attrib.c revision 4a49301e
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 "matrix.h" 45#include "multisample.h" 46#include "points.h" 47#include "polygon.h" 48#include "scissor.h" 49#include "simple_list.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 "glapi/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 ColorTable[COLORTABLE_MAX]; 73 GLboolean Convolution1D; 74 GLboolean Convolution2D; 75 GLboolean Separable2D; 76 GLboolean CullFace; 77 GLboolean DepthClamp; 78 GLboolean DepthTest; 79 GLboolean Dither; 80 GLboolean Fog; 81 GLboolean Histogram; 82 GLboolean Light[MAX_LIGHTS]; 83 GLboolean Lighting; 84 GLboolean LineSmooth; 85 GLboolean LineStipple; 86 GLboolean IndexLogicOp; 87 GLboolean ColorLogicOp; 88 89 GLboolean Map1Color4; 90 GLboolean Map1Index; 91 GLboolean Map1Normal; 92 GLboolean Map1TextureCoord1; 93 GLboolean Map1TextureCoord2; 94 GLboolean Map1TextureCoord3; 95 GLboolean Map1TextureCoord4; 96 GLboolean Map1Vertex3; 97 GLboolean Map1Vertex4; 98 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ 99 GLboolean Map2Color4; 100 GLboolean Map2Index; 101 GLboolean Map2Normal; 102 GLboolean Map2TextureCoord1; 103 GLboolean Map2TextureCoord2; 104 GLboolean Map2TextureCoord3; 105 GLboolean Map2TextureCoord4; 106 GLboolean Map2Vertex3; 107 GLboolean Map2Vertex4; 108 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ 109 110 GLboolean MinMax; 111 GLboolean Normalize; 112 GLboolean PixelTexture; 113 GLboolean PointSmooth; 114 GLboolean PolygonOffsetPoint; 115 GLboolean PolygonOffsetLine; 116 GLboolean PolygonOffsetFill; 117 GLboolean PolygonSmooth; 118 GLboolean PolygonStipple; 119 GLboolean RescaleNormals; 120 GLboolean Scissor; 121 GLboolean Stencil; 122 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ 123 GLboolean MultisampleEnabled; /* GL_ARB_multisample */ 124 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ 125 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ 126 GLboolean SampleCoverage; /* GL_ARB_multisample */ 127 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */ 128 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ 129 130 GLbitfield Texture[MAX_TEXTURE_UNITS]; 131 GLbitfield TexGen[MAX_TEXTURE_UNITS]; 132 133 /* SGI_texture_color_table */ 134 GLboolean TextureColorTable[MAX_TEXTURE_UNITS]; 135 136 /* GL_ARB_vertex_program / GL_NV_vertex_program */ 137 GLboolean VertexProgram; 138 GLboolean VertexProgramPointSize; 139 GLboolean VertexProgramTwoSide; 140 141 /* GL_ARB_point_sprite / GL_NV_point_sprite */ 142 GLboolean PointSprite; 143 GLboolean FragmentShaderATI; 144}; 145 146 147/** 148 * Node for the attribute stack. 149 */ 150struct gl_attrib_node 151{ 152 GLbitfield kind; 153 void *data; 154 struct gl_attrib_node *next; 155}; 156 157 158 159/** 160 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) 161 */ 162struct texture_state 163{ 164 struct gl_texture_attrib Texture; /**< The usual context state */ 165 166 /** to save per texture object state (wrap modes, filters, etc): */ 167 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 168 169 /** 170 * To save references to texture objects (so they don't get accidentally 171 * deleted while saved in the attribute stack). 172 */ 173 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 174}; 175 176 177#if FEATURE_attrib_stack 178 179 180/** 181 * Allocate new attribute node of given type/kind. Attach payload data. 182 * Insert it into the linked list named by 'head'. 183 */ 184static void 185save_attrib_data(struct gl_attrib_node **head, 186 GLbitfield kind, void *payload) 187{ 188 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node); 189 if (n) { 190 n->kind = kind; 191 n->data = payload; 192 /* insert at head */ 193 n->next = *head; 194 *head = n; 195 } 196 else { 197 /* out of memory! */ 198 } 199} 200 201 202void GLAPIENTRY 203_mesa_PushAttrib(GLbitfield mask) 204{ 205 struct gl_attrib_node *head; 206 207 GET_CURRENT_CONTEXT(ctx); 208 ASSERT_OUTSIDE_BEGIN_END(ctx); 209 210 if (MESA_VERBOSE & VERBOSE_API) 211 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); 212 213 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { 214 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); 215 return; 216 } 217 218 /* Build linked list of attribute nodes which save all attribute */ 219 /* groups specified by the mask. */ 220 head = NULL; 221 222 if (mask & GL_ACCUM_BUFFER_BIT) { 223 struct gl_accum_attrib *attr; 224 attr = MALLOC_STRUCT( gl_accum_attrib ); 225 MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); 226 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr); 227 } 228 229 if (mask & GL_COLOR_BUFFER_BIT) { 230 GLuint i; 231 struct gl_colorbuffer_attrib *attr; 232 attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); 233 MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); 234 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ 235 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) 236 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 237 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr); 238 } 239 240 if (mask & GL_CURRENT_BIT) { 241 struct gl_current_attrib *attr; 242 FLUSH_CURRENT( ctx, 0 ); 243 attr = MALLOC_STRUCT( gl_current_attrib ); 244 MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); 245 save_attrib_data(&head, GL_CURRENT_BIT, attr); 246 } 247 248 if (mask & GL_DEPTH_BUFFER_BIT) { 249 struct gl_depthbuffer_attrib *attr; 250 attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); 251 MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); 252 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr); 253 } 254 255 if (mask & GL_ENABLE_BIT) { 256 struct gl_enable_attrib *attr; 257 GLuint i; 258 attr = MALLOC_STRUCT( gl_enable_attrib ); 259 /* Copy enable flags from all other attributes into the enable struct. */ 260 attr->AlphaTest = ctx->Color.AlphaEnabled; 261 attr->AutoNormal = ctx->Eval.AutoNormal; 262 attr->Blend = ctx->Color.BlendEnabled; 263 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; 264 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; 265 for (i = 0; i < COLORTABLE_MAX; i++) { 266 attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i]; 267 } 268 attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; 269 attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; 270 attr->Separable2D = ctx->Pixel.Separable2DEnabled; 271 attr->CullFace = ctx->Polygon.CullFlag; 272 attr->DepthClamp = ctx->Transform.DepthClamp; 273 attr->DepthTest = ctx->Depth.Test; 274 attr->Dither = ctx->Color.DitherFlag; 275 attr->Fog = ctx->Fog.Enabled; 276 