attrib.c revision 9a33a11d714c90162d32781ebbd2c1dfab52cfd1
1/* $Id: attrib.c,v 1.66 2002/06/13 04:28:29 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version:  4.1
6 *
7 * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28#ifdef PC_HEADER
29#include "all.h"
30#else
31#include "glheader.h"
32#include "accum.h"
33#include "attrib.h"
34#include "blend.h"
35#include "buffers.h"
36#include "colormac.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 "mem.h"
47#include "points.h"
48#include "polygon.h"
49#include "simple_list.h"
50#include "stencil.h"
51#include "texobj.h"
52#include "texstate.h"
53#include "mtypes.h"
54#include "math/m_xform.h"
55#endif
56
57
58
59
60/*
61 * Allocate a new attribute state node.  These nodes have a
62 * "kind" value and a pointer to a struct of state data.
63 */
64static struct gl_attrib_node *
65new_attrib_node( GLbitfield kind )
66{
67   struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
68   if (an) {
69      an->kind = kind;
70   }
71   return an;
72}
73
74
75
76/*
77 * Copy texture object state from one texture object to another.
78 */
79static void
80copy_texobj_state( struct gl_texture_object *dest,
81                   const struct gl_texture_object *src )
82{
83   dest->Name = src->Name;
84   /*
85   dest->Dimensions = src->Dimensions;
86   */
87   dest->Priority = src->Priority;
88   dest->BorderColor[0] = src->BorderColor[0];
89   dest->BorderColor[1] = src->BorderColor[1];
90   dest->BorderColor[2] = src->BorderColor[2];
91   dest->BorderColor[3] = src->BorderColor[3];
92   dest->WrapS = src->WrapS;
93   dest->WrapT = src->WrapT;
94   dest->WrapR = src->WrapR;
95   dest->MinFilter = src->MinFilter;
96   dest->MagFilter = src->MagFilter;
97   dest->MinLod = src->MinLod;
98   dest->MaxLod = src->MaxLod;
99   dest->BaseLevel = src->BaseLevel;
100   dest->MaxLevel = src->MaxLevel;
101   dest->MaxAnisotropy = src->MaxAnisotropy;
102   dest->CompareFlag = src->CompareFlag;
103   dest->CompareOperator = src->CompareOperator;
104   dest->ShadowAmbient = src->ShadowAmbient;
105   dest->_MaxLevel = src->_MaxLevel;
106   dest->_MaxLambda = src->_MaxLambda;
107   dest->Palette = src->Palette;
108   dest->Complete = src->Complete;
109}
110
111
112
113void
114_mesa_PushAttrib(GLbitfield mask)
115{
116   struct gl_attrib_node *newnode;
117   struct gl_attrib_node *head;
118
119   GET_CURRENT_CONTEXT(ctx);
120   ASSERT_OUTSIDE_BEGIN_END(ctx);
121
122   if (MESA_VERBOSE & VERBOSE_API)
123      _mesa_debug("glPushAttrib %x\n", (int) mask);
124
125   if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
126      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
127      return;
128   }
129
130   /* Build linked list of attribute nodes which save all attribute */
131   /* groups specified by the mask. */
132   head = NULL;
133
134   if (mask & GL_ACCUM_BUFFER_BIT) {
135      struct gl_accum_attrib *attr;
136      attr = MALLOC_STRUCT( gl_accum_attrib );
137      MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
138      newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
139      newnode->data = attr;
140      newnode->next = head;
141      head = newnode;
142   }
143
144   if (mask & GL_COLOR_BUFFER_BIT) {
145      struct gl_colorbuffer_attrib *attr;
146      attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
147      MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
148      newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
149      newnode->data = attr;
150      newnode->next = head;
151      head = newnode;
152   }
153
154   if (mask & GL_CURRENT_BIT) {
155      struct gl_current_attrib *attr;
156      FLUSH_CURRENT( ctx, 0 );
157      attr = MALLOC_STRUCT( gl_current_attrib );
158      MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
159      newnode = new_attrib_node( GL_CURRENT_BIT );
160      newnode->data = attr;
161      newnode->next = head;
162      head = newnode;
163   }
164
165   if (mask & GL_DEPTH_BUFFER_BIT) {
166      struct gl_depthbuffer_attrib *attr;
167      attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
168      MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
169      newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
170      newnode->data = attr;
171      newnode->next = head;
172      head = newnode;
173   }
174
175   if (mask & GL_ENABLE_BIT) {
176      struct gl_enable_attrib *attr;
177      GLuint i;
178      attr = MALLOC_STRUCT( gl_enable_attrib );
179      /* Copy enable flags from all other attributes into the enable struct. */
180      attr->AlphaTest = ctx->Color.AlphaEnabled;
181      attr->AutoNormal = ctx->Eval.AutoNormal;
182      attr->Blend = ctx->Color.BlendEnabled;
183      attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
184      attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
185      attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
186      attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
187      attr->Separable2D = ctx->Pixel.Separable2DEnabled;
188      attr->CullFace = ctx->Polygon.CullFlag;
189      attr->DepthTest = ctx->Depth.Test;
190      attr->Dither = ctx->Color.DitherFlag;
191      attr->Fog = ctx->Fog.Enabled;
192      for (i=0;i<MAX_LIGHTS;i++) {
193         attr->Light[i] = ctx->Light.Light[i].Enabled;
194      }
195      attr->Lighting = ctx->Light.Enabled;
196      attr->LineSmooth = ctx->Line.SmoothFlag;
197      attr->LineStipple = ctx->Line.StippleFlag;
198      attr->Histogram = ctx->Pixel.HistogramEnabled;
199      attr->MinMax = ctx->Pixel.MinMaxEnabled;
200      attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
201      attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
202      attr->Map1Color4 = ctx->Eval.Map1Color4;
203      attr->Map1Index = ctx->Eval.Map1Index;
204      attr->Map1Normal = ctx->Eval.Map1Normal;
205      attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
206      attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
207      attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
208      attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
209      attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
210      attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
211      MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
212      attr->Map2Color4 = ctx->Eval.Map2Color4;
