attrib.c revision 6c227e57e69158e4da40c69322db0eac4c31086c
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.6 4 * 5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 7 * 8 * Permission is hereby granted, free of charge, to any person obtaining a 9 * copy of this software and associated documentation files (the "Software"), 10 * to deal in the Software without restriction, including without limitation 11 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 12 * and/or sell copies of the Software, and to permit persons to whom the 13 * Software is furnished to do so, subject to the following conditions: 14 * 15 * The above copyright notice and this permission notice shall be included 16 * in all copies or substantial portions of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26#include "glheader.h" 27#include "imports.h" 28#include "accum.h" 29#include "arrayobj.h" 30#include "attrib.h" 31#include "blend.h" 32#include "buffers.h" 33#include "bufferobj.h" 34#include "clear.h" 35#include "colormac.h" 36#include "context.h" 37#include "depth.h" 38#include "enable.h" 39#include "enums.h" 40#include "fog.h" 41#include "hint.h" 42#include "light.h" 43#include "lines.h" 44#include "macros.h" 45#include "matrix.h" 46#include "multisample.h" 47#include "points.h" 48#include "polygon.h" 49#include "scissor.h" 50#include "stencil.h" 51#include "texenv.h" 52#include "texgen.h" 53#include "texobj.h" 54#include "texparam.h" 55#include "texstate.h" 56#include "varray.h" 57#include "viewport.h" 58#include "mtypes.h" 59#include "main/dispatch.h" 60 61 62/** 63 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT). 64 */ 65struct gl_enable_attrib 66{ 67 GLboolean AlphaTest; 68 GLboolean AutoNormal; 69 GLboolean Blend; 70 GLbitfield ClipPlanes; 71 GLboolean ColorMaterial; 72 GLboolean Convolution1D; 73 GLboolean Convolution2D; 74 GLboolean Separable2D; 75 GLboolean CullFace; 76 GLboolean DepthClamp; 77 GLboolean DepthTest; 78 GLboolean Dither; 79 GLboolean Fog; 80 GLboolean Light[MAX_LIGHTS]; 81 GLboolean Lighting; 82 GLboolean LineSmooth; 83 GLboolean LineStipple; 84 GLboolean IndexLogicOp; 85 GLboolean ColorLogicOp; 86 87 GLboolean Map1Color4; 88 GLboolean Map1Index; 89 GLboolean Map1Normal; 90 GLboolean Map1TextureCoord1; 91 GLboolean Map1TextureCoord2; 92 GLboolean Map1TextureCoord3; 93 GLboolean Map1TextureCoord4; 94 GLboolean Map1Vertex3; 95 GLboolean Map1Vertex4; 96 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ 97 GLboolean Map2Color4; 98 GLboolean Map2Index; 99 GLboolean Map2Normal; 100 GLboolean Map2TextureCoord1; 101 GLboolean Map2TextureCoord2; 102 GLboolean Map2TextureCoord3; 103 GLboolean Map2TextureCoord4; 104 GLboolean Map2Vertex3; 105 GLboolean Map2Vertex4; 106 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ 107 108 GLboolean Normalize; 109 GLboolean PixelTexture; 110 GLboolean PointSmooth; 111 GLboolean PolygonOffsetPoint; 112 GLboolean PolygonOffsetLine; 113 GLboolean PolygonOffsetFill; 114 GLboolean PolygonSmooth; 115 GLboolean PolygonStipple; 116 GLboolean RescaleNormals; 117 GLboolean Scissor; 118 GLboolean Stencil; 119 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ 120 GLboolean MultisampleEnabled; /* GL_ARB_multisample */ 121 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ 122 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ 123 GLboolean SampleCoverage; /* GL_ARB_multisample */ 124 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */ 125 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ 126 127 GLbitfield Texture[MAX_TEXTURE_UNITS]; 128 GLbitfield TexGen[MAX_TEXTURE_UNITS]; 129 130 /* SGI_texture_color_table */ 131 GLboolean TextureColorTable[MAX_TEXTURE_UNITS]; 132 133 /* GL_ARB_vertex_program / GL_NV_vertex_program */ 134 GLboolean VertexProgram; 135 GLboolean VertexProgramPointSize; 136 GLboolean VertexProgramTwoSide; 137 138 /* GL_ARB_point_sprite / GL_NV_point_sprite */ 139 GLboolean PointSprite; 140 GLboolean FragmentShaderATI; 141}; 142 143 144/** 145 * Node for the attribute stack. 146 */ 147struct gl_attrib_node 148{ 149 GLbitfield kind; 150 void *data; 151 struct gl_attrib_node *next; 152}; 153 154 155 156/** 157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) 158 */ 159struct texture_state 160{ 161 struct gl_texture_attrib Texture; /**< The usual context state */ 162 163 /** to save per texture object state (wrap modes, filters, etc): */ 164 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 165 166 /** 167 * To save references to texture objects (so they don't get accidentally 168 * deleted while saved in the attribute stack). 169 */ 170 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 171}; 172 173 174#if FEATURE_attrib_stack 175 176 177/** 178 * Allocate new attribute node of given type/kind. Attach payload data. 179 * Insert it into the linked list named by 'head'. 180 */ 181static void 182save_attrib_data(struct gl_attrib_node **head, 183 GLbitfield kind, void *payload) 184{ 185 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node); 186 if (n) { 187 n->kind = kind; 188 n->data = payload; 189 /* insert at head */ 190 n->next = *head; 191 *head = n; 192 } 193 else { 194 /* out of memory! */ 195 } 196} 197 198 199void GLAPIENTRY 200_mesa_PushAttrib(GLbitfield mask) 201{ 202 struct gl_attrib_node *head; 203 204 GET_CURRENT_CONTEXT(ctx); 205 ASSERT_OUTSIDE_BEGIN_END(ctx); 206 207 if (MESA_VERBOSE & VERBOSE_API) 208 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); 209 210 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { 211 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); 212 return; 213 } 214 215 /* Build linked list of attribute nodes which save all attribute */ 216 /* groups specified by the mask. */ 217 head = NULL; 218 219 if (mask & GL_ACCUM_BUFFER_BIT) { 220 struct gl_accum_attrib *attr; 221 attr = MALLOC_STRUCT( gl_accum_attrib ); 222 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); 223 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr); 224 } 225 226 if (mask & GL_COLOR_BUFFER_BIT) { 227 GLuint i; 228 struct gl_colorbuffer_attrib *attr; 229 attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); 230 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); 231 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ 232 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) 233 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 234 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr); 235 } 236 237 if (mask & GL_CURRENT_BIT) { 238 struct gl_current_attrib *attr; 239 FLUSH_CURRENT( ctx, 0 ); 240 attr = MALLOC_STRUCT( gl_current_attrib ); 241 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); 242 save_attrib_data(&head, GL_CURRENT_BIT, attr); 243 } 244 245 if (mask & GL_DEPTH_BUFFER_BIT) { 246 