for (i = 0; i < ctx->Const.MaxLights; i++) { 277 attr->Light[i] = ctx->Light.Light[i].Enabled; 278 } 279 attr->Lighting = ctx->Light.Enabled; 280 attr->LineSmooth = ctx->Line.SmoothFlag; 281 attr->LineStipple = ctx->Line.StippleFlag; 282 attr->Histogram = ctx->Pixel.HistogramEnabled; 283 attr->MinMax = ctx->Pixel.MinMaxEnabled; 284 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; 285 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; 286 attr->Map1Color4 = ctx->Eval.Map1Color4; 287 attr->Map1Index = ctx->Eval.Map1Index; 288 attr->Map1Normal = ctx->Eval.Map1Normal; 289 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; 290 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; 291 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; 292 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; 293 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; 294 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; 295 MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); 296 attr->Map2Color4 = ctx->Eval.Map2Color4; 297 attr->Map2Index = ctx->Eval.Map2Index; 298 attr->Map2Normal = ctx->Eval.Map2Normal; 299 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; 300 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; 301 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; 302 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; 303 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; 304 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; 305 MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); 306 attr->Normalize = ctx->Transform.Normalize; 307 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; 308 attr->PointSmooth = ctx->Point.SmoothFlag; 309 attr->PointSprite = ctx->Point.PointSprite; 310 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; 311 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; 312 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; 313 attr->PolygonSmooth = ctx->Polygon.SmoothFlag; 314 attr->PolygonStipple = ctx->Polygon.StippleFlag; 315 attr->RescaleNormals = ctx->Transform.RescaleNormals; 316 attr->Scissor = ctx->Scissor.Enabled; 317 attr->Stencil = ctx->Stencil.Enabled; 318 attr->StencilTwoSide = ctx->Stencil.TestTwoSide; 319 attr->MultisampleEnabled = ctx->Multisample.Enabled; 320 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; 321 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; 322 attr->SampleCoverage = ctx->Multisample.SampleCoverage; 323 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; 324 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 325 attr->Texture[i] = ctx->Texture.Unit[i].Enabled; 326 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; 327 attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled; 328 } 329 /* GL_NV_vertex_program */ 330 attr->VertexProgram = ctx->VertexProgram.Enabled; 331 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; 332 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 333 save_attrib_data(&head, GL_ENABLE_BIT, attr); 334 } 335 336 if (mask & GL_EVAL_BIT) { 337 struct gl_eval_attrib *attr; 338 attr = MALLOC_STRUCT( gl_eval_attrib ); 339 MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); 340 save_attrib_data(&head, GL_EVAL_BIT, attr); 341 } 342 343 if (mask & GL_FOG_BIT) { 344 struct gl_fog_attrib *attr; 345 attr = MALLOC_STRUCT( gl_fog_attrib ); 346 MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); 347 save_attrib_data(&head, GL_FOG_BIT, attr); 348 } 349 350 if (mask & GL_HINT_BIT) { 351 struct gl_hint_attrib *attr; 352 attr = MALLOC_STRUCT( gl_hint_attrib ); 353 MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); 354 save_attrib_data(&head, GL_HINT_BIT, attr); 355 } 356 357 if (mask & GL_LIGHTING_BIT) { 358 struct gl_light_attrib *attr; 359 FLUSH_CURRENT(ctx, 0); /* flush material changes */ 360 attr = MALLOC_STRUCT( gl_light_attrib ); 361 MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); 362 save_attrib_data(&head, GL_LIGHTING_BIT, attr); 363 } 364 365 if (mask & GL_LINE_BIT) { 366 struct gl_line_attrib *attr; 367 attr = MALLOC_STRUCT( gl_line_attrib ); 368 MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); 369 save_attrib_data(&head, GL_LINE_BIT, attr); 370 } 371 372 if (mask & GL_LIST_BIT) { 373 struct gl_list_attrib *attr; 374 attr = MALLOC_STRUCT( gl_list_attrib ); 375 MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) ); 376 save_attrib_data(&head, GL_LIST_BIT, attr); 377 } 378 379 if (mask & GL_PIXEL_MODE_BIT) { 380 struct gl_pixel_attrib *attr; 381 attr = MALLOC_STRUCT( gl_pixel_attrib ); 382 MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); 383 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ 384 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 385 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr); 386 } 387 388 if (mask & GL_POINT_BIT) { 389 struct gl_point_attrib *attr; 390 attr = MALLOC_STRUCT( gl_point_attrib ); 391 MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); 392 save_attrib_data(&head, GL_POINT_BIT, attr); 393 } 394 395 if (mask & GL_POLYGON_BIT) { 396 struct gl_polygon_attrib *attr; 397 attr = MALLOC_STRUCT( gl_polygon_attrib ); 398 MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); 399 save_attrib_data(&head, GL_POLYGON_BIT, attr); 400 } 401 402 if (mask & GL_POLYGON_STIPPLE_BIT) { 403 GLuint *stipple; 404 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); 405 MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); 406 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple); 407 } 408 409 if (mask & GL_SCISSOR_BIT) { 410 struct gl_scissor_attrib *attr; 411 attr = MALLOC_STRUCT( gl_scissor_attrib ); 412 MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); 413 save_attrib_data(&head, GL_SCISSOR_BIT, attr); 414 } 415 416 if (mask & GL_STENCIL_BUFFER_BIT) { 417 struct gl_stencil_attrib *attr; 418 attr = MALLOC_STRUCT( gl_stencil_attrib ); 419 MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); 420 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr); 421 } 422 423 if (mask & GL_TEXTURE_BIT) { 424 struct texture_state *texstate = CALLOC_STRUCT(texture_state); 425 GLuint u, tex; 426 427 if (!texstate) { 428 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 429 goto end; 430 } 431 432 _mesa_lock_context_textures(ctx); 433 434 /* copy/save the bulk of texture state here */ 435 _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); 436 437 /* Save references to the currently bound texture objects so they don't 438 * accidentally get deleted while referenced in the attribute stack. 439 */ 440 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 441 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 442 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], 443 ctx->Texture.Unit[u].CurrentTex[tex]); 444 } 445 } 446 447 /* copy state/contents of the currently bound texture objects */ 448 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 449 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 450 _mesa_copy_texture_object(&texstate->SavedObj[u][tex], 451 ctx->Texture.Unit[u].CurrentTex[tex]); 452 } 453 } 454 455 _mesa_unlock_context_textures(ctx); 456 457 save_attrib_data(&head, GL_TEXTURE_BIT, texstate); 458 } 459 460 if (mask & GL_TRANSFORM_BIT) { 461 struct gl_transform_attrib *attr; 462 attr = MALLOC_STRUCT( gl_transform_attrib ); 463 MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); 464 save_attrib_data(&head, GL_TRANSFORM_BIT, attr); 465 } 466 467 if (mask & GL_VIEWPORT_BIT) { 468 struct gl_viewport_attrib *attr; 469 attr = MALLOC_STRUCT( gl_viewport_attrib ); 470 MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); 471 save_attrib_data(&head, GL_VIEWPORT_BIT, attr); 472 } 473 474 /* GL_ARB_multisample */ 475 if (mask & GL_MULTISAMPLE_BIT_ARB) { 476 struct gl_multisample_attrib *attr; 477 attr = MALLOC_STRUCT( gl_multisample_attrib ); 478 MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); 479 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr); 480 } 481 482end: 483 ctx->AttribStack[ctx->AttribStackDepth] = head; 484 ctx->AttribStackDepth++; 485} 486 487 488 489static void 490pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable) 491{ 492 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 493 GLuint i; 494 495#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ 496 if ((VALUE) != (NEWVALUE)) { \ 497 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ 498 } 499 500 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); 501 TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND); 502 503 for (i=0;i<MAX_CLIP_PLANES;i++) { 504 const GLuint mask = 1 << i; 505 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) 506 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), 507 (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE)); 508 } 509 510 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, 511 GL_COLOR_MATERIAL); 512 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION], 513 enable->ColorTable[COLORTABLE_PRECONVOLUTION], 514 GL_COLOR_TABLE); 515 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION], 516 enable->ColorTable[COLORTABLE_POSTCONVOLUTION], 517 GL_POST_CONVOLUTION_COLOR_TABLE); 518 TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX], 519 enable->ColorTable[COLORTABLE_POSTCOLORMATRIX], 520 GL_POST_COLOR_MATRIX_COLOR_TABLE); 521 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); 522 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp, 523 GL_DEPTH_CLAMP); 524 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); 525 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); 526 TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, 527 GL_CONVOLUTION_1D); 528 TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, 529 GL_CONVOLUTION_2D); 530 TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, 531 GL_SEPARABLE_2D); 532 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); 533 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); 534 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); 535 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, 536 GL_LINE_STIPPLE); 537 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, 538 GL_INDEX_LOGIC_OP); 539 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, 540 GL_COLOR_LOGIC_OP); 541 542 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); 543 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); 544 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); 545 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, 546 GL_MAP1_TEXTURE_COORD_1); 547 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, 548 GL_MAP1_TEXTURE_COORD_2); 549 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, 550 GL_MAP1_TEXTURE_COORD_3); 551 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, 552 GL_MAP1_TEXTURE_COORD_4); 553 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, 554 GL_MAP1_VERTEX_3); 555 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, 556 GL_MAP1_VERTEX_4); 557 for (i = 0; i < 16; i++) { 558 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], 559 GL_MAP1_VERTEX_ATTRIB0_4_NV + i); 560 } 561 562 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); 563 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); 564 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); 565 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, 566 GL_MAP2_TEXTURE_COORD_1); 567 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, 568 GL_MAP2_TEXTURE_COORD_2); 569 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, 570 GL_MAP2_TEXTURE_COORD_3); 571 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, 572 GL_MAP2_TEXTURE_COORD_4); 573 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, 574 GL_MAP2_VERTEX_3); 575 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, 576 GL_MAP2_VERTEX_4); 577 for (i = 0; i < 16; i++) { 578 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], 579 GL_MAP2_VERTEX_ATTRIB0_4_NV + i); 580 } 581 582 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 583 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); 584 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, 585 GL_RESCALE_NORMAL_EXT); 586 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, 587 enable->RasterPositionUnclipped, 588 GL_RASTER_POSITION_UNCLIPPED_IBM); 589 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, 590 GL_POINT_SMOOTH); 591 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { 592 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, 593 GL_POINT_SPRITE_NV); 594 } 595 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, 596 GL_POLYGON_OFFSET_POINT); 597 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, 598 GL_POLYGON_OFFSET_LINE); 599 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, 600 GL_POLYGON_OFFSET_FILL); 601 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, 602 GL_POLYGON_SMOOTH); 603 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 604 GL_POLYGON_STIPPLE); 605 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); 606 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); 607 if (ctx->Extensions.EXT_stencil_two_side) { 608 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); 609 } 610 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, 611 GL_MULTISAMPLE_ARB); 612 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 613 enable->SampleAlphaToCoverage, 614 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); 615 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 616 enable->SampleAlphaToOne, 617 GL_SAMPLE_ALPHA_TO_ONE_ARB); 618 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 619 enable->SampleCoverage, 620 GL_SAMPLE_COVERAGE_ARB); 621 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, 622 enable->SampleCoverageInvert, 623 GL_SAMPLE_COVERAGE_INVERT_ARB); 624 /* GL_ARB_vertex_program, GL_NV_vertex_program */ 625 TEST_AND_UPDATE(ctx->VertexProgram.Enabled, 626 enable->VertexProgram, 627 GL_VERTEX_PROGRAM_ARB); 628 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, 629 enable->VertexProgramPointSize, 630 GL_VERTEX_PROGRAM_POINT_SIZE_ARB); 631 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, 632 enable->VertexProgramTwoSide, 633 GL_VERTEX_PROGRAM_TWO_SIDE_ARB); 634 635#undef TEST_AND_UPDATE 636 637 /* texture unit enables */ 638 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 639 const GLbitfield enabled = enable->Texture[i]; 640 const GLbitfield genEnabled = enable->TexGen[i]; 641 642 if (ctx->Texture.Unit[i].Enabled != enabled) { 643 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 644 645 _mesa_set_enable(ctx, GL_TEXTURE_1D, 646 (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 647 _mesa_set_enable(ctx, GL_TEXTURE_2D, 648 (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 649 _mesa_set_enable(ctx, GL_TEXTURE_3D, 650 (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 651 if (ctx->Extensions.NV_texture_rectangle) { 652 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, 653 (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 654 } 655 if (ctx->Extensions.ARB_texture_cube_map) { 656 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 657 (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 658 } 659 if (ctx->Extensions.MESA_texture_array) { 660 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 661 (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 662 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 663 (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 664 } 665 } 666 667 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { 668 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 669 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 670 (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE); 671 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 672 (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE); 673 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 674 (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE); 675 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 676 (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE); 677 } 678 679 /* GL_SGI_texture_color_table */ 680 ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i]; 681 } 682 683 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave); 684} 685 686 687/** 688 * Pop/restore texture attribute/group state. 689 */ 690static void 691pop_texture_group(GLcontext *ctx, struct texture_state *texstate) 692{ 693 GLuint u; 694 695 _mesa_lock_context_textures(ctx); 696 697 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 698 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; 699 GLuint tgt; 700 701 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); 702 _mesa_set_enable(ctx, GL_TEXTURE_1D, 703 (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); 704 _mesa_set_enable(ctx, GL_TEXTURE_2D, 705 (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); 706 _mesa_set_enable(ctx, GL_TEXTURE_3D, 707 (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); 708 if (ctx->Extensions.ARB_texture_cube_map) { 709 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, 710 (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); 711 } 712 if (ctx->Extensions.NV_texture_rectangle) { 713 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, 714 (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); 715 } 716 if (ctx->Extensions.MESA_texture_array) { 717 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 718 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 719 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 720 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); 721 } 722 723 if (ctx->Extensions.SGI_texture_color_table) { 724 _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI, 725 unit->ColorTableEnabled); 726 } 727 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); 728 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); 729 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); 730 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); 731 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); 732 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); 733 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); 734 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); 735 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); 736 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); 737 /* Eye plane done differently to avoid re-transformation */ 738 { 739 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; 740 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); 741 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); 742 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); 743 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); 744 if (ctx->Driver.TexGen) { 745 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); 746 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); 747 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); 748 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); 749 } 750 } 751 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, 752 ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE)); 753 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, 754 ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE)); 755 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, 756 ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE)); 757 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, 758 ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE)); 759 if (ctx->Extensions.EXT_texture_lod_bias) { 760 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, 761 GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias); 762 } 763 if (ctx->Extensions.EXT_texture_env_combine || 764 ctx->Extensions.ARB_texture_env_combine) { 765 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 766 unit->Combine.ModeRGB); 767 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 768 unit->Combine.ModeA); 769 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, 770 unit->Combine.SourceRGB[0]); 771 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, 772 unit->Combine.SourceRGB[1]); 773 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, 774 unit->Combine.SourceRGB[2]); 775 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, 776 unit->Combine.SourceA[0]); 777 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, 778 unit->Combine.SourceA[1]); 779 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, 780 unit->Combine.SourceA[2]); 781 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, 782 unit->Combine.OperandRGB[0]); 783 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, 784 unit->Combine.OperandRGB[1]); 785 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, 786 unit->Combine.OperandRGB[2]); 787 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, 788 unit->Combine.OperandA[0]); 789 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, 790 unit->Combine.OperandA[1]); 791 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, 792 unit->Combine.OperandA[2]); 793 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 794 1 << unit->Combine.ScaleShiftRGB); 795 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 796 1 << unit->Combine.ScaleShiftA); 797 } 798 799 /* Restore texture object state for each target */ 800 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 801 const struct gl_texture_object *obj = NULL; 802 GLenum target; 803 804 obj = &texstate->SavedObj[u][tgt]; 805 806 /* don't restore state for unsupported targets to prevent 807 * raising GL errors. 808 */ 809 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && 810 !ctx->Extensions.ARB_texture_cube_map) { 811 continue; 812 } 813 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 814 !ctx->Extensions.NV_texture_rectangle) { 815 continue; 816 } 817 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 818 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 819 !ctx->Extensions.MESA_texture_array) { 820 continue; 821 } 822 823 target = obj->Target; 824 825 _mesa_BindTexture(target, obj->Name); 826 827 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor); 828 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); 829 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); 830 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); 831 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); 832 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); 833 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); 834 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); 835 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); 836 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias); 837 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); 838 if (target != GL_TEXTURE_RECTANGLE_ARB) 839 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); 840 if (ctx->Extensions.EXT_texture_filter_anisotropic) { 841 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 842 obj->MaxAnisotropy); 843 } 844 if (ctx->Extensions.ARB_shadow_ambient) { 845 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 846 obj->CompareFailValue); 847 } 848 } 849 850 /* remove saved references to the texture objects */ 851 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 852 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 853 } 854 } 855 856 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); 857 858 _mesa_unlock_context_textures(ctx); 859} 860 861 862/* 863 * This function is kind of long just because we have to call a lot 864 * of device driver functions to update device driver state. 865 * 866 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions 867 * in order to restore GL state. This isn't terribly efficient but it 868 * ensures that dirty flags and any derived state gets updated correctly. 869 * We could at least check if the value to restore equals the current value 870 * and then skip the Mesa call. 871 */ 872void GLAPIENTRY 873_mesa_PopAttrib(void) 874{ 875 struct gl_attrib_node *attr, *next; 876 GET_CURRENT_CONTEXT(ctx); 877 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 878 879 if (ctx->AttribStackDepth == 0) { 880 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); 881 return; 882 } 883 884 ctx->AttribStackDepth--; 885 attr = ctx->AttribStack[ctx->AttribStackDepth]; 886 887 while (attr) { 888 889 if (MESA_VERBOSE & VERBOSE_API) { 890 _mesa_debug(ctx, "glPopAttrib %s\n", 891 _mesa_lookup_enum_by_nr(attr->kind)); 892 } 893 894 switch (attr->kind) { 895 case GL_ACCUM_BUFFER_BIT: 896 { 897 const struct gl_accum_attrib *accum; 898 accum = (const struct gl_accum_attrib *) attr->data; 899 _mesa_ClearAccum(accum->ClearColor[0], 900 accum->ClearColor[1], 901 accum->ClearColor[2], 902 accum->ClearColor[3]); 903 } 904 break; 905 case GL_COLOR_BUFFER_BIT: 906 { 907 const struct gl_colorbuffer_attrib *color; 908 color = (const struct gl_colorbuffer_attrib *) attr->data; 909 _mesa_ClearIndex((GLfloat) color->ClearIndex); 910 _mesa_ClearColor(color->ClearColor[0], 911 color->ClearColor[1], 912 color->ClearColor[2], 913 color->ClearColor[3]); 914 _mesa_IndexMask(color->IndexMask); 915 _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0), 916 (GLboolean) (color->ColorMask[1] != 0), 917 (GLboolean) (color->ColorMask[2] != 0), 918 (GLboolean) (color->ColorMask[3] != 0)); 919 { 920 /* Need to determine if more than one color output is 921 * specified. If so, call glDrawBuffersARB, else call 922 * glDrawBuffer(). This is a subtle, but essential point 923 * since GL_FRONT (for example) is illegal for the former 924 * function, but legal for the later. 925 */ 926 GLboolean multipleBuffers = GL_FALSE; 927 GLuint i; 928 929 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { 930 if (color->DrawBuffer[i] != GL_NONE) { 931 multipleBuffers = GL_TRUE; 932 break; 933 } 934 } 935 /* Call the API_level functions, not _mesa_drawbuffers() 936 * since we need to do error checking on the pop'd 937 * GL_DRAW_BUFFER. 938 * Ex: if GL_FRONT were pushed, but we're popping with a 939 * user FBO bound, GL_FRONT will be illegal and we'll need 940 * to record that error. Per OpenGL ARB decision. 