213      attr->Map2Index = ctx->Eval.Map2Index;
214      attr->Map2Normal = ctx->Eval.Map2Normal;
215      attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
216      attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
217      attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
218      attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
219      attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
220      attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
221      MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
222      attr->Normalize = ctx->Transform.Normalize;
223      attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
224      attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
225      attr->PointSmooth = ctx->Point.SmoothFlag;
226      attr->PointSprite = ctx->Point.PointSprite;
227      attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
228      attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
229      attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
230      attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
231      attr->PolygonStipple = ctx->Polygon.StippleFlag;
232      attr->RescaleNormals = ctx->Transform.RescaleNormals;
233      attr->Scissor = ctx->Scissor.Enabled;
234      attr->Stencil = ctx->Stencil.Enabled;
235      attr->MultisampleEnabled = ctx->Multisample.Enabled;
236      attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
237      attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
238      attr->SampleCoverage = ctx->Multisample.SampleCoverage;
239      attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
240      for (i=0; i<MAX_TEXTURE_UNITS; i++) {
241         attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
242         attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
243      }
244      /* GL_NV_vertex_program */
245      attr->VertexProgram = ctx->VertexProgram.Enabled;
246      attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
247      attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
248      newnode = new_attrib_node( GL_ENABLE_BIT );
249      newnode->data = attr;
250      newnode->next = head;
251      head = newnode;
252   }
253
254   if (mask & GL_EVAL_BIT) {
255      struct gl_eval_attrib *attr;
256      attr = MALLOC_STRUCT( gl_eval_attrib );
257      MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
258      newnode = new_attrib_node( GL_EVAL_BIT );
259      newnode->data = attr;
260      newnode->next = head;
261      head = newnode;
262   }
263
264   if (mask & GL_FOG_BIT) {
265      struct gl_fog_attrib *attr;
266      attr = MALLOC_STRUCT( gl_fog_attrib );
267      MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
268      newnode = new_attrib_node( GL_FOG_BIT );
269      newnode->data = attr;
270      newnode->next = head;
271      head = newnode;
272   }
273
274   if (mask & GL_HINT_BIT) {
275      struct gl_hint_attrib *attr;
276      attr = MALLOC_STRUCT( gl_hint_attrib );
277      MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
278      newnode = new_attrib_node( GL_HINT_BIT );
279      newnode->data = attr;
280      newnode->next = head;
281      head = newnode;
282   }
283
284   if (mask & GL_LIGHTING_BIT) {
285      struct gl_light_attrib *attr;
286      FLUSH_CURRENT(ctx, 0);	/* flush material changes */
287      attr = MALLOC_STRUCT( gl_light_attrib );
288      MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
289      newnode = new_attrib_node( GL_LIGHTING_BIT );
290      newnode->data = attr;
291      newnode->next = head;
292      head = newnode;
293   }
294
295   if (mask & GL_LINE_BIT) {
296      struct gl_line_attrib *attr;
297      attr = MALLOC_STRUCT( gl_line_attrib );
298      MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
299      newnode = new_attrib_node( GL_LINE_BIT );
300      newnode->data = attr;
301      newnode->next = head;
302      head = newnode;
303   }
304
305   if (mask & GL_LIST_BIT) {
306      struct gl_list_attrib *attr;
307      attr = MALLOC_STRUCT( gl_list_attrib );
308      MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
309      newnode = new_attrib_node( GL_LIST_BIT );
310      newnode->data = attr;
311      newnode->next = head;
312      head = newnode;
313   }
314
315   if (mask & GL_PIXEL_MODE_BIT) {
316      struct gl_pixel_attrib *attr;
317      attr = MALLOC_STRUCT( gl_pixel_attrib );
318      MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
319      newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
320      newnode->data = attr;
321      newnode->next = head;
322      head = newnode;
323   }
324
325   if (mask & GL_POINT_BIT) {
326      struct gl_point_attrib *attr;
327      attr = MALLOC_STRUCT( gl_point_attrib );
328      MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
329      newnode = new_attrib_node( GL_POINT_BIT );
330      newnode->data = attr;
331      newnode->next = head;
332      head = newnode;
333   }
334
335   if (mask & GL_POLYGON_BIT) {
336      struct gl_polygon_attrib *attr;
337      attr = MALLOC_STRUCT( gl_polygon_attrib );
338      MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
339      newnode = new_attrib_node( GL_POLYGON_BIT );
340      newnode->data = attr;
341      newnode->next = head;
342      head = newnode;
343   }
344
345   if (mask & GL_POLYGON_STIPPLE_BIT) {
346      GLuint *stipple;
347      stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
348      MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
349      newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
350      newnode->data = stipple;
351      newnode->next = head;
352      head = newnode;
353   }
354
355   if (mask & GL_SCISSOR_BIT) {
356      struct gl_scissor_attrib *attr;
357      attr = MALLOC_STRUCT( gl_scissor_attrib );
358      MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
359      newnode = new_attrib_node( GL_SCISSOR_BIT );
360      newnode->data = attr;
361      newnode->next = head;
362      head = newnode;
363   }
364
365   if (mask & GL_STENCIL_BUFFER_BIT) {
366      struct gl_stencil_attrib *attr;
367      attr = MALLOC_STRUCT( gl_stencil_attrib );
368      MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
369      newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
370      newnode->data = attr;