struct gl_depthbuffer_attrib *attr; 247 attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); 248 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); 249 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr); 250 } 251 252 if (mask & GL_ENABLE_BIT) { 253 struct gl_enable_attrib *attr; 254 GLuint i; 255 attr = MALLOC_STRUCT( gl_enable_attrib ); 256 /* Copy enable flags from all other attributes into the enable struct. */ 257 attr->AlphaTest = ctx->Color.AlphaEnabled; 258 attr->AutoNormal = ctx->Eval.AutoNormal; 259 attr->Blend = ctx->Color.BlendEnabled; 260 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; 261 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; 262 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; 263 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; 264 attr->Separable2D = ctx->Pixel.Separable2DEnabled; 265 attr->CullFace = ctx->Polygon.CullFlag; 266 attr->DepthClamp = ctx->Transform.DepthClamp; 267 attr->DepthTest = ctx->Depth.Test; 268 attr->Dither = ctx->Color.DitherFlag; 269 attr->Fog = ctx->Fog.Enabled; 270 for (i = 0; i < ctx->Const.MaxLights; i++) { 271 attr->Light[i] = ctx->Light.Light[i].Enabled; 272 } 273 attr->Lighting = ctx->Light.Enabled; 274 attr->LineSmooth = ctx->Line.SmoothFlag; 275 attr->LineStipple = ctx->Line.StippleFlag; 276 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; 277 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; 278 attr->Map1Color4 = ctx->Eval.Map1Color4; 279 attr->Map1Index = ctx->Eval.Map1Index; 280 attr->Map1Normal = ctx->Eval.Map1Normal; 281 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; 282 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; 283 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; 284 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; 285 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; 286 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; 287 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); 288 attr->Map2Color4 = ctx->Eval.Map2Color4; 289 attr->Map2Index = ctx->Eval.Map2Index; 290 attr->Map2Normal = ctx->Eval.Map2Normal; 291 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; 292 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; 293 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; 294 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; 295 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; 296 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; 297 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); 298 attr->Normalize = ctx->Transform.Normalize; 299 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; 300 attr->PointSmooth = ctx->Point.SmoothFlag; 301 attr->PointSprite = ctx->Point.PointSprite; 302 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; 303 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; 304 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; 305 attr->PolygonSmooth = ctx->Polygon.SmoothFlag; 306 attr->PolygonStipple = ctx->Polygon.StippleFlag; 307 attr->RescaleNormals = ctx->Transform.RescaleNormals; 308 attr->Scissor = ctx->Scissor.Enabled; 309 attr->Stencil = ctx->Stencil.Enabled; 310 attr->StencilTwoSide = ctx->Stencil.TestTwoSide; 311 attr->MultisampleEnabled = ctx->Multisample.Enabled; 312 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; 313 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; 314 attr->SampleCoverage = ctx->Multisample.SampleCoverage; 315 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; 316 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 317 attr->Texture[i] = ctx->Texture.Unit[i].Enabled; 318 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; 319 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled; 320 } 321 /* GL_NV_vertex_program */ 322 attr->VertexProgram = ctx->VertexProgram.Enabled; 323 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; 324 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 325 save_attrib_data(&head, GL_ENABLE_BIT, attr); 326 } 327 328 if (mask & GL_EVAL_BIT) { 329 struct gl_eval_attrib *attr; 330 attr = MALLOC_STRUCT( gl_eval_attrib ); 331 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); 332 save_attrib_data(&head, GL_EVAL_BIT, attr); 333 } 334 335 if (mask & GL_FOG_BIT) { 336 struct gl_fog_attrib *attr; 337 attr = MALLOC_STRUCT( gl_fog_attrib ); 338 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); 339 save_attrib_data(&head, GL_FOG_BIT, attr); 340 } 341 342 if (mask & GL_HINT_BIT) { 343 struct gl_hint_attrib *attr; 344 attr = MALLOC_STRUCT( gl_hint_attrib ); 345 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); 346 save_attrib_data(&head, GL_HINT_BIT, attr); 347 } 348 349 if (mask & GL_LIGHTING_BIT) { 350 struct gl_light_attrib *attr; 351 FLUSH_CURRENT(ctx, 0); /* flush material changes */ 352 attr = MALLOC_STRUCT( gl_light_attrib ); 353 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); 354 save_attrib_data(&head, GL_LIGHTING_BIT, attr); 355 } 356 357 if (mask & GL_LINE_BIT) { 358 struct gl_line_attrib *attr; 359 attr = MALLOC_STRUCT( gl_line_attrib ); 360 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); 361 save_attrib_data(&head, GL_LINE_BIT, attr); 362 } 363 364 if (mask & GL_LIST_BIT) { 365 struct gl_list_attrib *attr; 366 attr = MALLOC_STRUCT( gl_list_attrib ); 367 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) ); 368 save_attrib_data(&head, GL_LIST_BIT, attr); 369 } 370 371 if (mask & GL_PIXEL_MODE_BIT) { 372 struct gl_pixel_attrib *attr; 373 attr = MALLOC_STRUCT( gl_pixel_attrib ); 374 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); 375 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ 376 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 377 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr); 378 } 379 380 if (mask & GL_POINT_BIT) { 381 struct gl_point_attrib *attr; 382 attr = MALLOC_STRUCT( gl_point_attrib ); 383 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); 384 save_attrib_data(&head, GL_POINT_BIT, attr); 385 } 386 387 if (mask & GL_POLYGON_BIT) { 388 struct gl_polygon_attrib *attr; 389 attr = MALLOC_STRUCT( gl_polygon_attrib ); 390 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); 391 save_attrib_data(&head, GL_POLYGON_BIT, attr); 392 } 393 394 if (mask & GL_POLYGON_STIPPLE_BIT) { 395 GLuint *stipple; 396 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); 397 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); 398 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple); 399 } 400 401 if (mask & GL_SCISSOR_BIT) { 402 struct gl_scissor_attrib *attr; 403 attr = MALLOC_STRUCT( gl_scissor_attrib ); 404 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); 405 save_attrib_data(&head, GL_SCISSOR_BIT, attr); 406 } 407 408 if (mask & GL_STENCIL_BUFFER_BIT) { 409 struct gl_stencil_attrib *attr; 410 attr = MALLOC_STRUCT( gl_stencil_attrib ); 411 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); 412 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr); 413 } 414 415 if (mask & GL_TEXTURE_BIT) { 416 struct texture_state *texstate = CALLOC_STRUCT(texture_state); 417 GLuint u, tex; 418 419 if (!texstate) { 420 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 421 goto end; 422 } 423 424 _mesa_lock_context_textures(ctx); 425 426 /* copy/save the bulk of texture state here */ 427 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); 428 429 /* Save references to the currently bound texture objects so they don't 430 * accidentally get deleted while referenced in the attribute stack. 