa_unlock_context_textures(ctx); 909} 910 911 912/* 913 * This function is kind of long just because we have to call a lot 914 * of device driver functions to update device driver state. 915 * 916 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions 917 * in order to restore GL state. This isn't terribly efficient but it 918 * ensures that dirty flags and any derived state gets updated correctly. 919 * We could at least check if the value to restore equals the current value 920 * and then skip the Mesa call. 921 */ 922void GLAPIENTRY 923_mesa_PopAttrib(void) 924{ 925 struct gl_attrib_node *attr, *next; 926 GET_CURRENT_CONTEXT(ctx); 927 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 928 929 if (ctx->AttribStackDepth == 0) { 930 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); 931 return; 932 } 933 934 ctx->AttribStackDepth--; 935 attr = ctx->AttribStack[ctx->AttribStackDepth]; 936 937 while (attr) { 938 939 if (MESA_VERBOSE & VERBOSE_API) { 940 _mesa_debug(ctx, "glPopAttrib %s\n", 941 _mesa_lookup_enum_by_nr(attr->kind)); 942 } 943 944 switch (attr->kind) { 945 case GL_ACCUM_BUFFER_BIT: 946 { 947 const struct gl_accum_attrib *accum; 948 accum = (const struct gl_accum_attrib *) attr->data; 949 _mesa_ClearAccum(accum->ClearColor[0], 950 accum->ClearColor[1], 951 accum->ClearColor[2], 952 accum->ClearColor[3]); 953 } 954 break; 955 case GL_COLOR_BUFFER_BIT: 956 { 957 const struct gl_colorbuffer_attrib *color; 958 color = (const struct gl_colorbuffer_attrib *) attr->data; 959 _mesa_ClearIndex((GLfloat) color->ClearIndex); 960 _mesa_ClearColor(color->ClearColor[0], 961 color->ClearColor[1], 962 color->ClearColor[2], 963 color->ClearColor[3]); 964 _mesa_IndexMask(color->IndexMask); 965 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0), 966 (GLboolean) (color->ColorMask[1] != 0), 967 (GLboolean) (color->ColorMask[2] != 0), 968 (GLboolean) (color->ColorMask[3] != 0)); 969 { 970 /* Need to determine if more than one color output is 971 * specified. If so, call glDrawBuffersARB, else call 972 * glDrawBuffer(). This is a subtle, but essential point 973 * since GL_FRONT (for example) is illegal for the former 974 * function, but legal for the later. 975 */ 976 GLboolean multipleBuffers = GL_FALSE; 977 GLuint i; 978 979 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { 980 if (color->DrawBuffer[i] != GL_NONE) { 981 multipleBuffers = GL_TRUE; 982 break; 983 } 984 } 985 /* Call the API_level functions, not _mesa_drawbuffers() 986 * since we need to do error checking on the pop'd 987 * GL_DRAW_BUFFER. 988 * Ex: if GL_FRONT were pushed, but we're popping with a 989 * user FBO bound, GL_FRONT will be illegal and we'll need 990 * to record that error. Per OpenGL ARB decision. 991 */ 992 if (multipleBuffers) 993 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, 994 color->DrawBuffer); 995 else 996 _mesa_DrawBuffer(color->DrawBuffer[0]); 997 } 998 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); 999 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef); 1000 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled); 1001 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, 1002 color->BlendDstRGB, 1003 color->BlendSrcA, 1004 color->BlendDstA); 1005 /* This special case is because glBlendEquationSeparateEXT 1006 * cannot take GL_LOGIC_OP as a parameter. 1007 */ 1008 if ( color->BlendEquationRGB == color->BlendEquationA ) { 1009 _mesa_BlendEquation(color->BlendEquationRGB); 1010 } 1011 else { 1012 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB, 1013 color->BlendEquationA); 1014 } 1015 _mesa_BlendColor(color->BlendColor[0], 1016 color->BlendColor[1], 1017 color->BlendColor[2], 1018 color->BlendColor[3]); 1019 _mesa_LogicOp(color->LogicOp); 1020 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, 1021 color->ColorLogicOpEnabled); 1022 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, 1023 color->IndexLogicOpEnabled); 1024 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); 1025 } 1026 break; 1027 case GL_CURRENT_BIT: 1028 FLUSH_CURRENT( ctx, 0 ); 1029 MEMCPY( &ctx->Current, attr->data, 1030 sizeof(struct gl_current_attrib) ); 1031 break; 1032 case GL_DEPTH_BUFFER_BIT: 1033 { 1034 const struct gl_depthbuffer_attrib *depth; 1035 depth = (const struct gl_depthbuffer_attrib *) attr->data; 1036 _mesa_DepthFunc(depth->Func); 1037 _mesa_ClearDepth(depth->Clear); 1038 