371      newnode->next = head;
372      head = newnode;
373   }
374
375   if (mask & GL_TEXTURE_BIT) {
376      struct gl_texture_attrib *attr;
377      GLuint u;
378      /* Bump the texture object reference counts so that they don't
379       * inadvertantly get deleted.
380       */
381      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
382	 ctx->Texture.Unit[u].Current1D->RefCount++;
383	 ctx->Texture.Unit[u].Current2D->RefCount++;
384	 ctx->Texture.Unit[u].Current3D->RefCount++;
385	 ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
386      }
387      attr = MALLOC_STRUCT( gl_texture_attrib );
388      MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
389      /* copy state of the currently bound texture objects */
390      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
391         copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].Current1D);
392         copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
393         copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
394         copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
395      }
396      newnode = new_attrib_node( GL_TEXTURE_BIT );
397      newnode->data = attr;
398      newnode->next = head;
399      head = newnode;
400   }
401
402   if (mask & GL_TRANSFORM_BIT) {
403      struct gl_transform_attrib *attr;
404      attr = MALLOC_STRUCT( gl_transform_attrib );
405      MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
406      newnode = new_attrib_node( GL_TRANSFORM_BIT );
407      newnode->data = attr;
408      newnode->next = head;
409      head = newnode;
410   }
411
412   if (mask & GL_VIEWPORT_BIT) {
413      struct gl_viewport_attrib *attr;
414      attr = MALLOC_STRUCT( gl_viewport_attrib );
415      MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
416      newnode = new_attrib_node( GL_VIEWPORT_BIT );
417      newnode->data = attr;
418      newnode->next = head;
419      head = newnode;
420   }
421
422   /* GL_ARB_multisample */
423   if (mask & GL_MULTISAMPLE_BIT_ARB) {
424      struct gl_multisample_attrib *attr;
425      attr = MALLOC_STRUCT( gl_multisample_attrib );
426      MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
427      newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
428      newnode->data = attr;
429      newnode->next = head;
430      head = newnode;
431   }
432
433   ctx->AttribStack[ctx->AttribStackDepth] = head;
434   ctx->AttribStackDepth++;
435}
436
437
438
439static void
440pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
441{
442   GLuint i;
443
444#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)		\
445	if ((VALUE) != (NEWVALUE)) {			\
446	   _mesa_set_enable( ctx, ENUM, (NEWVALUE) );	\
447	}
448
449   TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
450   TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
451
452   for (i=0;i<MAX_CLIP_PLANES;i++) {
453      const GLuint mask = 1 << i;
454      if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
455         _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
456                          (enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE);
457   }
458
459   TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
460                   GL_COLOR_MATERIAL);
461   TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
462   TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
463   TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
464   TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
465                   GL_CONVOLUTION_1D);
466   TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
467                   GL_CONVOLUTION_2D);
468   TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
469                   GL_SEPARABLE_2D);
470   TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
471   TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
472   TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
473   TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
474                   GL_LINE_STIPPLE);
475   TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
476                   GL_INDEX_LOGIC_OP);
477   TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
478                   GL_COLOR_LOGIC_OP);
479
480   TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
481   TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
482   TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
483   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
484                   GL_MAP1_TEXTURE_COORD_1);
485   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
486                   GL_MAP1_TEXTURE_COORD_2);
487   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
488                   GL_MAP1_TEXTURE_COORD_3);
489   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
490                   GL_MAP1_TEXTURE_COORD_4);
491   TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
492                   GL_MAP1_VERTEX_3);
493   TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
494                   GL_MAP1_VERTEX_4);
495   for (i = 0; i < 16; i++) {
496      TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
497                      GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
498   }
499
500   TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
501   TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
502   TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
503   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
504                   GL_MAP2_TEXTURE_COORD_1);
505   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
506                   GL_MAP2_TEXTURE_COORD_2);
507   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
508                   GL_MAP2_TEXTURE_COORD_3);
509   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
510                   GL_MAP2_TEXTURE_COORD_4);
511   TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
512                   GL_MAP2_VERTEX_3);
513   TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
514                   GL_MAP2_VERTEX_4);
515   for (i = 0; i < 16; i++) {
516      TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
517                      GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
518   }
519
520   TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
521   TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
522   TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
523                   GL_RESCALE_NORMAL_EXT);
524   TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
525                   enable->RasterPositionUnclipped,
526                   GL_RASTER_POSITION_UNCLIPPED_IBM);
527   TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
528                   GL_POINT_SMOOTH);
529   TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
530                   GL_POINT_SMOOTH);
531   if (ctx->Extensions.NV_point_sprite) {
532      TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
533                      GL_POINT_SPRITE_NV);
534   }
535   TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
536                   GL_POLYGON_OFFSET_POINT);
537   TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
538                   GL_POLYGON_OFFSET_LINE);
539   TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
540                   GL_POLYGON_OFFSET_FILL);
541   TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
542                   GL_POLYGON_SMOOTH);
543   TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
544                   GL_POLYGON_STIPPLE);
545   TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
546   TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
547   TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
548                   GL_MULTISAMPLE_ARB);
549   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
550                   enable->SampleAlphaToCoverage,
551                   GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
552   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
553                   enable->SampleAlphaToOne,
554                   GL_SAMPLE_ALPHA_TO_ONE_ARB);
555   TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
556                   enable->SampleCoverage,
557                   GL_SAMPLE_COVERAGE_ARB);
558   TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
559                   enable->SampleCoverageInvert,
560                   GL_SAMPLE_COVERAGE_INVERT_ARB);
561   /* GL_NV_vertex_program */
562   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
563                   enable->VertexProgram,
564                   GL_VERTEX_PROGRAM_NV);
565   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
566                   enable->VertexProgramPointSize,
567                   GL_VERTEX_PROGRAM_POINT_SIZE_NV);
568   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
569                   enable->VertexProgramTwoSide,
570                   GL_VERTEX_PROGRAM_TWO_SIDE_NV);
571
572#undef TEST_AND_UPDATE
573
574   /* texture unit enables */
575   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
576      if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
577         ctx->Texture.Unit[i].Enabled = enable->Texture[i];
578         if (ctx->Driver.Enable) {
579            if (ctx->Driver.ActiveTexture) {
580               (*ctx->Driver.ActiveTexture)(ctx, i);
581            }
582            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
583                             (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
584            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
585                             (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
586            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
587                             (GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
588         }
589      }
590
591      if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
592         ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
593         if (ctx->Driver.Enable) {
594            if (ctx->Driver.ActiveTexture) {
595               (*ctx->Driver.ActiveTexture)(ctx, i);
596            }
597            if (enable->TexGen[i] & S_BIT)
598               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
599            else
600               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
601            if (enable->TexGen[i] & T_BIT)
602               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
603            else
604               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
605            if (enable->TexGen[i] & R_BIT)
606               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
607            else
608               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
609            if (enable->TexGen[i] & Q_BIT)
610               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
611            else
612               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
613         }
614      }
615   }
616
617   if (ctx->Driver.ActiveTexture) {
618      (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
619   }
620}
621
622
623static void
624pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
625{
626   GLuint u;
627
628   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
629      const struct gl_texture_unit *unit = &texAttrib->Unit[u];
630      GLuint numObjs, i;
631
632      _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
633      _mesa_set_enable(ctx, GL_TEXTURE_1D,
634              (GLboolean) (unit->Enabled & TEXTURE0_1D ? GL_TRUE : GL_FALSE));
635      _mesa_set_enable(ctx, GL_TEXTURE_2D,
636              (GLboolean) (unit->Enabled & TEXTURE0_2D ? GL_TRUE : GL_FALSE));
637      _mesa_set_enable(ctx, GL_TEXTURE_3D,
638              (GLboolean) (unit->Enabled & TEXTURE0_3D ? GL_TRUE : GL_FALSE));
639      if (ctx->Extensions.ARB_texture_cube_map) {
640         _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
641             (GLboolean) (unit->Enabled & TEXTURE0_CUBE ? GL_TRUE : GL_FALSE));
642      }
643      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
644      _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
645      _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
646      _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
647      _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
648      _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
649      _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
650      _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
651      _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
652      _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
653      _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
654      _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
655      _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
656      _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
657      if (ctx->Extensions.EXT_texture_lod_bias) {
658         _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
659                       GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
660      }
661      if (ctx->Extensions.EXT_texture_env_combine ||
662          ctx->Extensions.ARB_texture_env_combine) {
663         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
664                       unit->CombineModeRGB);
665         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
666                       unit->CombineModeA);
667         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
668                       unit->CombineSourceRGB[0]);
669         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
670                       unit->CombineSourceRGB[1]);
671         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
672                       unit->CombineSourceRGB[2]);
673         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
674                       unit->CombineSourceA[0]);
675         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
676                       unit->CombineSourceA[1]);
677         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
678                       unit->CombineSourceA[2]);
679         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
680                       unit->CombineOperandRGB[0]);
681         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
682                       unit->CombineOperandRGB[1]);
683         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
684                       unit->CombineOperandRGB[2]);
685         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
686                       unit->CombineOperandA[0]);
687         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
688                       unit->CombineOperandA[1]);
689         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
690                       unit->CombineOperandA[2]);
691         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
692                       1 << unit->CombineScaleShiftRGB);
693         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
694                       1 << unit->CombineScaleShiftA);
695      }
696
697      /* Restore texture object state */
698      numObjs = ctx->Extensions.ARB_texture_cube_map ? 4 : 3;
699
700      for (i = 0; i < numObjs; i++) {
701         GLenum target = 0;
702         const struct gl_texture_object *obj = NULL;
703         GLfloat bordColor[4];
704
705         switch (i) {
706         case 0:
707            target = GL_TEXTURE_1D;
708            obj = &unit->Saved1D;
709            break;
710         case 1:
711            target = GL_TEXTURE_2D;
712            obj = &unit->Saved2D;
713            break;
714         case 2:
715            target = GL_TEXTURE_3D;
716            obj = &unit->Saved3D;
717            break;
718         case 3:
719            target = GL_TEXTURE_CUBE_MAP_ARB;
720            obj = &unit->SavedCubeMap;
721            break;
722         default:
723            ; /* silence warnings */
724         }
725
726         _mesa_BindTexture(target, obj->Name);
727
728         bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
729         bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
730         bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
731         bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
732
733         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
734         _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
735         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
736         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
737         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
738         _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
739         _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
740         _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
741         _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
742         _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
743         _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
744         if (ctx->Extensions.EXT_texture_filter_anisotropic) {
745            _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
746                                obj->MaxAnisotropy);
747         }
748         if (ctx->Extensions.SGIX_shadow) {
749            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
750                                obj->CompareFlag);
751            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
752                                obj->CompareOperator);
753         }
754         if (ctx->Extensions.SGIX_shadow_ambient) {
755            _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
756                                CHAN_TO_FLOAT(obj->ShadowAmbient));
757         }
758
759      }
760   }
761   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
762                          + texAttrib->CurrentUnit);
763
764   /* "un-bump" the texture object reference counts.  We did that so they
765    * wouldn't inadvertantly get deleted while they were still referenced
766    * inside the attribute state stack.
767    */
768   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
769      ctx->Texture.Unit[u].Current1D->RefCount--;
770      ctx->Texture.Unit[u].Current2D->RefCount--;
771      ctx->Texture.Unit[u].Current3D->RefCount--;
772      ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
773   }
774}
775
776
777/*
778 * This function is kind of long just because we have to call a lot
779 * of device driver functions to update device driver state.
780 *
781 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
782 * in order to restore GL state.  This isn't terribly efficient but it
783 * ensures that dirty flags and any derived state gets updated correctly.
784 * We could at least check if the value to restore equals the current value
785 * and then skip the Mesa call.