431 */ 432 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 433 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 434 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], 435 ctx->Texture.Unit[u].CurrentTex[tex]); 436 } 437 } 438 439 /* copy state/contents of the currently bound texture objects */ 440 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 441 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 442 _mesa_copy_texture_object(&texstate->SavedObj[u][tex], 443 ctx->Texture.Unit[u].CurrentTex[tex]); 444 } 445 } 446 447 _mesa_unlock_context_textures(ctx); 448 449 save_attrib_data(&head, GL_TEXTURE_BIT, texstate); 450 } 451 452 if (mask & GL_TRANSFORM_BIT) { 453 struct gl_transform_attrib *attr; 454 attr = MALLOC_STRUCT( gl_transform_attrib ); 455 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); 456 save_attrib_data(&head, GL_TRANSFORM_BIT, attr); 457 } 458 459 if (mask & GL_VIEWPORT_BIT) { 460 struct gl_viewport_attrib *attr; 461 attr = MALLOC_STRUCT( gl_viewport_attrib ); 462 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); 463 save_attrib_data(&head, GL_VIEWPORT_BIT, attr); 464 } 465 466 /* GL_ARB_multisample */ 467 if (mask & GL_MULTISAMPLE_BIT_ARB) { 468 struct gl_multisample_attrib *attr; 469 attr = MALLOC_STRUCT( gl_multisample_attrib ); 470 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); 471 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr); 472 } 473 474end: 475 ctx->AttribStack[ctx->AttribStackDepth] = head; 476 ctx->AttribStackDepth++; 477} 478 479 480 481static void 482pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable) 483{ 484 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 485 GLuint i; 486 487#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ 488 if ((VALUE) != (NEWVALUE)) { \ 489 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ 490 } 491 492 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); 493 if (ctx->Color.BlendEnabled != enable->Blend) { 494 if (ctx->Extensions.EXT_draw_buffers2) { 495 GLuint i; 496 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 497 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1); 498 } 499 } 500 else { 501 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1)); 502 } 503 } 504 505 for (i=0;i<MAX_CLIP_PLANES;i++) { 506 const GLuint mask = 1 << i; 507 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) 508 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), 509 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE)); 510 } 511 512 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, 513 GL_COLOR_MATERIAL); 514 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); 515 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp, 516 GL_DEPTH_CLAMP); 517 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); 518 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); 519 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, 520 GL_CONVOLUTION_1D); 521 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, 522 GL_CONVOLUTION_2D); 523 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, 524 GL_SEPARABLE_2D); 525 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); 526 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); 527 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); 528 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, 529 GL_LINE_STIPPLE); 530 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, 531 GL_INDEX_LOGIC_OP); 532 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, 533 GL_COLOR_LOGIC_OP); 534 535 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); 536 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); 537 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); 538 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, 539 GL_MAP1_TEXTURE_COORD_1); 540 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, 541 GL_MAP1_TEXTURE_COORD_2); 542 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, 543 GL_MAP1_TEXTURE_COORD_3); 544 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, 545 GL_MAP1_TEXTURE_COORD_4); 546 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, 547 GL_MAP1_VERTEX_3); 548 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, 549 GL_MAP1_VERTEX_4); 550 for (i = 0; i < 16; i++) { 551 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], 552 GL_MAP1_VERTEX_ATTRIB0_4_NV + i); 553 } 554 555 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); 556 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); 557 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); 558 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, 559 GL_MAP2_TEXTURE_COORD_1); 560 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, 561 GL_MAP2_TEXTURE_COORD_2); 562 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, 563 GL_MAP2_TEXTURE_COORD_3); 564 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, 565 GL_MAP2_TEXTURE_COORD_4); 566 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, 567 GL_MAP2_VERTEX_3); 568 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, 569 GL_MAP2_VERTEX_4); 570 for (i = 0; i < 16; i++) { 571 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], 572 GL_MAP2_VERTEX_ATTRIB0_4_NV + i); 573 } 574 575 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 576 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); 577 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, 578 GL_RESCALE_NORMAL_EXT); 579 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, 580 enable->RasterPositionUnclipped, 581 GL_RASTER_POSITION_UNCLIPPED_IBM); 582 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, 583 GL_POINT_SMOOTH); 584 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { 585 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, 586 GL_POINT_SPRITE_NV); 587 } 588 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, 589 GL_POLYGON_OFFSET_POINT); 590 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, 591 GL_POLYGON_OFFSET_LINE); 592 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, 593 GL_POLYGON_OFFSET_FILL); 594 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, 595 GL_POLYGON_SMOOTH); 596 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 597 GL_POLYGON_STIPPLE); 598 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); 599 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); 600 if (ctx->Extensions.EXT_stencil_two_side) { 601 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); 602 } 603 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, 604 GL_MULTISAMPLE_ARB); 605 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 606 enable->SampleAlphaToCoverage, 607 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); 608 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 609 enable->SampleAlphaToOne, 610 GL_SAMPLE_ALPHA_TO_ONE_ARB); 611 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 612 enable->SampleCoverage, 613 GL_SAMPLE_COVERAGE_ARB); 614 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, 615 enable->SampleCoverageInvert, 616 GL_SAMPLE_COVERAGE_INVERT_ARB); 617 /* GL_ARB_vertex_program, GL_NV_vertex_program */ 618 TEST_AND_UPDATE(ctx->VertexProgram.Enabled, 619 enable->VertexProgram, 620 GL_VERTEX_PROGRAM_ARB); 621 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, 622 enable->VertexProgramPointSize, 623 GL_VERTEX_PROGRAM_POINT_SIZE_ARB); 624 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, 625 enable->VertexProgramTwoSide, 626 GL_VERTEX_PROGRAM_TWO_SIDE_ARB); 627 628#undef TEST_AND_UPDATE 629 630 /* texture unit enables */ 631 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 632 const GLbitfield enabled = enable->Texture[i]; 633 const GLbitfield genEnabled = enable->TexGen[i]; 634 635 if (ctx->Texture.Unit[i].Enabled != enabled) { 636 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 637 638 _mesa_set_enable(ctx, GL_TEXTURE_1D, 639 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 640 _mesa_set_enable(ctx, GL_TEXTURE_2D, 641 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 642 _mesa_set_enable(ctx, GL_TEXTURE_3D, 643 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 644 if (ctx->Extensions.NV_texture_rectangle) { 645 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, 646 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 647 } 648 if (ctx->Extensions.ARB_texture_cube_map) { 649 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 650 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 651 } 652 if (ctx->Extensions.MESA_texture_array) { 653 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 654 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 655 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 656 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 657 } 658 } 659 660 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { 661 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 662 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 663 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE); 664 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 665 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE); 666 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 667 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE); 668 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 669 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE); 670 } 671 672 /* GL_SGI_texture_color_table */ 673 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i]; 674 } 675 676 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave); 677} 678 679 680/** 681 * Pop/restore texture attribute/group state. 682 */ 683static void 684pop_texture_group(GLcontext *ctx, struct texture_state *texstate) 685{ 686 GLuint u; 687 688 _mesa_lock_context_textures(ctx); 689 690 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 691 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; 692 GLuint tgt; 693 694 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); 695 _mesa_set_enable(ctx, GL_TEXTURE_1D, 696 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 697 _mesa_set_enable(ctx, GL_TEXTURE_2D, 698 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 699 _mesa_set_enable(ctx, GL_TEXTURE_3D, 700 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 701 if (ctx->Extensions.ARB_texture_cube_map) { 702 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, 703 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 704 } 705 if (ctx->Extensions.NV_texture_rectangle) { 706 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, 707 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 708 } 709 if (ctx->Extensions.MESA_texture_array) { 710 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 711 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 712 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 713 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 714 } 715 716 if (ctx->Extensions.SGI_texture_color_table) { 717 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI, 718 unit->ColorTableEnabled); 719 } 720 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); 721 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); 722 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); 723 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); 724 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); 725 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); 726 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); 727 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); 728 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); 729 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); 730 /* Eye plane done differently to avoid re-transformation */ 731 { 732 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; 733 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); 734 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); 735 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); 736 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); 737 if (ctx->Driver.TexGen) { 738 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); 739 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); 740 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); 741 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); 742 } 743 } 744 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 745 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE)); 746 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 747 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE)); 748 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 749 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE)); 750 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 751 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE)); 752 if (ctx->Extensions.EXT_texture_lod_bias) { 753 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, 754 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias); 755 } 756 if (ctx->Extensions.EXT_texture_env_combine || 757 ctx->Extensions.ARB_texture_env_combine) { 758 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 759 unit->Combine.ModeRGB); 760 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 761 unit->Combine.ModeA); 762 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, 763 unit->Combine.SourceRGB[0]); 764 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, 765 unit->Combine.SourceRGB[1]); 766 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, 767 unit->Combine.SourceRGB[2]); 768 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, 769 unit->Combine.SourceA[0]); 770 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, 771 unit->Combine.SourceA[1]); 772 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, 773 unit->Combine.SourceA[2]); 774 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, 775 unit->Combine.OperandRGB[0]); 776 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, 777 unit->Combine.OperandRGB[1]); 778 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, 779 unit->Combine.OperandRGB[2]); 780 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, 781 unit->Combine.OperandA[0]); 782 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, 783 unit->Combine.OperandA[1]); 784 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, 785 unit->Combine.OperandA[2]); 786 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 787 1 << unit->Combine.ScaleShiftRGB); 788 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 789 1 << unit->Combine.ScaleShiftA); 790 } 791 792 /* Restore texture object state for each target */ 793 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 794 const struct gl_texture_object *obj = NULL; 795 GLenum target; 796 797 obj = &texstate->SavedObj[u][tgt]; 798 799 /* don't restore state for unsupported targets to prevent 800 * raising GL errors. 801 */ 802 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && 803 !ctx->Extensions.ARB_texture_cube_map) { 804 continue; 805 } 806 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 807 !ctx->Extensions.NV_texture_rectangle) { 808 continue; 809 } 810 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 811 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 812 !ctx->Extensions.MESA_texture_array) { 813 continue; 814 } 815 816 target = obj->Target; 817 818 _mesa_BindTexture(target, obj->Name); 819 820 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f); 821 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); 822 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); 823 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); 824 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); 825 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); 826 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); 827 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); 828 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); 829 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias); 830 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); 831 if (target != GL_TEXTURE_RECTANGLE_ARB) 832 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); 833 if (ctx->Extensions.EXT_texture_filter_anisotropic) { 834 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 835 obj->MaxAnisotropy); 836 } 837 if (ctx->Extensions.ARB_shadow_ambient) { 838 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 839 obj->CompareFailValue); 840 } 841 } 842 843 /* remove saved references to the texture objects */ 844 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 845 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 846 } 847 } 848 849 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); 850 851 _mesa_unlock_context_textures(ctx); 852} 853 854 855/* 856 * This function is kind of long just because we have to call a lot 857 * of device driver functions to update device driver state. 858 * 859 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions 860 * in order to restore GL state. This isn't terribly efficient but it 861 * ensures that dirty flags and any derived state gets updated correctly. 862 * We could at least check if the value to restore equals the current value 863 * and then skip the Mesa call. 864 */ 865void GLAPIENTRY 866_mesa_PopAttrib(void) 867{ 868 struct gl_attrib_node *attr, *next; 869 GET_CURRENT_CONTEXT(ctx); 870 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 871 872 if (ctx->AttribStackDepth == 0) { 873 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); 874 return; 875 } 876 877 ctx->AttribStackDepth--; 878 attr = ctx->AttribStack[ctx->AttribStackDepth]; 879 880 while (attr) { 881 882 if (MESA_VERBOSE & VERBOSE_API) { 883 _mesa_debug(ctx, "glPopAttrib %s\n", 884 _mesa_lookup_enum_by_nr(attr->kind)); 885 } 886 887 switch (attr->kind) { 888 case GL_ACCUM_BUFFER_BIT: 889 { 890 const struct gl_accum_attrib *accum; 891 accum = (const struct gl_accum_attrib *) attr->data; 892 _mesa_ClearAccum(accum->ClearColor[0], 893 accum->ClearColor[1], 894 accum->ClearColor[2], 895 accum->ClearColor[3]); 896 } 897 break; 898 case GL_COLOR_BUFFER_BIT: 899 { 900 const struct gl_colorbuffer_attrib *color; 901 902 color = (const struct gl_colorbuffer_attrib *) attr->data; 903 _mesa_ClearIndex((GLfloat) color->ClearIndex); 904 _mesa_ClearColor(color->ClearColor[0], 905 color->ClearColor[1], 906 color->ClearColor[2], 907 color->ClearColor[3]); 908 _mesa_IndexMask(color->IndexMask); 909 if (!ctx->Extensions.EXT_draw_buffers2) { 910 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0), 911 (GLboolean) (color->ColorMask[0][1] != 0), 912 (GLboolean) (color->ColorMask[0][2] != 0), 913 (GLboolean) (color->ColorMask[0][3] != 0)); 914 } 915 else { 916 GLuint i; 917 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 918 _mesa_ColorMaskIndexed(i, 919 (GLboolean) (color->ColorMask[i][0] != 0), 920 (GLboolean) (color->ColorMask[i][1] != 0), 921 (GLboolean) (color->ColorMask[i][2] != 0), 922 (GLboolean) (color->ColorMask[i][3] != 0)); 923 } 924 } 925 { 926 /* Need to determine if more than one color output is 927 * specified. If so, call glDrawBuffersARB, else call 928 * glDrawBuffer(). This is a subtle, but essential point 929 * since GL_FRONT (for example) is illegal for the former 930 * function, but legal for the later. 931 */ 932 GLboolean multipleBuffers = GL_FALSE; 933 GLuint i; 934 935 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { 936 if (color->DrawBuffer[i] != GL_NONE) { 937 multipleBuffers = GL_TRUE; 938 break; 939 } 940 } 941 /* Call the API_level functions, not _mesa_drawbuffers() 942 * since we need to do error checking on the pop'd 943 * GL_DRAW_BUFFER. 