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-rw-r--r--src/mesa/main/attrib.c863
1 files changed, 863 insertions, 0 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c
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index 00000000000..78f4d05b2c9
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+++ b/src/mesa/main/attrib.c
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+/* $Id: attrib.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include "attrib.h"
+#include "context.h"
+#include "enable.h"
+#include "enums.h"
+#include "macros.h"
+#include "misc.h"
+#include "simple_list.h"
+#include "texstate.h"
+#include "types.h"
+#ifdef XFree86Server
+#undef MISC_H
+#include "GL/xf86glx.h"
+#endif
+#endif
+
+
+#define MALLOC_STRUCT(T) (struct T *) malloc( sizeof(struct T) )
+
+
+
+/*
+ * Allocate a new attribute state node. These nodes have a
+ * "kind" value and a pointer to a struct of state data.
+ */
+static struct gl_attrib_node *new_attrib_node( GLbitfield kind )
+{
+ struct gl_attrib_node *an;
+
+ an = (struct gl_attrib_node *) malloc( sizeof(struct gl_attrib_node) );
+ if (an) {
+ an->kind = kind;
+ }
+ return an;
+}
+
+
+
+/*
+ * Copy texture object state from one texture object to another.
+ */
+static void copy_texobj_state( struct gl_texture_object *dest,
+ const struct gl_texture_object *src )
+{
+ /*
+ dest->Name = src->Name;
+ dest->Dimensions = src->Dimensions;
+ */
+ dest->Priority = src->Priority;
+ dest->BorderColor[0] = src->BorderColor[0];
+ dest->BorderColor[1] = src->BorderColor[1];
+ dest->BorderColor[2] = src->BorderColor[2];
+ dest->BorderColor[3] = src->BorderColor[3];
+ dest->WrapS = src->WrapS;
+ dest->WrapT = src->WrapT;
+ dest->WrapR = src->WrapR;
+ dest->MinFilter = src->MinFilter;
+ dest->MagFilter = src->MagFilter;
+ dest->MinLod = src->MinLod;
+ dest->MaxLod = src->MaxLod;
+ dest->BaseLevel = src->BaseLevel;
+ dest->MaxLevel = src->MaxLevel;
+ dest->P = src->P;
+ dest->M = src->M;
+ dest->MinMagThresh = src->MinMagThresh;
+ memcpy( dest->Palette, src->Palette,
+ sizeof(GLubyte) * MAX_TEXTURE_PALETTE_SIZE * 4 );
+ dest->PaletteSize = src->PaletteSize;
+ dest->PaletteIntFormat = src->PaletteIntFormat;
+ dest->PaletteFormat = src->PaletteFormat;
+ dest->Complete = src->Complete;
+ dest->SampleFunc = src->SampleFunc;
+}
+
+
+
+void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
+{
+ struct gl_attrib_node *newnode;
+ struct gl_attrib_node *head;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushAttrib");
+
+ if (MESA_VERBOSE&VERBOSE_API)
+ fprintf(stderr, "glPushAttrib %x\n", mask);
+
+ if (ctx->AttribStackDepth>=MAX_ATTRIB_STACK_DEPTH) {
+ gl_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
+ return;
+ }
+
+ /* Build linked list of attribute nodes which save all attribute */
+ /* groups specified by the mask. */
+ head = NULL;
+
+ if (mask & GL_ACCUM_BUFFER_BIT) {
+ struct gl_accum_attrib *attr;
+ attr = MALLOC_STRUCT( gl_accum_attrib );
+ MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
+ newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_COLOR_BUFFER_BIT) {
+ struct gl_colorbuffer_attrib *attr;
+ attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
+ MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
+ newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_CURRENT_BIT) {
+ struct gl_current_attrib *attr;
+ attr = MALLOC_STRUCT( gl_current_attrib );
+ MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
+ newnode = new_attrib_node( GL_CURRENT_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_DEPTH_BUFFER_BIT) {
+ struct gl_depthbuffer_attrib *attr;
+ attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
+ MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
+ newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_ENABLE_BIT) {
+ struct gl_enable_attrib *attr;
+ GLuint i;
+ attr = MALLOC_STRUCT( gl_enable_attrib );
+ /* Copy enable flags from all other attributes into the enable struct. */
+ attr->AlphaTest = ctx->Color.AlphaEnabled;
+ attr->AutoNormal = ctx->Eval.AutoNormal;
+ attr->Blend = ctx->Color.BlendEnabled;
+ for (i=0;i<MAX_CLIP_PLANES;i++) {
+ attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
+ }
+ attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
+ attr->CullFace = ctx->Polygon.CullFlag;
+ attr->DepthTest = ctx->Depth.Test;
+ attr->Dither = ctx->Color.DitherFlag;
+ attr->Fog = ctx->Fog.Enabled;
+ for (i=0;i<MAX_LIGHTS;i++) {
+ attr->Light[i] = ctx->Light.Light[i].Enabled;
+ }
+ attr->Lighting = ctx->Light.Enabled;
+ attr->LineSmooth = ctx->Line.SmoothFlag;
+ attr->LineStipple = ctx->Line.StippleFlag;
+ attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
+ attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
+ attr->Map1Color4 = ctx->Eval.Map1Color4;
+ attr->Map1Index = ctx->Eval.Map1Index;
+ attr->Map1Normal = ctx->Eval.Map1Normal;
+ attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
+ attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
+ attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
+ attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
+ attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
+ attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
+ attr->Map2Color4 = ctx->Eval.Map2Color4;
+ attr->Map2Index = ctx->Eval.Map2Index;
+ attr->Map2Normal = ctx->Eval.Map2Normal;
+ attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
+ attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
+ attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
+ attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
+ attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
+ attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
+ attr->Normalize = ctx->Transform.Normalize;
+ attr->PointSmooth = ctx->Point.SmoothFlag;
+ attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
+ attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
+ attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
+ attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
+ attr->PolygonStipple = ctx->Polygon.StippleFlag;
+ 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->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
+ }
+ newnode = new_attrib_node( GL_ENABLE_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_EVAL_BIT) {
+ struct gl_eval_attrib *attr;
+ attr = MALLOC_STRUCT( gl_eval_attrib );
+ MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
+ newnode = new_attrib_node( GL_EVAL_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_FOG_BIT) {
+ struct gl_fog_attrib *attr;
+ attr = MALLOC_STRUCT( gl_fog_attrib );
+ MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
+ newnode = new_attrib_node( GL_FOG_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_HINT_BIT) {
+ struct gl_hint_attrib *attr;
+ attr = MALLOC_STRUCT( gl_hint_attrib );
+ MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
+ newnode = new_attrib_node( GL_HINT_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_LIGHTING_BIT) {
+ struct gl_light_attrib *attr;
+ attr = MALLOC_STRUCT( gl_light_attrib );
+ MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
+ newnode = new_attrib_node( GL_LIGHTING_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_LINE_BIT) {
+ struct gl_line_attrib *attr;
+ attr = MALLOC_STRUCT( gl_line_attrib );
+ MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
+ newnode = new_attrib_node( GL_LINE_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_LIST_BIT) {
+ struct gl_list_attrib *attr;
+ attr = MALLOC_STRUCT( gl_list_attrib );
+ MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
+ newnode = new_attrib_node( GL_LIST_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_PIXEL_MODE_BIT) {
+ struct gl_pixel_attrib *attr;
+ attr = MALLOC_STRUCT( gl_pixel_attrib );
+ MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
+ newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_POINT_BIT) {
+ struct gl_point_attrib *attr;
+ attr = MALLOC_STRUCT( gl_point_attrib );
+ MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
+ newnode = new_attrib_node( GL_POINT_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_POLYGON_BIT) {
+ struct gl_polygon_attrib *attr;
+ attr = MALLOC_STRUCT( gl_polygon_attrib );
+ MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
+ newnode = new_attrib_node( GL_POLYGON_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_POLYGON_STIPPLE_BIT) {
+ GLuint *stipple;
+ stipple = (GLuint *) malloc( 32*sizeof(GLuint) );
+ MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
+ newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
+ newnode->data = stipple;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_SCISSOR_BIT) {
+ struct gl_scissor_attrib *attr;
+ attr = MALLOC_STRUCT( gl_scissor_attrib );
+ MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
+ newnode = new_attrib_node( GL_SCISSOR_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_STENCIL_BUFFER_BIT) {
+ struct gl_stencil_attrib *attr;
+ attr = MALLOC_STRUCT( gl_stencil_attrib );
+ MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
+ newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_TEXTURE_BIT) {
+ struct gl_texture_attrib *attr;
+ GLuint u;
+ /* Take care of texture object reference counters */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ ctx->Texture.Unit[u].CurrentD[1]->RefCount++;
+ ctx->Texture.Unit[u].CurrentD[2]->RefCount++;
+ ctx->Texture.Unit[u].CurrentD[3]->RefCount++;
+ }
+ attr = MALLOC_STRUCT( gl_texture_attrib );
+ MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
+ /* copy state of the currently bound texture objects */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].CurrentD[1]);
+ copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].CurrentD[2]);
+ copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].CurrentD[3]);
+ }
+ newnode = new_attrib_node( GL_TEXTURE_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_TRANSFORM_BIT) {
+ struct gl_transform_attrib *attr;
+ attr = MALLOC_STRUCT( gl_transform_attrib );
+ MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
+ newnode = new_attrib_node( GL_TRANSFORM_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ if (mask & GL_VIEWPORT_BIT) {
+ struct gl_viewport_attrib *attr;
+ attr = MALLOC_STRUCT( gl_viewport_attrib );
+ MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
+ newnode = new_attrib_node( GL_VIEWPORT_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ ctx->AttribStack[ctx->AttribStackDepth] = head;
+ ctx->AttribStackDepth++;
+}
+
+
+
+/*
+ * This function is kind of long just because we have to call a lot
+ * of device driver functions to update device driver state.
+ */
+void gl_PopAttrib( GLcontext* ctx )
+{
+ struct gl_attrib_node *attr, *next;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopAttrib");
+
+
+ if (ctx->AttribStackDepth==0) {
+ gl_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
+ return;
+ }
+
+ ctx->AttribStackDepth--;
+ attr = ctx->AttribStack[ctx->AttribStackDepth];
+
+ while (attr) {
+
+ if (MESA_VERBOSE&VERBOSE_API)
+ fprintf(stderr, "glPopAttrib %s\n", gl_lookup_enum_by_nr(attr->kind));
+
+ switch (attr->kind) {
+ case GL_ACCUM_BUFFER_BIT:
+ MEMCPY( &ctx->Accum, attr->data, sizeof(struct gl_accum_attrib) );
+ break;
+ case GL_COLOR_BUFFER_BIT:
+ {
+ GLenum oldDrawBuffer = ctx->Color.DrawBuffer;
+ GLenum oldAlphaFunc = ctx->Color.AlphaFunc;
+ GLubyte oldAlphaRef = ctx->Color.AlphaRef;
+ GLenum oldBlendSrc = ctx->Color.BlendSrcRGB;
+ GLenum oldBlendDst = ctx->Color.BlendDstRGB;
+ MEMCPY( &ctx->Color, attr->data,
+ sizeof(struct gl_colorbuffer_attrib) );
+ if (ctx->Color.DrawBuffer != oldDrawBuffer) {
+ gl_DrawBuffer(ctx, ctx->Color.DrawBuffer);
+ }
+ if ((ctx->Color.AlphaFunc != oldAlphaFunc ||
+ ctx->Color.AlphaRef != oldAlphaRef) &&
+ ctx->Driver.AlphaFunc)
+ (*ctx->Driver.AlphaFunc)( ctx, ctx->Color.AlphaFunc,
+ ctx->Color.AlphaRef / 255.0F);
+ if ((ctx->Color.BlendSrcRGB != oldBlendSrc ||
+ ctx->Color.BlendSrcRGB != oldBlendDst) &&
+ ctx->Driver.BlendFunc)
+ (*ctx->Driver.BlendFunc)( ctx, ctx->Color.BlendSrcRGB,
+ ctx->Color.BlendDstRGB);
+ }
+ break;
+ case GL_CURRENT_BIT:
+ MEMCPY( &ctx->Current, attr->data,
+ sizeof(struct gl_current_attrib) );
+ break;
+ case GL_DEPTH_BUFFER_BIT:
+ {
+ GLenum oldDepthFunc = ctx->Depth.Func;
+ GLboolean oldDepthMask = ctx->Depth.Mask;
+ GLfloat oldDepthClear = ctx->Depth.Clear;
+ MEMCPY( &ctx->Depth, attr->data,
+ sizeof(struct gl_depthbuffer_attrib) );
+ if (ctx->Depth.Func != oldDepthFunc && ctx->Driver.DepthFunc)
+ (*ctx->Driver.DepthFunc)( ctx, ctx->Depth.Func );
+ if (ctx->Depth.Mask != oldDepthMask && ctx->Driver.DepthMask)
+ (*ctx->Driver.DepthMask)( ctx, ctx->Depth.Mask );
+ if (ctx->Depth.Clear != oldDepthClear && ctx->Driver.ClearDepth)
+ (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
+ }
+ break;
+ case GL_ENABLE_BIT:
+ {
+ const struct gl_enable_attrib *enable;
+ enable = (const struct gl_enable_attrib *) attr->data;
+
+#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
+ if ((VALUE) != (NEWVALUE)) { \
+ gl_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])
+ gl_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->Color.DitherFlag, enable->Dither, GL_DITHER);
+ 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->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 );
+ }
+ }
+ break;
+ case GL_EVAL_BIT:
+ MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
+ break;
+ case GL_FOG_BIT:
+ {
+ GLboolean anyChange = (memcmp( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) ) != 0);
+ MEMCPY( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) );
+ if (anyChange && ctx->Driver.Fogfv) {
+ const GLfloat mode = ctx->Fog.Mode;
+ const GLfloat density = ctx->Fog.Density;
+ const GLfloat start = ctx->Fog.Start;
+ const GLfloat end = ctx->Fog.End;
+ const GLfloat index = ctx->Fog.Index;
+ (*ctx->Driver.Fogfv)( ctx, GL_FOG_MODE, &mode);
+ (*ctx->Driver.Fogfv)( ctx, GL_FOG_DENSITY, &density );
+ (*ctx->Driver.Fogfv)( ctx, GL_FOG_START, &start );
+ (*ctx->Driver.Fogfv)( ctx, GL_FOG_END, &end );
+ (*ctx->Driver.Fogfv)( ctx, GL_FOG_INDEX, &index );
+ (*ctx->Driver.Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color );
+ }
+ ctx->Enabled &= ENABLE_FOG;
+ if (ctx->Fog.Enabled) ctx->Enabled |= ENABLE_FOG;
+ }
+ break;
+ case GL_HINT_BIT:
+ MEMCPY( &ctx->Hint, attr->data, sizeof(struct gl_hint_attrib) );
+ if (ctx->Driver.Hint) {
+ (*ctx->Driver.Hint)( ctx, GL_PERSPECTIVE_CORRECTION_HINT,
+ ctx->Hint.PerspectiveCorrection );
+ (*ctx->Driver.Hint)( ctx, GL_POINT_SMOOTH_HINT,
+ ctx->Hint.PointSmooth);
+ (*ctx->Driver.Hint)( ctx, GL_LINE_SMOOTH_HINT,
+ ctx->Hint.LineSmooth );
+ (*ctx->Driver.Hint)( ctx, GL_POLYGON_SMOOTH_HINT,
+ ctx->Hint.PolygonSmooth );
+ (*ctx->Driver.Hint)( ctx, GL_FOG_HINT, ctx->Hint.Fog );
+ }
+ break;
+ case GL_LIGHTING_BIT:
+ MEMCPY( &ctx->Light, attr->data, sizeof(struct gl_light_attrib) );
+ if (ctx->Driver.Enable) {
+ GLuint i;
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ GLenum light = (GLenum) (GL_LIGHT0 + i);
+ (*ctx->Driver.Enable)( ctx, light, ctx->Light.Light[i].Enabled );
+ }
+ (*ctx->Driver.Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled );
+ }
+ ctx->Enabled &= ENABLE_LIGHT;
+ if (ctx->Light.Enabled && !is_empty_list(&ctx->Light.EnabledList))
+ ctx->Enabled |= ENABLE_LIGHT;
+ break;
+ case GL_LINE_BIT:
+ MEMCPY( &ctx->Line, attr->data, sizeof(struct gl_line_attrib) );
+ if (ctx->Driver.Enable) {
+ (*ctx->Driver.Enable)( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
+ (*ctx->Driver.Enable)( ctx, GL_LINE_STIPPLE, ctx->Line.StippleFlag );
+ }
+ break;
+ case GL_LIST_BIT:
+ MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
+ break;
+ case GL_PIXEL_MODE_BIT:
+ MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
+ break;
+ case GL_POINT_BIT:
+ MEMCPY( &ctx->Point, attr->data, sizeof(struct gl_point_attrib) );
+ if (ctx->Driver.Enable)
+ (*ctx->Driver.Enable)( ctx, GL_POINT_SMOOTH, ctx->Point.SmoothFlag );
+ break;
+ case GL_POLYGON_BIT:
+ {
+ GLenum oldFrontMode = ctx->Polygon.FrontMode;
+ GLenum oldBackMode = ctx->Polygon.BackMode;
+ MEMCPY( &ctx->Polygon, attr->data,
+ sizeof(struct gl_polygon_attrib) );
+ if ((ctx->Polygon.FrontMode != oldFrontMode ||
+ ctx->Polygon.BackMode != oldBackMode) &&
+ ctx->Driver.PolygonMode) {
+ (*ctx->Driver.PolygonMode)( ctx, GL_FRONT, ctx->Polygon.FrontMode);
+ (*ctx->Driver.PolygonMode)( ctx, GL_BACK, ctx->Polygon.BackMode);
+ }
+ if (ctx->Driver.CullFace)
+ ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode );
+
+ if (ctx->Driver.FrontFace)
+ ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace );
+
+ if (ctx->Driver.Enable)
+ (*ctx->Driver.Enable)( ctx, GL_POLYGON_SMOOTH, ctx->Polygon.SmoothFlag );
+ }
+ break;
+ case GL_POLYGON_STIPPLE_BIT:
+ MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
+ break;
+ case GL_SCISSOR_BIT:
+ MEMCPY( &ctx->Scissor, attr->data,
+ sizeof(struct gl_scissor_attrib) );
+ if (ctx->Driver.Enable)
+ (*ctx->Driver.Enable)( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
+ if (ctx->Driver.Scissor)
+ ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height );
+ break;
+ case GL_STENCIL_BUFFER_BIT:
+ MEMCPY( &ctx->Stencil, attr->data,
+ sizeof(struct gl_stencil_attrib) );
+ if (ctx->Driver.StencilFunc)
+ (*ctx->Driver.StencilFunc)( ctx, ctx->Stencil.Function,
+ ctx->Stencil.Ref, ctx->Stencil.ValueMask);
+ if (ctx->Driver.StencilMask)
+ (*ctx->Driver.StencilMask)( ctx, ctx->Stencil.WriteMask );
+ if (ctx->Driver.StencilOp)
+ (*ctx->Driver.StencilOp)( ctx, ctx->Stencil.FailFunc,
+ ctx->Stencil.ZFailFunc, ctx->Stencil.ZPassFunc);
+ if (ctx->Driver.ClearStencil)
+ (*ctx->Driver.ClearStencil)( ctx, ctx->Stencil.Clear );
+ if (ctx->Driver.Enable)
+ (*ctx->Driver.Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
+ break;
+ case GL_TRANSFORM_BIT:
+ MEMCPY( &ctx->Transform, attr->data,
+ sizeof(struct gl_transform_attrib) );
+ if (ctx->Driver.Enable) {
+ (*ctx->Driver.Enable)( ctx, GL_NORMALIZE, ctx->Transform.Normalize );
+ (*ctx->Driver.Enable)( ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals );
+ }
+ ctx->Enabled &= ~(ENABLE_NORMALIZE|ENABLE_RESCALE);
+ if (ctx->Transform.Normalize) ctx->Enabled |= ENABLE_NORMALIZE;
+ if (ctx->Transform.RescaleNormals) ctx->Enabled |= ENABLE_RESCALE;
+ break;
+ case GL_TEXTURE_BIT:
+ /* Take care of texture object reference counters */
+ {
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ ctx->Texture.Unit[u].CurrentD[1]->RefCount--;
+ ctx->Texture.Unit[u].CurrentD[2]->RefCount--;