941 */ 942 if (multipleBuffers) 943 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, 944 color->DrawBuffer); 945 else 946 _mesa_DrawBuffer(color->DrawBuffer[0]); 947 } 948 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); 949 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef); 950 _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled); 951 _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, 952 color->BlendDstRGB, 953 color->BlendSrcA, 954 color->BlendDstA); 955 /* This special case is because glBlendEquationSeparateEXT 956 * cannot take GL_LOGIC_OP as a parameter. 957 */ 958 if ( color->BlendEquationRGB == color->BlendEquationA ) { 959 _mesa_BlendEquation(color->BlendEquationRGB); 960 } 961 else { 962 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB, 963 color->BlendEquationA); 964 } 965 _mesa_BlendColor(color->BlendColor[0], 966 color->BlendColor[1], 967 color->BlendColor[2], 968 color->BlendColor[3]); 969 _mesa_LogicOp(color->LogicOp); 970 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, 971 color->ColorLogicOpEnabled); 972 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, 973 color->IndexLogicOpEnabled); 974 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); 975 } 976 break; 977 case GL_CURRENT_BIT: 978 FLUSH_CURRENT( ctx, 0 ); 979 MEMCPY( &ctx->Current, attr->data, 980 sizeof(struct gl_current_attrib) ); 981 break; 982 case GL_DEPTH_BUFFER_BIT: 983 { 984 const struct gl_depthbuffer_attrib *depth; 985 depth = (const struct gl_depthbuffer_attrib *) attr->data; 986 _mesa_DepthFunc(depth->Func); 987 _mesa_ClearDepth(depth->Clear); 988 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 989 _mesa_DepthMask(depth->Mask); 990 } 991 break; 992 case GL_ENABLE_BIT: 993 { 994 const struct gl_enable_attrib *enable; 995 enable = (const struct gl_enable_attrib *) attr->data; 996 pop_enable_group(ctx, enable); 997 ctx->NewState |= _NEW_ALL; 998 } 999 break; 1000 case GL_EVAL_BIT: 1001 MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1002 ctx->NewState |= _NEW_EVAL; 1003 break; 1004 case GL_FOG_BIT: 1005 { 1006 const struct gl_fog_attrib *fog; 1007 fog = (const struct gl_fog_attrib *) attr->data; 1008 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1009 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1010 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1011 _mesa_Fogf(GL_FOG_START, fog->Start); 1012 _mesa_Fogf(GL_FOG_END, fog->End); 1013 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1014 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1015 } 1016 break; 1017 case GL_HINT_BIT: 1018 { 1019 const struct gl_hint_attrib *hint; 1020 hint = (const struct gl_hint_attrib *) attr->data; 1021 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1022 hint->PerspectiveCorrection ); 1023 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1024 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1025 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1026 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1027 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, 1028 hint->ClipVolumeClipping); 1029 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1030 hint->TextureCompression); 1031 } 1032 break; 1033 case GL_LIGHTING_BIT: 1034 { 1035 GLuint i; 1036 const struct gl_light_attrib *light; 1037 light = (const struct gl_light_attrib *) attr->data; 1038 /* lighting enable */ 1039 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1040 /* per-light state */ 1041 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1042 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1043 1044 for (i = 0; i < ctx->Const.MaxLights; i++) { 1045 const struct gl_light *l = &light->Light[i]; 1046 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1047 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1048 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1049 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1050 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1051 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1052 { 1053 GLfloat p[4] = { 0 }; 1054 p[0] = l->SpotExponent; 1055 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); 1056 } 1057 { 1058 GLfloat p[4] = { 0 }; 1059 p[0] = l->SpotCutoff; 1060 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); 1061 } 1062 { 1063 GLfloat p[4] = { 0 }; 1064 p[0] = l->ConstantAttenuation; 1065 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); 1066 } 1067 { 1068 GLfloat p[4] = { 0 }; 1069 p[0] = l->LinearAttenuation; 1070 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); 1071 } 1072 { 1073 GLfloat p[4] = { 0 }; 1074 p[0] = l->QuadraticAttenuation; 1075 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); 1076 } 1077 } 1078 /* light model */ 1079 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1080 light->Model.Ambient); 1081 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1082 (GLfloat) light->Model.LocalViewer); 1083 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1084 (GLfloat) light->Model.TwoSide); 1085 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1086 (GLfloat) light->Model.ColorControl); 1087 /* shade model */ 1088 _mesa_ShadeModel(light->ShadeModel); 1089 /* color material */ 1090 _mesa_ColorMaterial(light->ColorMaterialFace, 1091 light->ColorMaterialMode); 1092 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1093 light->ColorMaterialEnabled); 1094 /* materials */ 1095 MEMCPY(&ctx->Light.Material, &light->Material, 1096 sizeof(struct gl_material)); 1097 } 1098 break; 1099 case GL_LINE_BIT: 1100 { 1101 const struct gl_line_attrib *line; 1102 line = (const struct gl_line_attrib *) attr->data; 1103 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1104 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1105 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1106 _mesa_LineWidth(line->Width); 1107 } 1108 break; 1109 case GL_LIST_BIT: 1110 MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1111 break; 1112 case GL_PIXEL_MODE_BIT: 1113 MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1114 /* XXX what other pixel state needs to be set by function calls? */ 1115 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1116 ctx->NewState |= _NEW_PIXEL; 1117 break; 1118 case GL_POINT_BIT: 1119 { 1120 const struct gl_point_attrib *point; 1121 point = (const struct gl_point_attrib *) attr->data; 1122 _mesa_PointSize(point->Size); 1123 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1124 if (ctx->Extensions.EXT_point_parameters) { 1125 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1126 point->Params); 1127 