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 1039 _mesa_DepthMask(depth->Mask); 1040 } 1041 break; 1042 case GL_ENABLE_BIT: 1043 { 1044 const struct gl_enable_attrib *enable; 1045 enable = (const struct gl_enable_attrib *) attr->data; 1046 pop_enable_group(ctx, enable); 1047 ctx->NewState |= _NEW_ALL; 1048 } 1049 break; 1050 case GL_EVAL_BIT: 1051 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1052 ctx->NewState |= _NEW_EVAL; 1053 break; 1054 case GL_FOG_BIT: 1055 { 1056 const struct gl_fog_attrib *fog; 1057 fog = (const struct gl_fog_attrib *) attr->data; 1058 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1059 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1060 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1061 _mesa_Fogf(GL_FOG_START, fog->Start); 1062 _mesa_Fogf(GL_FOG_END, fog->End); 1063 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1064 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1065 } 1066 break; 1067 case GL_HINT_BIT: 1068 { 1069 const struct gl_hint_attrib *hint; 1070 hint = (const struct gl_hint_attrib *) attr->data; 1071 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1072 hint->PerspectiveCorrection ); 1073 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1074 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1075 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1076 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1077 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, 1078 hint->ClipVolumeClipping); 1079 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1080 hint->TextureCompression); 1081 } 1082 break; 1083 case GL_LIGHTING_BIT: 1084 { 1085 GLuint i; 1086 const struct gl_light_attrib *light; 1087 light = (const struct gl_light_attrib *) attr->data; 1088 /* lighting enable */ 1089 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1090 /* per-light state */ 1091 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1092 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1093 1094 for (i = 0; i < ctx->Const.MaxLights; i++) { 1095 const struct gl_light *l = &light->Light[i]; 1096 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1097 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1098 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1099 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1100 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1101 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1102 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent); 1103 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff); 1104 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, 1105 &l->ConstantAttenuation); 1106 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, 1107 &l->LinearAttenuation); 1108 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, 1109 &l->QuadraticAttenuation); 1110 } 1111 /* light model */ 1112 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1113 light->Model.Ambient); 1114 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1115 (GLfloat) light->Model.LocalViewer); 1116 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1117 (GLfloat) light->Model.TwoSide); 1118 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1119 (GLfloat) light->Model.ColorControl); 1120 /* shade model */ 1121 _mesa_ShadeModel(light->ShadeModel); 1122 /* color material */ 1123 _mesa_ColorMaterial(light->ColorMaterialFace, 1124 light->ColorMaterialMode); 1125 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1126 light->ColorMaterialEnabled); 1127 /* materials */ 1128 MEMCPY(&ctx->Light.Material, &light->Material, 1129 sizeof(struct gl_material)); 1130 } 1131 break; 1132 case GL_LINE_BIT: 1133 { 1134 const struct gl_line_attrib *line; 1135 line = (const struct gl_line_attrib *) attr->data; 1136 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1137 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1138 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1139 _mesa_LineWidth(line->Width); 1140 } 1141 break; 1142 case GL_LIST_BIT: 1143 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1144 break; 1145 case GL_PIXEL_MODE_BIT: 1146 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1147 /* XXX what other pixel state needs to be set by function calls? */ 1148 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1149 ctx->NewState |= _NEW_PIXEL; 1150 break; 1151 case GL_POINT_BIT: 1152 { 1153 const struct gl_point_attrib *point; 1154 point = (const struct gl_point_attrib *) attr->data; 1155 _mesa_PointSize(point->Size); 1156 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1157 if (ctx->Extensions.EXT_point_parameters) { 1158 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1159 point->Params); 1160 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1161 point->MinSize); 1162 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1163 point->MaxSize); 1164 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1165 point->Threshold); 1166 } 1167 if (ctx->Extensions.NV_point_sprite 1168 || ctx->Extensions.ARB_point_sprite) { 1169 GLuint u; 1170 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1171 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1172 (GLint) point->CoordReplace[u]); 1173 } 1174 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1175 if (ctx->Extensions.NV_point_sprite) 1176 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1177 ctx->Point.SpriteRMode); 1178 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1179 (GLfloat)ctx->Point.SpriteOrigin); 1180 } 1181 } 1182 break; 1183 case GL_POLYGON_BIT: 1184 { 1185 const struct gl_polygon_attrib *polygon; 1186 polygon = (const struct gl_polygon_attrib *) attr->data; 1187 _mesa_CullFace(polygon->CullFaceMode); 1188 _mesa_FrontFace(polygon->FrontFace); 1189 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1190 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1191 _mesa_PolygonOffset(polygon->OffsetFactor, 1192 polygon->OffsetUnits); 1193 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1194 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1195 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1196 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1197 polygon->OffsetPoint); 1198 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1199 polygon->OffsetLine); 1200 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1201 polygon->OffsetFill); 1202 } 1203 break; 1204 case GL_POLYGON_STIPPLE_BIT: 1205 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1206 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1207 if (ctx->Driver.PolygonStipple) 1208 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1209 break; 1210 case GL_SCISSOR_BIT: 1211 { 1212 const struct gl_scissor_attrib *scissor; 1213 scissor = (const struct gl_scissor_attrib *) attr->data; 1214 _mesa_Scissor(scissor->X, scissor->Y, 1215 scissor->Width, scissor->Height); 1216 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); 1217 } 1218 break; 1219 case GL_STENCIL_BUFFER_BIT: 1220 { 1221 const struct gl_stencil_attrib *stencil; 1222 stencil = (const struct gl_stencil_attrib *) attr->data; 1223 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1224 _mesa_ClearStencil(stencil->Clear); 1225 if (ctx->Extensions.EXT_stencil_two_side) { 1226 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1227 stencil->TestTwoSide); 1228 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1229 ? GL_BACK : GL_FRONT); 1230 } 1231 /* front state */ 1232 _mesa_StencilFuncSeparate(GL_FRONT, 1233 stencil->Function[0], 1234 stencil->Ref[0], 1235 stencil->ValueMask[0]); 1236 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1237 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1238 stencil->ZFailFunc[0], 1239 stencil->ZPassFunc[0]); 1240 /* back state */ 1241 _mesa_StencilFuncSeparate(GL_BACK, 1242 stencil->Function[1], 1243 stencil->Ref[1], 1244 stencil->ValueMask[1]); 1245 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1246 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1247 stencil->ZFailFunc[1], 1248 stencil->ZPassFunc[1]); 1249 } 1250 break; 1251 case GL_TRANSFORM_BIT: 1252 { 1253 GLuint i; 1254 const struct gl_transform_attrib *xform; 1255 xform = (const struct gl_transform_attrib *) attr->data; 1256 _mesa_MatrixMode(xform->MatrixMode); 1257 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1258 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1259 1260 /* restore clip planes */ 1261 for (i = 0; i < MAX_CLIP_PLANES; i++) { 1262 const GLuint mask = 1 << i; 1263 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1264 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1265 if (xform->ClipPlanesEnabled & mask) { 1266 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); 1267 } 1268 else { 1269 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); 1270 } 1271 if (ctx->Driver.ClipPlane) 1272 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1273 } 1274 1275 /* normalize/rescale */ 1276 if (xform->Normalize != ctx->Transform.Normalize) 1277 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1278 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1279 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1280 ctx->Transform.RescaleNormals); 1281 } 1282 break; 1283 case GL_TEXTURE_BIT: 1284 /* Take care of texture object reference counters */ 1285 { 1286 struct texture_state *texstate 1287 = (struct texture_state *) attr->data; 1288 pop_texture_group(ctx, texstate); 1289 ctx->NewState |= _NEW_TEXTURE; 1290 } 1291 break; 1292 case GL_VIEWPORT_BIT: 1293 { 1294 const struct gl_viewport_attrib *vp; 1295 vp = (const struct gl_viewport_attrib *) attr->data; 1296 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); 1297 _mesa_DepthRange(vp->Near, vp->Far); 1298 } 1299 break; 1300 case GL_MULTISAMPLE_BIT_ARB: 1301 { 1302 const struct gl_multisample_attrib *ms; 1303 ms = (const struct gl_multisample_attrib *) attr->data; 1304 _mesa_SampleCoverageARB(ms->SampleCoverageValue, 1305 ms->SampleCoverageInvert); 1306 } 1307 break; 1308 1309 default: 1310 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1311 break; 1312 } 1313 1314 next = attr->next; 1315 FREE( attr->data ); 1316 FREE( attr ); 1317 attr = next; 1318 } 1319} 1320 1321 1322/** 1323 * Helper for incrementing/decrementing vertex buffer object reference 1324 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group. 1325 */ 1326static void 1327adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step) 1328{ 1329 GLuint i; 1330 1331 arrayObj->Vertex.BufferObj->RefCount += step; 1332 arrayObj->Weight.BufferObj->RefCount += step; 1333 arrayObj->Normal.BufferObj->RefCount += step; 1334 arrayObj->Color.BufferObj->RefCount += step; 1335 arrayObj->SecondaryColor.BufferObj->RefCount += step; 1336 arrayObj->FogCoord.BufferObj->RefCount += step; 1337 arrayObj->Index.BufferObj->RefCount += step; 1338 arrayObj->EdgeFlag.BufferObj->RefCount += step; 1339 for (i = 0; i < Elements(arrayObj->TexCoord); i++) 1340 arrayObj->TexCoord[i].BufferObj->RefCount += step; 1341 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) 1342 arrayObj->VertexAttrib[i].BufferObj->RefCount += step; 1343} 1344 1345 1346/** 1347 * Copy gl_pixelstore_attrib from src to dst, updating buffer 1348 * object refcounts. 1349 */ 1350static void 1351copy_pixelstore(GLcontext *ctx, 1352 struct gl_pixelstore_attrib *dst, 1353 const struct gl_pixelstore_attrib *src) 1354{ 1355 dst->Alignment = src->Alignment; 1356 dst->RowLength = src->RowLength; 1357 dst->SkipPixels = src->SkipPixels; 1358 dst->SkipRows = src->SkipRows; 1359 dst->ImageHeight = src->ImageHeight; 1360 dst->SkipImages = src->SkipImages; 1361 dst->SwapBytes = src->SwapBytes; 1362 dst->LsbFirst = src->LsbFirst; 1363 dst->ClientStorage = src->ClientStorage; 1364 dst->Invert = src->Invert; 1365 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); 1366} 1367 1368 1369#define GL_CLIENT_PACK_BIT (1<<20) 1370#define GL_CLIENT_UNPACK_BIT (1<<21) 1371 1372 1373void GLAPIENTRY 1374_mesa_PushClientAttrib(GLbitfield mask) 1375{ 1376 struct gl_attrib_node *newnode; 1377 struct gl_attrib_node *head; 1378 1379 GET_CURRENT_CONTEXT(ctx); 1380 ASSERT_OUTSIDE_BEGIN_END(ctx); 1381 1382 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1383 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1384 return; 1385 } 1386 1387 /* Build linked list of attribute nodes which save all attribute 1388 * groups specified by the mask. 1389 */ 1390 head = NULL; 1391 1392 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1393 struct gl_pixelstore_attrib *attr; 1394 /* packing attribs */ 1395 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1396 copy_pixelstore(ctx, attr, &ctx->Pack); 1397 newnode = new_attrib_node( GL_CLIENT_PACK_BIT ); 1398 newnode->data = attr; 1399 newnode->next = head; 1400 head = newnode; 1401 /* unpacking attribs */ 1402 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1403 copy_pixelstore(ctx, attr, &ctx->Unpack); 1404 newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT ); 1405 newnode->data = attr; 1406 newnode->next = head; 1407 head = newnode; 1408 } 1409 1410 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1411 struct gl_array_attrib *attr; 1412 struct gl_array_object *obj; 1413 1414 attr = MALLOC_STRUCT( gl_array_attrib ); 1415 obj = MALLOC_STRUCT( gl_array_object ); 1416 1417#if FEATURE_ARB_vertex_buffer_object 1418 /* increment ref counts since we're copying pointers to these objects */ 1419 ctx->Array.ArrayBufferObj->RefCount++; 1420 ctx->Array.ElementArrayBufferObj->RefCount++; 1421#endif 1422 1423 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); 1424 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) ); 1425 1426 attr->ArrayObj = obj; 1427 1428 newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT ); 1429 newnode->data = attr; 1430 newnode->next = head; 1431 head = newnode; 1432 /* bump reference counts on buffer objects */ 1433 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1); 1434 } 1435 1436 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1437 ctx->ClientAttribStackDepth++; 1438} 1439 1440 1441 1442 1443void GLAPIENTRY 1444_mesa_PopClientAttrib(void) 1445{ 1446 struct gl_attrib_node *node, *next; 1447 1448 GET_CURRENT_CONTEXT(ctx); 1449 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1450 1451 if (ctx->ClientAttribStackDepth == 0) { 1452 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1453 return; 1454 } 1455 1456 ctx->ClientAttribStackDepth--; 1457 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1458 1459 while (node) { 1460 switch (node->kind) { 1461 case GL_CLIENT_PACK_BIT: 1462 { 1463 struct gl_pixelstore_attrib *store = 1464 (struct gl_pixelstore_attrib *) node->data; 1465 copy_pixelstore(ctx, &ctx->Pack, store); 1466 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1467 } 1468 ctx->NewState |= _NEW_PACKUNPACK; 1469 break; 1470 case GL_CLIENT_UNPACK_BIT: 1471 { 1472 struct gl_pixelstore_attrib *store = 1473 (struct gl_pixelstore_attrib *) node->data; 1474 copy_pixelstore(ctx, &ctx->Unpack, store); 1475 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1476 } 1477 ctx->NewState |= _NEW_PACKUNPACK; 1478 break; 1479 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1480 struct gl_array_attrib * data = 1481 (struct gl_array_attrib *) node->data; 1482 1483 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1); 1484 1485 ctx->Array.ActiveTexture = data->ActiveTexture; 1486 if (data->LockCount != 0) 1487 _mesa_LockArraysEXT(data->LockFirst, data->LockCount); 1488 else if (ctx->Array.LockCount) 1489 _mesa_UnlockArraysEXT(); 1490 1491 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name ); 1492 1493#if FEATURE_ARB_vertex_buffer_object 1494 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 1495 data->ArrayBufferObj->Name); 1496 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 1497 data->ElementArrayBufferObj->Name); 1498#endif 1499 1500 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj, 1501 sizeof( struct gl_array_object ) ); 1502 1503 FREE( data->ArrayObj ); 1504 1505 /* FIXME: Should some bits in ctx->Array->NewState also be set 1506 * FIXME: here? It seems like it should be set to inclusive-or 1507 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled. 1508 */ 1509 1510 ctx->NewState |= _NEW_ARRAY; 1511 break; 1512 } 1513 default: 1514 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1515 break; 1516 } 1517 1518 next = node->next; 1519 FREE( node->data ); 1520 FREE( node ); 1521 node = next; 1522 } 1523} 1524 1525 1526/** 1527 * Free any attribute state data that might be attached to the context. 1528 */ 1529void 1530_mesa_free_attrib_data(GLcontext *ctx) 1531{ 1532 while (ctx->AttribStackDepth > 0) { 1533 struct gl_attrib_node *attr, *next; 1534 1535 ctx->AttribStackDepth--; 1536 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1537 1538 while (attr) { 1539 if (attr->kind == GL_TEXTURE_BIT) { 1540 struct texture_state *texstate = (struct texture_state*)attr->data; 1541 GLuint u, tgt; 1542 /* clear references to the saved texture objects */ 1543 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1544 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1545 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1546 } 1547 } 1548 } 1549 else { 1550 /* any other chunks of state that requires special handling? */ 1551 } 1552 1553 next = attr->next; 1554 _mesa_free(attr->data); 1555 _mesa_free(attr); 1556 attr = next; 1557 } 1558 } 1559} 1560 1561 1562void _mesa_init_attrib( GLcontext *ctx ) 1563{ 1564 /* Renderer and client attribute stacks */ 1565 ctx->AttribStackDepth = 0; 1566 ctx->ClientAttribStackDepth = 0; 1567} 1568