+ ctx->Texture.Unit[u].CurrentD[3]->RefCount--;
+ }
+ MEMCPY( &ctx->Texture, attr->data,
+ sizeof(struct gl_texture_attrib) );
+ /* restore state of the currently bound texture objects */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ copy_texobj_state( ctx->Texture.Unit[u].CurrentD[1],
+ &(ctx->Texture.Unit[u].Saved1D) );
+ copy_texobj_state( ctx->Texture.Unit[u].CurrentD[2],
+ &(ctx->Texture.Unit[u].Saved2D) );
+ copy_texobj_state( ctx->Texture.Unit[u].CurrentD[3],
+ &(ctx->Texture.Unit[u].Saved3D) );
+ gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[1] );
+ gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[2] );
+ gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[3] );
+
+ }
+ }
+ break;
+ case GL_VIEWPORT_BIT:
+ MEMCPY( &ctx->Viewport, attr->data,
+ sizeof(struct gl_viewport_attrib) );
+ if (ctx->Driver.Viewport) {
+ (*ctx->Driver.Viewport)( ctx, ctx->Viewport.X, ctx->Viewport.Y,
+ ctx->Viewport.Width, ctx->Viewport.Height );
+ }
+ if (ctx->Driver.DepthRange) {
+ (*ctx->Driver.DepthRange)( ctx, ctx->Viewport.Near,
+ ctx->Viewport.Far );
+ }
+ break;
+ default:
+ gl_problem( ctx, "Bad attrib flag in PopAttrib");
+ break;
+ }
+
+ next = attr->next;
+ free( (void *) attr->data );
+ free( (void *) attr );
+ attr = next;
+ }
+
+ ctx->NewState = NEW_ALL;
+}
+
+
+#define GL_CLIENT_PACK_BIT (1<<20)
+#define GL_CLIENT_UNPACK_BIT (1<<21)
+
+
+void gl_PushClientAttrib( GLcontext *ctx, GLbitfield mask )
+{
+ struct gl_attrib_node *newnode;
+ struct gl_attrib_node *head;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushClientAttrib");
+
+ if (ctx->ClientAttribStackDepth>=MAX_CLIENT_ATTRIB_STACK_DEPTH) {
+ gl_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
+ return;
+ }
+
+ /* Build linked list of attribute nodes which save all attribute */
+ /* groups specified by the mask. */
+ head = NULL;
+
+ if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
+ struct gl_pixelstore_attrib *attr;
+ /* packing attribs */
+ attr = MALLOC_STRUCT( gl_pixelstore_attrib );
+ MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
+ newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ /* unpacking attribs */
+ attr = MALLOC_STRUCT( gl_pixelstore_attrib );
+ MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
+ newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+ if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
+ struct gl_array_attrib *attr;
+ attr = MALLOC_STRUCT( gl_array_attrib );
+ MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
+ newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
+ newnode->data = attr;
+ newnode->next = head;
+ head = newnode;
+ }
+
+ ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
+ ctx->ClientAttribStackDepth++;
+}
+
+
+
+
+void gl_PopClientAttrib( GLcontext *ctx )
+{
+ struct gl_attrib_node *attr, *next;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopClientAttrib");
+
+ if (ctx->ClientAttribStackDepth==0) {
+ gl_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
+ return;
+ }
+
+ ctx->ClientAttribStackDepth--;
+ attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
+
+ while (attr) {
+ switch (attr->kind) {
+ case GL_CLIENT_PACK_BIT:
+ MEMCPY( &ctx->Pack, attr->data,
+ sizeof(struct gl_pixelstore_attrib) );
+ break;
+ case GL_CLIENT_UNPACK_BIT:
+ MEMCPY( &ctx->Unpack, attr->data,
+ sizeof(struct gl_pixelstore_attrib) );
+ break;
+ case GL_CLIENT_VERTEX_ARRAY_BIT:
+ MEMCPY( &ctx->Array, attr->data,
+ sizeof(struct gl_array_attrib) );
+ break;
+ default:
+ gl_problem( ctx, "Bad attrib flag in PopClientAttrib");
+ break;
+ }
+
+ next = attr->next;
+ free( (void *) attr->data );
+ free( (void *) attr );
+ attr = next;
+ }
+
+ ctx->NewState = NEW_ALL;
+}
+