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1128 point->MinSize); 1129 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1130 point->MaxSize); 1131 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1132 point->Threshold); 1133 } 1134 if (ctx->Extensions.NV_point_sprite 1135 || ctx->Extensions.ARB_point_sprite) { 1136 GLuint u; 1137 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1138 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1139 (GLint) point->CoordReplace[u]); 1140 } 1141 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1142 if (ctx->Extensions.NV_point_sprite) 1143 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1144 ctx->Point.SpriteRMode); 1145 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1146 (GLfloat)ctx->Point.SpriteOrigin); 1147 } 1148 } 1149 break; 1150 case GL_POLYGON_BIT: 1151 { 1152 const struct gl_polygon_attrib *polygon; 1153 polygon = (const struct gl_polygon_attrib *) attr->data; 1154 _mesa_CullFace(polygon->CullFaceMode); 1155 _mesa_FrontFace(polygon->FrontFace); 1156 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1157 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1158 _mesa_PolygonOffset(polygon->OffsetFactor, 1159 polygon->OffsetUnits); 1160 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1161 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1162 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1163 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1164 polygon->OffsetPoint); 1165 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1166 polygon->OffsetLine); 1167 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1168 polygon->OffsetFill); 1169 } 1170 break; 1171 case GL_POLYGON_STIPPLE_BIT: 1172 MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1173 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1174 if (ctx->Driver.PolygonStipple) 1175 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1176 break; 1177 case GL_SCISSOR_BIT: 1178 { 1179 const struct gl_scissor_attrib *scissor; 1180 scissor = (const struct gl_scissor_attrib *) attr->data; 1181 _mesa_Scissor(scissor->X, scissor->Y, 1182 scissor->Width, scissor->Height); 1183 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); 1184 } 1185 break; 1186 case GL_STENCIL_BUFFER_BIT: 1187 { 1188 const struct gl_stencil_attrib *stencil; 1189 stencil = (const struct gl_stencil_attrib *) attr->data; 1190 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1191 _mesa_ClearStencil(stencil->Clear); 1192 if (ctx->Extensions.EXT_stencil_two_side) { 1193 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1194 stencil->TestTwoSide); 1195 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1196 ? GL_BACK : GL_FRONT); 1197 } 1198 /* front state */ 1199 _mesa_StencilFuncSeparate(GL_FRONT, 1200 stencil->Function[0], 1201 stencil->Ref[0], 1202 stencil->ValueMask[0]); 1203 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1204 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1205 stencil->ZFailFunc[0], 1206 stencil->ZPassFunc[0]); 1207 /* back state */ 1208 _mesa_StencilFuncSeparate(GL_BACK, 1209 stencil->Function[1], 1210 stencil->Ref[1], 1211 stencil->ValueMask[1]); 1212 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1213 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1214 stencil->ZFailFunc[1], 1215 stencil->ZPassFunc[1]); 1216 } 1217 break; 1218 case GL_TRANSFORM_BIT: 1219 { 1220 GLuint i; 1221 const struct gl_transform_attrib *xform; 1222 xform = (const struct gl_transform_attrib *) attr->data; 1223 _mesa_MatrixMode(xform->MatrixMode); 1224 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1225 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1226 1227 /* restore clip planes */ 1228 for (i = 0; i < MAX_CLIP_PLANES; i++) { 1229 const GLuint mask = 1 << i; 1230 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1231 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1232 if (xform->ClipPlanesEnabled & mask) { 1233 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); 1234 } 1235 else { 1236 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); 1237 } 1238 if (ctx->Driver.ClipPlane) 1239 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1240 } 1241 1242 /* normalize/rescale */ 1243 if (xform->Normalize != ctx->Transform.Normalize) 1244 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1245 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1246 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1247 ctx->Transform.RescaleNormals); 1248 if (xform->DepthClamp != ctx->Transform.DepthClamp) 1249 _mesa_set_enable(ctx, GL_DEPTH_CLAMP, 1250 ctx->Transform.DepthClamp); 1251 } 1252 break; 1253 case GL_TEXTURE_BIT: 1254 /* Take care of texture object reference counters */ 1255 { 1256 struct texture_state *texstate 1257 = (struct texture_state *) attr->data; 1258 pop_texture_group(ctx, texstate); 1259 ctx->NewState |= _NEW_TEXTURE; 1260 } 1261 break; 1262 case GL_VIEWPORT_BIT: 1263 { 1264 const struct gl_viewport_attrib *vp; 1265 vp = (const struct gl_viewport_attrib *) attr->data; 1266 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); 1267 _mesa_DepthRange(vp->Near, vp->Far); 1268 } 1269 break; 1270 case GL_MULTISAMPLE_BIT_ARB: 1271 { 1272 const struct gl_multisample_attrib *ms; 1273 ms = (const struct gl_multisample_attrib *) attr->data; 1274 _mesa_SampleCoverageARB(ms->SampleCoverageValue, 1275 ms->SampleCoverageInvert); 1276 } 1277 break; 1278 1279 default: 1280 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1281 break; 1282 } 1283 1284 next = attr->next; 1285 FREE( attr->data ); 1286 FREE( attr ); 1287 attr = next; 1288 } 1289} 1290 1291 1292/** 1293 * Helper for incrementing/decrementing vertex buffer object reference 1294 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group. 1295 */ 1296static void 1297adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step) 1298{ 1299 GLuint i; 1300 1301 arrayObj->Vertex.BufferObj->RefCount += step; 1302 arrayObj->Weight.BufferObj->RefCount += step; 1303 arrayObj->Normal.BufferObj->RefCount += step; 1304 arrayObj->Color.BufferObj->RefCount += step; 1305 arrayObj->SecondaryColor.BufferObj->RefCount += step; 1306 arrayObj->FogCoord.BufferObj->RefCount += step; 1307 arrayObj->Index.BufferObj->RefCount += step; 1308 arrayObj->EdgeFlag.BufferObj->RefCount += step; 1309 for (i = 0; i < Elements(arrayObj->TexCoord); i++) 1310 arrayObj->TexCoord[i].BufferObj->RefCount += step; 1311 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) 1312 arrayObj->VertexAttrib[i].BufferObj->RefCount += step; 1313} 1314 1315 1316/** 1317 * Copy gl_pixelstore_attrib from src to dst, updating buffer 1318 * object refcounts. 