786 */
787void
788_mesa_PopAttrib(void)
789{
790   struct gl_attrib_node *attr, *next;
791   GET_CURRENT_CONTEXT(ctx);
792   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
793
794   if (ctx->AttribStackDepth == 0) {
795      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
796      return;
797   }
798
799   ctx->AttribStackDepth--;
800   attr = ctx->AttribStack[ctx->AttribStackDepth];
801
802   while (attr) {
803
804      if (MESA_VERBOSE & VERBOSE_API) {
805         _mesa_debug("glPopAttrib %s\n", _mesa_lookup_enum_by_nr(attr->kind));
806      }
807
808      switch (attr->kind) {
809         case GL_ACCUM_BUFFER_BIT:
810            {
811               const struct gl_accum_attrib *accum;
812               accum = (const struct gl_accum_attrib *) attr->data;
813               _mesa_ClearAccum(accum->ClearColor[0],
814                                accum->ClearColor[1],
815                                accum->ClearColor[2],
816                                accum->ClearColor[3]);
817            }
818            break;
819         case GL_COLOR_BUFFER_BIT:
820            {
821               const struct gl_colorbuffer_attrib *color;
822               color = (const struct gl_colorbuffer_attrib *) attr->data;
823               _mesa_ClearIndex((GLfloat) color->ClearIndex);
824               _mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
825                                CHAN_TO_FLOAT(color->ClearColor[1]),
826                                CHAN_TO_FLOAT(color->ClearColor[2]),
827                                CHAN_TO_FLOAT(color->ClearColor[3]));
828               _mesa_IndexMask(color->IndexMask);
829               _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
830                               (GLboolean) (color->ColorMask[1] != 0),
831                               (GLboolean) (color->ColorMask[2] != 0),
832                               (GLboolean) (color->ColorMask[3] != 0));
833               _mesa_DrawBuffer(color->DrawBuffer);
834               _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
835               _mesa_AlphaFunc(color->AlphaFunc,
836                               CHAN_TO_FLOAT(color->AlphaRef));
837               _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
838               _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
839                                          color->BlendDstRGB,
840                                          color->BlendSrcA,
841                                          color->BlendDstA);
842               _mesa_BlendEquation(color->BlendEquation);
843               _mesa_BlendColor(color->BlendColor[0],
844                                color->BlendColor[1],
845                                color->BlendColor[2],
846                                color->BlendColor[3]);
847               _mesa_LogicOp(color->LogicOp);
848               _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
849                                color->ColorLogicOpEnabled);
850               _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
851                                color->IndexLogicOpEnabled);
852               _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
853            }
854            break;
855         case GL_CURRENT_BIT:
856	    FLUSH_CURRENT( ctx, 0 );
857            MEMCPY( &ctx->Current, attr->data,
858		    sizeof(struct gl_current_attrib) );
859            break;
860         case GL_DEPTH_BUFFER_BIT:
861            {
862               const struct gl_depthbuffer_attrib *depth;
863               depth = (const struct gl_depthbuffer_attrib *) attr->data;
864               _mesa_DepthFunc(depth->Func);
865               _mesa_ClearDepth(depth->Clear);
866               _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
867               _mesa_DepthMask(depth->Mask);
868               if (ctx->Extensions.HP_occlusion_test)
869                  _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
870                                   depth->OcclusionTest);
871            }
872            break;
873         case GL_ENABLE_BIT:
874            {
875               const struct gl_enable_attrib *enable;
876               enable = (const struct gl_enable_attrib *) attr->data;
877               pop_enable_group(ctx, enable);
878	       ctx->NewState |= _NEW_ALL;
879            }
880            break;
881         case GL_EVAL_BIT:
882            MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
883	    ctx->NewState |= _NEW_EVAL;
884            break;
885         case GL_FOG_BIT:
886            {
887               const struct gl_fog_attrib *fog;
888               fog = (const struct gl_fog_attrib *) attr->data;
889               _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
890               _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
891               _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
892               _mesa_Fogf(GL_FOG_START, fog->Start);
893               _mesa_Fogf(GL_FOG_END, fog->End);
894               _mesa_Fogf(GL_FOG_INDEX, fog->Index);
895               _mesa_Fogi(GL_FOG_MODE, fog->Mode);
896            }
897            break;
898         case GL_HINT_BIT:
899            {
900               const struct gl_hint_attrib *hint;
901               hint = (const struct gl_hint_attrib *) attr->data;
902               _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
903                          hint->PerspectiveCorrection );
904               _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
905               _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
906               _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
907               _mesa_Hint(GL_FOG_HINT, hint->Fog);
908               _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
909                          hint->ClipVolumeClipping);
910               if (ctx->Extensions.ARB_texture_compression)
911                  _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
912                             hint->TextureCompression);
913            }
914            break;
915         case GL_LIGHTING_BIT:
916            {
917               GLuint i;
918               const struct gl_light_attrib *light;
919               light = (const struct gl_light_attrib *) attr->data;
920               /* lighting enable */
921               _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
922               /* per-light state */
923
924	       if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
925		  _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
926
927               for (i = 0; i < MAX_LIGHTS; i++) {
928                  GLenum lgt = (GLenum) (GL_LIGHT0 + i);
929		  const struct gl_light *l = &light->Light[i];
930		  GLfloat tmp[4];
931                  _mesa_set_enable(ctx, lgt, l->Enabled);
932		  _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
933		  _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
934		  _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
935		  TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
936		  _mesa_Lightfv( lgt, GL_POSITION, tmp );
937		  TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
938		  _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
939		  _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
940		  _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
941		  _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
942				 &l->ConstantAttenuation );
943		  _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
944				 &l->LinearAttenuation );
945		  _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
946				 &l->QuadraticAttenuation );
947               }
948               /* light model */
949               _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
950                                  light->Model.Ambient);
951               _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
952                                 (GLfloat) light->Model.LocalViewer);
953               _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
954                                 (GLfloat) light->Model.TwoSide);
955               _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
956                                 (GLfloat) light->Model.ColorControl);
957               /* materials */
958               MEMCPY(ctx->Light.Material, light->Material,
959                      2 * sizeof(struct gl_material));
960               /* shade model */
961               _mesa_ShadeModel(light->ShadeModel);
962               /* color material */
963               _mesa_ColorMaterial(light->ColorMaterialFace,
964                                   light->ColorMaterialMode);
965               _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
966                                light->ColorMaterialEnabled);
967            }
968            break;
969         case GL_LINE_BIT:
970            {
971               const struct gl_line_attrib *line;
972               line = (const struct gl_line_attrib *) attr->data;
973               _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
974               _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
975               _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
976               _mesa_LineWidth(line->Width);
977            }
978            break;
979         case GL_LIST_BIT:
980            MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
981            break;
982         case GL_PIXEL_MODE_BIT:
983            MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
984	    ctx->NewState |= _NEW_PIXEL;
985            break;
986         case GL_POINT_BIT:
987            {
988               const struct gl_point_attrib *point;
989               point = (const struct gl_point_attrib *) attr->data;
990               _mesa_PointSize(point->Size);
991               _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
992               _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
993                                         point->Params);
994               _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize);
995               _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize);
996               _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
997                                        point->Threshold);
998               if (ctx->Extensions.NV_point_sprite) {
999                  GLuint u;
1000                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1001                     _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1002                                   (GLint) point->CoordReplace[u]);
1003                  }
1004                  _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1005                  _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1006                                          ctx->Point.SpriteRMode);
1007               }
1008            }
1009            break;
1010         case GL_POLYGON_BIT:
1011            {
1012               const struct gl_polygon_attrib *polygon;
1013               polygon = (const struct gl_polygon_attrib *) attr->data;
1014               _mesa_CullFace(polygon->CullFaceMode);
1015               _mesa_FrontFace(polygon->FrontFace);
1016               _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1017               _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1018               _mesa_PolygonOffset(polygon->OffsetFactor,
1019                                   polygon->OffsetUnits);
1020               _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1021               _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1022               _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1023               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1024                                polygon->OffsetPoint);
1025               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1026                                polygon->OffsetLine);
1027               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1028                                polygon->OffsetFill);
1029            }
1030            break;
1031	 case GL_POLYGON_STIPPLE_BIT:
1032	    MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1033	    ctx->NewState |= _NEW_POLYGONSTIPPLE;
1034	    if (ctx->Driver.PolygonStipple)
1035	       ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1036	    break;
1037         case GL_SCISSOR_BIT:
1038            {
1039               const struct gl_scissor_attrib *scissor;
1040               scissor = (const struct gl_scissor_attrib *) attr->data;
1041               _mesa_Scissor(scissor->X, scissor->Y,
1042                             scissor->Width, scissor->Height);
1043               _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1044            }
1045            break;
1046         case GL_STENCIL_BUFFER_BIT:
1047            {
1048               const struct gl_stencil_attrib *stencil;
1049               stencil = (const struct gl_stencil_attrib *) attr->data;
1050               _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1051               _mesa_ClearStencil(stencil->Clear);