944 * Ex: if GL_FRONT were pushed, but we're popping with a 945 * user FBO bound, GL_FRONT will be illegal and we'll need 946 * to record that error. Per OpenGL ARB decision. 947 */ 948 if (multipleBuffers) 949 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, 950 color->DrawBuffer); 951 else 952 _mesa_DrawBuffer(color->DrawBuffer[0]); 953 } 954 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); 955 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef); 956 if (ctx->Color.BlendEnabled != color->BlendEnabled) { 957 if (ctx->Extensions.EXT_draw_buffers2) { 958 GLuint i; 959 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 960 _mesa_set_enablei(ctx, GL_BLEND, i, 961 (color->BlendEnabled >> i) & 1); 962 } 963 } 964 else { 965 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1)); 966 } 967 } 968 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, 969 color->BlendDstRGB, 970 color->BlendSrcA, 971 color->BlendDstA); 972 /* This special case is because glBlendEquationSeparateEXT 973 * cannot take GL_LOGIC_OP as a parameter. 974 */ 975 if ( color->BlendEquationRGB == color->BlendEquationA ) { 976 _mesa_BlendEquation(color->BlendEquationRGB); 977 } 978 else { 979 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB, 980 color->BlendEquationA); 981 } 982 _mesa_BlendColor(color->BlendColor[0], 983 color->BlendColor[1], 984 color->BlendColor[2], 985 color->BlendColor[3]); 986 _mesa_LogicOp(color->LogicOp); 987 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, 988 color->ColorLogicOpEnabled); 989 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, 990 color->IndexLogicOpEnabled); 991 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); 992 } 993 break; 994 case GL_CURRENT_BIT: 995 FLUSH_CURRENT( ctx, 0 ); 996 memcpy( &ctx->Current, attr->data, 997 sizeof(struct gl_current_attrib) ); 998 break; 999 case GL_DEPTH_BUFFER_BIT: 1000 { 1001 const struct gl_depthbuffer_attrib *depth; 1002 depth = (const struct gl_depthbuffer_attrib *) attr->data; 1003 _mesa_DepthFunc(depth->Func); 1004 _mesa_ClearDepth(depth->Clear); 1005 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 1006 _mesa_DepthMask(depth->Mask); 1007 } 1008 break; 1009 case GL_ENABLE_BIT: 1010 { 1011 const struct gl_enable_attrib *enable; 1012 enable = (const struct gl_enable_attrib *) attr->data; 1013 pop_enable_group(ctx, enable); 1014 ctx->NewState |= _NEW_ALL; 1015 } 1016 break; 1017 case GL_EVAL_BIT: 1018 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1019 ctx->NewState |= _NEW_EVAL; 1020 break; 1021 case GL_FOG_BIT: 1022 { 1023 const struct gl_fog_attrib *fog; 1024 fog = (const struct gl_fog_attrib *) attr->data; 1025 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1026 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1027 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1028 _mesa_Fogf(GL_FOG_START, fog->Start); 1029 _mesa_Fogf(GL_FOG_END, fog->End); 1030 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1031 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1032 } 1033 break; 1034 case GL_HINT_BIT: 1035 { 1036 const struct gl_hint_attrib *hint; 1037 hint = (const struct gl_hint_attrib *) attr->data; 1038 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1039 hint->PerspectiveCorrection ); 1040 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1041 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1042 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1043 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1044 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, 1045 hint->ClipVolumeClipping); 1046 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1047 hint->TextureCompression); 1048 } 1049 break; 1050 case GL_LIGHTING_BIT: 1051 { 1052 GLuint i; 1053 const struct gl_light_attrib *light; 1054 light = (const struct gl_light_attrib *) attr->data; 1055 /* lighting enable */ 1056 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1057 /* per-light state */ 1058 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1059 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1060 1061 for (i = 0; i < ctx->Const.MaxLights; i++) { 1062 const struct gl_light *l = &light->Light[i]; 1063 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1064 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1065 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1066 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1067 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1068 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1069 { 1070 GLfloat p[4] = { 0 }; 1071 p[0] = l->SpotExponent; 1072 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); 1073 } 1074 { 1075 GLfloat p[4] = { 0 }; 1076 p[0] = l->SpotCutoff; 1077 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); 1078 } 1079 { 1080 GLfloat p[4] = { 0 }; 1081 p[0] = l->ConstantAttenuation; 1082 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); 1083 } 1084 { 1085 GLfloat p[4] = { 0 }; 1086 p[0] = l->LinearAttenuation; 1087 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); 1088 } 1089 { 1090 GLfloat p[4] = { 0 }; 1091 p[0] = l->QuadraticAttenuation; 1092 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); 1093 } 1094 } 1095 /* light model */ 1096 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1097 light->Model.Ambient); 1098 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1099 (GLfloat) light->Model.LocalViewer); 1100 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1101 (GLfloat) light->Model.TwoSide); 1102 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1103 (GLfloat) light->Model.ColorControl); 1104 /* shade model */ 1105 _mesa_ShadeModel(light->ShadeModel); 1106 /* color material */ 1107 _mesa_ColorMaterial(light->ColorMaterialFace, 1108 light->ColorMaterialMode); 1109 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1110 light->ColorMaterialEnabled); 1111 /* materials */ 1112 memcpy(&ctx->Light.Material, &light->Material, 1113 sizeof(struct gl_material)); 1114 } 1115 break; 1116 case GL_LINE_BIT: 1117 { 1118 const struct gl_line_attrib *line; 1119 line = (const struct gl_line_attrib *) attr->data; 1120 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1121 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1122 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1123 _mesa_LineWidth(line->Width); 1124 } 1125 break; 1126 case GL_LIST_BIT: 1127 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1128 break; 1129 case GL_PIXEL_MODE_BIT: 1130 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1131 /* XXX what other pixel state needs to be set by function calls? */ 1132 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1133 ctx->NewState |= _NEW_PIXEL; 1134 break; 1135 case GL_POINT_BIT: 1136 { 1137 const struct gl_point_attrib *point; 1138 point = (const struct gl_point_attrib *) attr->data; 1139 _mesa_PointSize(point->Size); 1140 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1141 if (ctx->Extensions.EXT_point_parameters) { 1142 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1143 point->Params); 1144 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1145 point->MinSize); 1146 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1147 point->MaxSize); 1148 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1149 point->Threshold); 1150 } 1151 if (ctx->Extensions.NV_point_sprite 1152 || ctx->Extensions.ARB_point_sprite) { 1153 GLuint u; 1154 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1155 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1156 (GLint) point->CoordReplace[u]); 1157 } 1158 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1159 if (ctx->Extensions.NV_point_sprite) 1160 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1161 ctx->Point.SpriteRMode); 1162 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1163 (GLfloat)ctx->Point.SpriteOrigin); 1164 } 1165 } 1166 break; 1167 case GL_POLYGON_BIT: 1168 { 1169 const struct gl_polygon_attrib *polygon; 1170 polygon = (const struct gl_polygon_attrib *) attr->data; 1171 _mesa_CullFace(polygon->CullFaceMode); 1172 _mesa_FrontFace(polygon->FrontFace); 1173 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1174 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1175 _mesa_PolygonOffset(polygon->OffsetFactor, 1176 polygon->OffsetUnits); 1177 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1178 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1179 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1180 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1181 polygon->OffsetPoint); 1182 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1183 polygon->OffsetLine); 1184 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1185 polygon->OffsetFill); 1186 } 1187 break; 1188 case GL_POLYGON_STIPPLE_BIT: 1189 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1190 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1191 if (ctx->Driver.PolygonStipple) 1192 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1193 break; 1194 case GL_SCISSOR_BIT: 1195 { 1196 const struct gl_scissor_attrib *scissor; 1197 scissor = (const struct gl_scissor_attrib *) attr->data; 1198 _mesa_Scissor(scissor->X, scissor->Y, 1199 scissor->Width, scissor->Height); 1200 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); 1201 } 1202 break; 1203 case GL_STENCIL_BUFFER_BIT: 1204 { 1205 const struct gl_stencil_attrib *stencil; 1206 stencil = (const struct gl_stencil_attrib *) attr->data; 1207 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1208 _mesa_ClearStencil(stencil->Clear); 1209 if (ctx->Extensions.EXT_stencil_two_side) { 1210 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1211 stencil->TestTwoSide); 1212 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1213 ? GL_BACK : GL_FRONT); 1214 } 1215 /* front state */ 1216 _mesa_StencilFuncSeparate(GL_FRONT, 1217 stencil->Function[0], 1218 stencil->Ref[0], 1219 stencil->ValueMask[0]); 1220 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1221 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1222 stencil->ZFailFunc[0], 1223 stencil->ZPassFunc[0]); 1224 /* back state */ 1225 _mesa_StencilFuncSeparate(GL_BACK, 1226 stencil->Function[1], 1227 stencil->Ref[1], 1228 stencil->ValueMask[1]); 1229 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1230 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1231 stencil->ZFailFunc[1], 1232 stencil->ZPassFunc[1]); 1233 } 1234 break; 1235 case GL_TRANSFORM_BIT: 1236 { 1237 GLuint i; 1238 const struct gl_transform_attrib *xform; 1239 xform = (const struct gl_transform_attrib *) attr->data; 1240 _mesa_MatrixMode(xform->MatrixMode); 1241 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1242 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1243 1244 /* restore clip planes */ 1245 for (i = 0; i < MAX_CLIP_PLANES; i++) { 1246 const GLuint mask = 1 << i; 1247 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1248 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1249 if (xform->ClipPlanesEnabled & mask) { 1250 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); 1251 } 1252 else { 1253 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); 1254 } 1255 if (ctx->Driver.ClipPlane) 1256 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1257 } 1258 1259 /* normalize/rescale */ 1260 if (xform->Normalize != ctx->Transform.Normalize) 1261 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1262 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1263 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1264 ctx->Transform.RescaleNormals); 1265 if (xform->DepthClamp != ctx->Transform.DepthClamp) 1266 _mesa_set_enable(ctx, GL_DEPTH_CLAMP, 1267 ctx->Transform.DepthClamp); 1268 } 1269 break; 1270 case GL_TEXTURE_BIT: 1271 /* Take care of texture object reference counters */ 1272 { 1273 struct texture_state *texstate 1274 = (struct texture_state *) attr->data; 1275 pop_texture_group(ctx, texstate); 1276 ctx->NewState |= _NEW_TEXTURE; 1277 } 1278 break; 1279 case GL_VIEWPORT_BIT: 1280 { 1281 const struct gl_viewport_attrib *vp; 1282 vp = (const struct gl_viewport_attrib *) attr->data; 1283 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); 1284 _mesa_DepthRange(vp->Near, vp->Far); 1285 } 1286 break; 1287 case GL_MULTISAMPLE_BIT_ARB: 1288 { 1289 const struct gl_multisample_attrib *ms; 1290 ms = (const struct gl_multisample_attrib *) attr->data; 1291 _mesa_SampleCoverageARB(ms->SampleCoverageValue, 1292 ms->SampleCoverageInvert); 1293 } 1294 break; 1295 1296 default: 1297 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1298 break; 1299 } 1300 1301 next = attr->next; 1302 FREE( attr->data ); 1303 FREE( attr ); 1304 attr = next; 1305 } 1306} 1307 1308 1309/** 1310 * Helper for incrementing/decrementing vertex buffer object reference 1311 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group. 1312 */ 1313static void 1314adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step) 1315{ 1316 GLuint i; 1317 1318 arrayObj->Vertex.BufferObj->RefCount += step; 1319 arrayObj->Weight.BufferObj->RefCount += step; 1320 arrayObj->Normal.BufferObj->RefCount += step; 1321 arrayObj->Color.BufferObj->RefCount += step; 1322 arrayObj->SecondaryColor.BufferObj->RefCount += step; 1323 arrayObj->FogCoord.BufferObj->RefCount += step; 1324 arrayObj->Index.BufferObj->RefCount += step; 1325 arrayObj->EdgeFlag.BufferObj->RefCount += step; 1326 for (i = 0; i < Elements(arrayObj->TexCoord); i++) 1327 arrayObj->TexCoord[i].BufferObj->RefCount += step; 1328 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) 1329 arrayObj->VertexAttrib[i].BufferObj->RefCount += step; 1330} 1331 1332 1333/** 1334 * Copy gl_pixelstore_attrib from src to dst, updating buffer 1335 * object refcounts. 