1319 */ 1320static void 1321copy_pixelstore(GLcontext *ctx, 1322 struct gl_pixelstore_attrib *dst, 1323 const struct gl_pixelstore_attrib *src) 1324{ 1325 dst->Alignment = src->Alignment; 1326 dst->RowLength = src->RowLength; 1327 dst->SkipPixels = src->SkipPixels; 1328 dst->SkipRows = src->SkipRows; 1329 dst->ImageHeight = src->ImageHeight; 1330 dst->SkipImages = src->SkipImages; 1331 dst->SwapBytes = src->SwapBytes; 1332 dst->LsbFirst = src->LsbFirst; 1333 dst->ClientStorage = src->ClientStorage; 1334 dst->Invert = src->Invert; 1335 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); 1336} 1337 1338 1339#define GL_CLIENT_PACK_BIT (1<<20) 1340#define GL_CLIENT_UNPACK_BIT (1<<21) 1341 1342 1343void GLAPIENTRY 1344_mesa_PushClientAttrib(GLbitfield mask) 1345{ 1346 struct gl_attrib_node *head; 1347 1348 GET_CURRENT_CONTEXT(ctx); 1349 ASSERT_OUTSIDE_BEGIN_END(ctx); 1350 1351 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1352 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1353 return; 1354 } 1355 1356 /* Build linked list of attribute nodes which save all attribute 1357 * groups specified by the mask. 1358 */ 1359 head = NULL; 1360 1361 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1362 struct gl_pixelstore_attrib *attr; 1363 /* packing attribs */ 1364 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1365 copy_pixelstore(ctx, attr, &ctx->Pack); 1366 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr); 1367 /* unpacking attribs */ 1368 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1369 copy_pixelstore(ctx, attr, &ctx->Unpack); 1370 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr); 1371 } 1372 1373 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1374 struct gl_array_attrib *attr; 1375 struct gl_array_object *obj; 1376 1377 attr = MALLOC_STRUCT( gl_array_attrib ); 1378 obj = MALLOC_STRUCT( gl_array_object ); 1379 1380#if FEATURE_ARB_vertex_buffer_object 1381 /* increment ref counts since we're copying pointers to these objects */ 1382 ctx->Array.ArrayBufferObj->RefCount++; 1383 ctx->Array.ElementArrayBufferObj->RefCount++; 1384#endif 1385 1386 MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); 1387 MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) ); 1388 1389 attr->ArrayObj = obj; 1390 1391 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr); 1392 1393 /* bump reference counts on buffer objects */ 1394 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1); 1395 } 1396 1397 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1398 ctx->ClientAttribStackDepth++; 1399} 1400 1401 1402 1403 1404void GLAPIENTRY 1405_mesa_PopClientAttrib(void) 1406{ 1407 struct gl_attrib_node *node, *next; 1408 1409 GET_CURRENT_CONTEXT(ctx); 1410 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1411 1412 if (ctx->ClientAttribStackDepth == 0) { 1413 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1414 return; 1415 } 1416 1417 ctx->ClientAttribStackDepth--; 1418 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1419 1420 while (node) { 1421 switch (node->kind) { 1422 case GL_CLIENT_PACK_BIT: 1423 { 1424 struct gl_pixelstore_attrib *store = 1425 (struct gl_pixelstore_attrib *) node->data; 1426 copy_pixelstore(ctx, &ctx->Pack, store); 1427 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1428 } 1429 ctx->NewState |= _NEW_PACKUNPACK; 1430 break; 1431 case GL_CLIENT_UNPACK_BIT: 1432 { 1433 struct gl_pixelstore_attrib *store = 1434 (struct gl_pixelstore_attrib *) node->data; 1435 copy_pixelstore(ctx, &ctx->Unpack, store); 1436 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1437 } 1438 ctx->NewState |= _NEW_PACKUNPACK; 1439 break; 1440 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1441 struct gl_array_attrib * data = 1442 (struct gl_array_attrib *) node->data; 1443 1444 adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1); 1445 1446 ctx->Array.ActiveTexture = data->ActiveTexture; 1447 if (data->LockCount != 0) 1448 _mesa_LockArraysEXT(data->LockFirst, data->LockCount); 1449 else if (ctx->Array.LockCount) 1450 _mesa_UnlockArraysEXT(); 1451 1452 _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name ); 1453 1454#if FEATURE_ARB_vertex_buffer_object 1455 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 1456 data->ArrayBufferObj->Name); 1457 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 1458 data->ElementArrayBufferObj->Name); 1459#endif 1460 1461 MEMCPY( ctx->Array.ArrayObj, data->ArrayObj, 1462 sizeof( struct gl_array_object ) ); 1463 1464 FREE( data->ArrayObj ); 1465 1466 /* FIXME: Should some bits in ctx->Array->NewState also be set 1467 * FIXME: here? It seems like it should be set to inclusive-or 1468 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled. 1469 */ 1470 1471 ctx->NewState |= _NEW_ARRAY; 1472 break; 1473 } 1474 default: 1475 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1476 break; 1477 } 1478 1479 next = node->next; 1480 FREE( node->data ); 1481 FREE( node ); 1482 node = next; 1483 } 1484} 1485 1486 1487void 1488_mesa_init_attrib_dispatch(struct _glapi_table *disp) 1489{ 1490 SET_PopAttrib(disp, _mesa_PopAttrib); 1491 SET_PushAttrib(disp, _mesa_PushAttrib); 1492 SET_PopClientAttrib(disp, _mesa_PopClientAttrib); 1493 SET_PushClientAttrib(disp, _mesa_PushClientAttrib); 1494} 1495 1496 1497#endif /* FEATURE_attrib_stack */ 1498 1499 1500/** 1501 * Free any attribute state data that might be attached to the context. 1502 */ 1503void 1504_mesa_free_attrib_data(GLcontext *ctx) 1505{ 1506 while (ctx->AttribStackDepth > 0) { 1507 struct gl_attrib_node *attr, *next; 1508 1509 ctx->AttribStackDepth--; 1510 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1511 1512 while (attr) { 1513 if (attr->kind == GL_TEXTURE_BIT) { 1514 struct texture_state *texstate = (struct texture_state*)attr->data; 1515 GLuint u, tgt; 1516 /* clear references to the saved texture objects */ 1517 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1518 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1519 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1520 } 1521 } 1522 } 1523 else { 1524 /* any other chunks of state that requires special handling? */ 1525 } 1526 1527 next = attr->next; 1528 _mesa_free(attr->data); 1529 _mesa_free(attr); 1530 attr = next; 1531 } 1532 } 1533} 1534 1535 1536void _mesa_init_attrib( GLcontext *ctx ) 1537{ 1538 /* Renderer and client attribute stacks */ 1539 ctx->AttribStackDepth = 0; 1540 ctx->ClientAttribStackDepth = 0; 1541} 1542