1052               _mesa_StencilFunc(stencil->Function, stencil->Ref,
1053                                 stencil->ValueMask);
1054               _mesa_StencilMask(stencil->WriteMask);
1055               _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc,
1056                               stencil->ZPassFunc);
1057            }
1058            break;
1059         case GL_TRANSFORM_BIT:
1060            {
1061               GLuint i;
1062               const struct gl_transform_attrib *xform;
1063               xform = (const struct gl_transform_attrib *) attr->data;
1064               _mesa_MatrixMode(xform->MatrixMode);
1065
1066               if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
1067                  _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1068
1069               /* restore clip planes */
1070               for (i = 0; i < MAX_CLIP_PLANES; i++) {
1071                  const GLuint mask = 1 << 1;
1072                  const GLfloat *eyePlane = xform->EyeUserPlane[i];
1073                  COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1074                  if (xform->ClipPlanesEnabled & mask) {
1075                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1076                  }
1077                  else {
1078                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1079                  }
1080                  if (ctx->Driver.ClipPlane)
1081                     ctx->Driver.ClipPlane( ctx, i, eyePlane );
1082               }
1083
1084               /* normalize/rescale */
1085               if (xform->Normalize != ctx->Transform.Normalize)
1086                  _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1087               if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1088                  _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1089                                   ctx->Transform.RescaleNormals);
1090            }
1091            break;
1092         case GL_TEXTURE_BIT:
1093            /* Take care of texture object reference counters */
1094            {
1095               const struct gl_texture_attrib *texture;
1096               texture = (const struct gl_texture_attrib *) attr->data;
1097               pop_texture_group(ctx, texture);
1098	       ctx->NewState |= _NEW_TEXTURE;
1099            }
1100            break;
1101         case GL_VIEWPORT_BIT:
1102            {
1103               const struct gl_viewport_attrib *vp;
1104               vp = (const struct gl_viewport_attrib *) attr->data;
1105               _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1106               _mesa_DepthRange(vp->Near, vp->Far);
1107            }
1108            break;
1109         case GL_MULTISAMPLE_BIT_ARB:
1110            {
1111               const struct gl_multisample_attrib *ms;
1112               ms = (const struct gl_multisample_attrib *) attr->data;
1113               _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1114                                       ms->SampleCoverageInvert);
1115            }
1116            break;
1117
1118         default:
1119            _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1120            break;
1121      }
1122
1123      next = attr->next;
1124      FREE( attr->data );
1125      FREE( attr );
1126      attr = next;
1127   }
1128}
1129
1130
1131#define GL_CLIENT_PACK_BIT (1<<20)
1132#define GL_CLIENT_UNPACK_BIT (1<<21)
1133
1134
1135void
1136_mesa_PushClientAttrib(GLbitfield mask)
1137{
1138   struct gl_attrib_node *newnode;
1139   struct gl_attrib_node *head;
1140
1141   GET_CURRENT_CONTEXT(ctx);
1142   ASSERT_OUTSIDE_BEGIN_END(ctx);
1143
1144   if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1145      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1146      return;
1147   }
1148
1149   /* Build linked list of attribute nodes which save all attribute */
1150   /* groups specified by the mask. */
1151   head = NULL;
1152
1153   if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1154      struct gl_pixelstore_attrib *attr;
1155      /* packing attribs */
1156      attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1157      MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1158      newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1159      newnode->data = attr;
1160      newnode->next = head;
1161      head = newnode;
1162      /* unpacking attribs */
1163      attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1164      MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1165      newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1166      newnode->data = attr;
1167      newnode->next = head;
1168      head = newnode;
1169   }
1170   if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1171      struct gl_array_attrib *attr;
1172      attr = MALLOC_STRUCT( gl_array_attrib );
1173      MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1174      newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1175      newnode->data = attr;
1176      newnode->next = head;
1177      head = newnode;
1178   }
1179
1180   ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1181   ctx->ClientAttribStackDepth++;
1182}
1183
1184
1185
1186
1187void
1188_mesa_PopClientAttrib(void)
1189{
1190   struct gl_attrib_node *attr, *next;
1191
1192   GET_CURRENT_CONTEXT(ctx);
1193   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1194
1195   if (ctx->ClientAttribStackDepth == 0) {
1196      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1197      return;
1198   }
1199
1200   ctx->ClientAttribStackDepth--;
1201   attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1202
1203   while (attr) {
1204      switch (attr->kind) {
1205         case GL_CLIENT_PACK_BIT:
1206            MEMCPY( &ctx->Pack, attr->data,
1207                    sizeof(struct gl_pixelstore_attrib) );
1208	    ctx->NewState |= _NEW_PACKUNPACK;
1209            break;
1210         case GL_CLIENT_UNPACK_BIT:
1211            MEMCPY( &ctx->Unpack, attr->data,
1212                    sizeof(struct gl_pixelstore_attrib) );
1213	    ctx->NewState |= _NEW_PACKUNPACK;
1214            break;
1215         case GL_CLIENT_VERTEX_ARRAY_BIT:
1216            MEMCPY( &ctx->Array, attr->data,
1217		    sizeof(struct gl_array_attrib) );
1218	    ctx->NewState |= _NEW_ARRAY;
1219            break;
1220         default:
1221            _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1222            break;
1223      }
1224
1225      next = attr->next;
1226      FREE( attr->data );
1227      FREE( attr );
1228      attr = next;
1229   }
1230}
1231