1336 */ 1337static void 1338copy_pixelstore(GLcontext *ctx, 1339 struct gl_pixelstore_attrib *dst, 1340 const struct gl_pixelstore_attrib *src) 1341{ 1342 dst->Alignment = src->Alignment; 1343 dst->RowLength = src->RowLength; 1344 dst->SkipPixels = src->SkipPixels; 1345 dst->SkipRows = src->SkipRows; 1346 dst->ImageHeight = src->ImageHeight; 1347 dst->SkipImages = src->SkipImages; 1348 dst->SwapBytes = src->SwapBytes; 1349 dst->LsbFirst = src->LsbFirst; 1350 dst->ClientStorage = src->ClientStorage; 1351 dst->Invert = src->Invert; 1352 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); 1353} 1354 1355 1356#define GL_CLIENT_PACK_BIT (1<<20) 1357#define GL_CLIENT_UNPACK_BIT (1<<21) 1358 1359 1360void GLAPIENTRY 1361_mesa_PushClientAttrib(GLbitfield mask) 1362{ 1363 struct gl_attrib_node *head; 1364 1365 GET_CURRENT_CONTEXT(ctx); 1366 ASSERT_OUTSIDE_BEGIN_END(ctx); 1367 1368 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1369 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1370 return; 1371 } 1372 1373 /* Build linked list of attribute nodes which save all attribute 1374 * groups specified by the mask. 1375 */ 1376 head = NULL; 1377 1378 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1379 struct gl_pixelstore_attrib *attr; 1380 /* packing attribs */ 1381 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1382 copy_pixelstore(ctx, attr, &ctx->Pack); 1383 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr); 1384 /* unpacking attribs */ 1385 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1386 copy_pixelstore(ctx, attr, &ctx->Unpack); 1387 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr); 1388 } 1389 1390 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1391 struct gl_array_attrib *attr; 1392 struct gl_array_object *obj; 1393 1394 attr = MALLOC_STRUCT( gl_array_attrib ); 1395 obj = MALLOC_STRUCT( gl_array_object ); 1396 1397#if FEATURE_ARB_vertex_buffer_object 1398 /* increment ref counts since we're copying pointers to these objects */ 1399 ctx->Array.ArrayBufferObj->RefCount++; 1400 ctx->Array.ElementArrayBufferObj->RefCount++; 1401#endif 1402 1403 memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); 1404 memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) ); 1405 1406 attr->ArrayObj = obj; 1407 1408 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr); 1409 1410 /* bump reference counts on buffer objects */ 1411 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1); 1412 } 1413 1414 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1415 ctx->ClientAttribStackDepth++; 1416} 1417 1418 1419 1420 1421void GLAPIENTRY 1422_mesa_PopClientAttrib(void) 1423{ 1424 struct gl_attrib_node *node, *next; 1425 1426 GET_CURRENT_CONTEXT(ctx); 1427 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1428 1429 if (ctx->ClientAttribStackDepth == 0) { 1430 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1431 return; 1432 } 1433 1434 ctx->ClientAttribStackDepth--; 1435 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1436 1437 while (node) { 1438 switch (node->kind) { 1439 case GL_CLIENT_PACK_BIT: 1440 { 1441 struct gl_pixelstore_attrib *store = 1442 (struct gl_pixelstore_attrib *) node->data; 1443 copy_pixelstore(ctx, &ctx->Pack, store); 1444 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1445 } 1446 ctx->NewState |= _NEW_PACKUNPACK; 1447 break; 1448 case GL_CLIENT_UNPACK_BIT: 1449 { 1450 struct gl_pixelstore_attrib *store = 1451 (struct gl_pixelstore_attrib *) node->data; 1452 copy_pixelstore(ctx, &ctx->Unpack, store); 1453 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1454 } 1455 ctx->NewState |= _NEW_PACKUNPACK; 1456 break; 1457 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1458 struct gl_array_attrib * data = 1459 (struct gl_array_attrib *) node->data; 1460 1461 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1); 1462 1463 ctx->Array.ActiveTexture = data->ActiveTexture; 1464 if (data->LockCount != 0) 1465 _mesa_LockArraysEXT(data->LockFirst, data->LockCount); 1466 else if (ctx->Array.LockCount) 1467 _mesa_UnlockArraysEXT(); 1468 1469 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name ); 1470 1471#if FEATURE_ARB_vertex_buffer_object 1472 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 1473 data->ArrayBufferObj->Name); 1474 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 1475 data->ElementArrayBufferObj->Name); 1476#endif 1477 1478 memcpy( ctx->Array.ArrayObj, data->ArrayObj, 1479 sizeof( struct gl_array_object ) ); 1480 1481 FREE( data->ArrayObj ); 1482 1483 /* FIXME: Should some bits in ctx->Array->NewState also be set 1484 * FIXME: here? It seems like it should be set to inclusive-or 1485 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled. 1486 */ 1487 1488 ctx->NewState |= _NEW_ARRAY; 1489 break; 1490 } 1491 default: 1492 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1493 break; 1494 } 1495 1496 next = node->next; 1497 FREE( node->data ); 1498 FREE( node ); 1499 node = next; 1500 } 1501} 1502 1503 1504void 1505_mesa_init_attrib_dispatch(struct _glapi_table *disp) 1506{ 1507 SET_PopAttrib(disp, _mesa_PopAttrib); 1508 SET_PushAttrib(disp, _mesa_PushAttrib); 1509 SET_PopClientAttrib(disp, _mesa_PopClientAttrib); 1510 SET_PushClientAttrib(disp, _mesa_PushClientAttrib); 1511} 1512 1513 1514#endif /* FEATURE_attrib_stack */ 1515 1516 1517/** 1518 * Free any attribute state data that might be attached to the context. 1519 */ 1520void 1521_mesa_free_attrib_data(GLcontext *ctx) 1522{ 1523 while (ctx->AttribStackDepth > 0) { 1524 struct gl_attrib_node *attr, *next; 1525 1526 ctx->AttribStackDepth--; 1527 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1528 1529 while (attr) { 1530 if (attr->kind == GL_TEXTURE_BIT) { 1531 struct texture_state *texstate = (struct texture_state*)attr->data; 1532 GLuint u, tgt; 1533 /* clear references to the saved texture objects */ 1534 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1535 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1536 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1537 } 1538 } 1539 } 1540 else { 1541 /* any other chunks of state that requires special handling? */ 1542 } 1543 1544 next = attr->next; 1545 free(attr->data); 1546 free(attr); 1547 attr = next; 1548 } 1549 } 1550} 1551 1552 1553void _mesa_init_attrib( GLcontext *ctx ) 1554{ 1555 /* Renderer and client attribute stacks */ 1556 ctx->AttribStackDepth = 0; 1557 ctx->ClientAttribStackDepth = 0; 1558} 1559