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authorBrian Paul <[email protected]>2000-09-28 22:44:30 +0000
committerBrian Paul <[email protected]>2000-09-28 22:44:30 +0000
commiteb6c6439ae23e47b79b72f3737b6d0d14e1f9f26 (patch)
tree186e670bf1fac283352770d96e27576ff1c8d074 /src/mesa/main/attrib.c
parent37a6211795cfd0a4431bdb7c676acf54f29df994 (diff)
removed ctx->Texture.Enabled, use ctx->Texture.ReallyEnabled instead
Diffstat (limited to 'src/mesa/main/attrib.c')
-rw-r--r--src/mesa/main/attrib.c256
1 files changed, 144 insertions, 112 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c
index b3c36435134..9cf1d3c5099 100644
--- a/src/mesa/main/attrib.c
+++ b/src/mesa/main/attrib.c
@@ -1,4 +1,4 @@
-/* $Id: attrib.c,v 1.27 2000/09/26 20:53:53 brianp Exp $ */
+/* $Id: attrib.c,v 1.28 2000/09/28 22:44:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -213,8 +213,8 @@ _mesa_PushAttrib(GLbitfield mask)
attr->RescaleNormals = ctx->Transform.RescaleNormals;
attr->Scissor = ctx->Scissor.Enabled;
attr->Stencil = ctx->Stencil.Enabled;
- attr->Texture = ctx->Texture.Enabled;
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
+ attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
}
newnode = new_attrib_node( GL_ENABLE_BIT );
@@ -393,6 +393,147 @@ _mesa_PushAttrib(GLbitfield mask)
+static void
+pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
+{
+ GLuint i;
+
+#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
+ if ((VALUE) != (NEWVALUE)) { \
+ _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
+ }
+
+ TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
+ TEST_AND_UPDATE(ctx->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE);
+ TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
+
+ for (i=0;i<MAX_CLIP_PLANES;i++) {
+ if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
+ _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
+ enable->ClipPlane[i]);
+ }
+
+ TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
+ GL_COLOR_MATERIAL);
+ TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
+ TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
+ TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
+ TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
+ GL_CONVOLUTION_1D);
+ TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
+ GL_CONVOLUTION_2D);
+ TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
+ GL_SEPARABLE_2D);
+ TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
+ TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
+ TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
+ TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
+ GL_LINE_STIPPLE);
+ TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
+ GL_INDEX_LOGIC_OP);
+ TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
+ GL_COLOR_LOGIC_OP);
+ TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
+ TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
+ TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
+ GL_MAP1_TEXTURE_COORD_1);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
+ GL_MAP1_TEXTURE_COORD_2);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
+ GL_MAP1_TEXTURE_COORD_3);
+ TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
+ GL_MAP1_TEXTURE_COORD_4);
+ TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
+ GL_MAP1_VERTEX_3);
+ TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
+ GL_MAP1_VERTEX_4);
+ TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
+ TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
+ TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
+ GL_MAP2_TEXTURE_COORD_1);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
+ GL_MAP2_TEXTURE_COORD_2);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
+ GL_MAP2_TEXTURE_COORD_3);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
+ GL_MAP2_TEXTURE_COORD_4);
+ TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
+ GL_MAP2_VERTEX_3);
+ TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
+ GL_MAP2_VERTEX_4);
+ TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
+ TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
+ GL_RESCALE_NORMAL_EXT);
+ TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
+ GL_POINT_SMOOTH);
+ TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
+ GL_POINT_SMOOTH);
+ TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
+ GL_POLYGON_OFFSET_POINT);
+ TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
+ GL_POLYGON_OFFSET_LINE);
+ TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
+ GL_POLYGON_OFFSET_FILL);
+ TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
+ GL_POLYGON_SMOOTH);
+ TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
+ GL_POLYGON_STIPPLE);
+ TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
+ TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
+#undef TEST_AND_UPDATE
+
+ /* texture unit enables */
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
+ ctx->Texture.Unit[i].Enabled = enable->Texture[i];
+ if (ctx->Driver.Enable) {
+ if (ctx->Driver.ActiveTexture) {
+ (*ctx->Driver.ActiveTexture)(ctx, i);
+ }
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
+ (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
+ (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
+ (GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
+ }
+ }
+
+ if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
+ ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
+ if (ctx->Driver.Enable) {
+ if (ctx->Driver.ActiveTexture) {
+ (*ctx->Driver.ActiveTexture)(ctx, i);
+ }
+ if (enable->TexGen[i] & S_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
+ if (enable->TexGen[i] & T_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
+ if (enable->TexGen[i] & R_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
+ if (enable->TexGen[i] & Q_BIT)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
+ else
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
+ }
+ }
+ }
+
+ if (ctx->Driver.ActiveTexture) {
+ (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
+ }
+}
+
+
+
/*
* This function is kind of long just because we have to call a lot
* of device driver functions to update device driver state.
@@ -495,116 +636,7 @@ _mesa_PopAttrib(void)
{
const struct gl_enable_attrib *enable;
enable = (const struct gl_enable_attrib *) attr->data;
-
-#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
- if ((VALUE) != (NEWVALUE)) { \
- _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
- }
-
- TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
- TEST_AND_UPDATE(ctx->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE);
- TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
- {
- GLuint i;
- for (i=0;i<MAX_CLIP_PLANES;i++) {
- if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
- _mesa_set_enable( ctx, (GLenum) (GL_CLIP_PLANE0 + i), enable->ClipPlane[i] );
- }
- }
- TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, GL_COLOR_MATERIAL);
- TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
- TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
- TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
- TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, GL_CONVOLUTION_1D);
- TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, GL_CONVOLUTION_2D);
- TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, GL_SEPARABLE_2D);
- TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
- TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
- TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
- TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, GL_LINE_STIPPLE);
- TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, GL_INDEX_LOGIC_OP);
- TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, GL_COLOR_LOGIC_OP);
- TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
- TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
- TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, GL_MAP1_TEXTURE_COORD_1);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, GL_MAP1_TEXTURE_COORD_2);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, GL_MAP1_TEXTURE_COORD_3);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, GL_MAP1_TEXTURE_COORD_4);
- TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, GL_MAP1_VERTEX_3);
- TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, GL_MAP1_VERTEX_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
- TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, GL_MAP2_TEXTURE_COORD_1);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, GL_MAP2_TEXTURE_COORD_2);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, GL_MAP2_TEXTURE_COORD_3);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, GL_MAP2_TEXTURE_COORD_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, GL_MAP2_VERTEX_3);
- TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, GL_MAP2_VERTEX_4);
- TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
- TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, GL_RESCALE_NORMAL_EXT);
- TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture, GL_POINT_SMOOTH);
- TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, GL_POINT_SMOOTH);
- TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, GL_POLYGON_OFFSET_POINT);
- TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, GL_POLYGON_OFFSET_LINE);
- TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, GL_POLYGON_OFFSET_FILL);
- TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, GL_POLYGON_SMOOTH);
- TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, GL_POLYGON_STIPPLE);
- TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
- TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
- if (ctx->Texture.Enabled != enable->Texture) {
- ctx->Texture.Enabled = enable->Texture;
- if (ctx->Driver.Enable) {
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, 0 );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE0_1D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE0_2D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE0_3D) );
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, 1 );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE1_1D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE1_2D) );
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE1_3D) );
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, ctx->Texture.CurrentUnit );
- }
- }
-#undef TEST_AND_UPDATE
- {
- GLuint i;
- for (i=0; i<MAX_TEXTURE_UNITS; i++) {
- if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
- ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
-
- /* ctx->Enabled recalculated in state change
- processing */
-
- if (ctx->Driver.Enable) {
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, i );
- if (enable->TexGen[i] & S_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
- if (enable->TexGen[i] & T_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
- if (enable->TexGen[i] & R_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
- if (enable->TexGen[i] & Q_BIT)
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
- else
- (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
- }
- }
- }
- if (ctx->Driver.ActiveTexture)
- (*ctx->Driver.ActiveTexture)( ctx, ctx->Texture.CurrentUnit );
- }
+ pop_enable_group(ctx, enable);
}
break;
case GL_EVAL_BIT: