/* * Mesa 3-D graphics library * Version: 7.1 * * Copyright (C) 1999-2007 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. */ #include "glheader.h" #include "imports.h" #include "accum.h" #include "arrayobj.h" #include "attrib.h" #include "blend.h" #include "buffers.h" #include "bufferobj.h" #include "colormac.h" #include "colortab.h" #include "context.h" #include "depth.h" #include "enable.h" #include "enums.h" #include "fog.h" #include "hint.h" #include "light.h" #include "lines.h" #include "matrix.h" #include "points.h" #include "polygon.h" #include "simple_list.h" #include "stencil.h" #include "texobj.h" #include "texstate.h" #include "mtypes.h" #include "math/m_xform.h" /** * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) */ struct texture_state { struct gl_texture_attrib Texture; /**< The usual context state */ /** to save per texture object state (wrap modes, filters, etc): */ struct gl_texture_object Saved1D[MAX_TEXTURE_UNITS]; struct gl_texture_object Saved2D[MAX_TEXTURE_UNITS]; struct gl_texture_object Saved3D[MAX_TEXTURE_UNITS]; struct gl_texture_object SavedCube[MAX_TEXTURE_UNITS]; struct gl_texture_object SavedRect[MAX_TEXTURE_UNITS]; struct gl_texture_object Saved1DArray[MAX_TEXTURE_UNITS]; struct gl_texture_object Saved2DArray[MAX_TEXTURE_UNITS]; /** * To save references to texture objects (so they don't get accidentally * deleted while saved in the attribute stack). */ struct gl_texture_object *SavedRef1D[MAX_TEXTURE_UNITS]; struct gl_texture_object *SavedRef2D[MAX_TEXTURE_UNITS]; struct gl_texture_object *SavedRef3D[MAX_TEXTURE_UNITS]; struct gl_texture_object *SavedRefCube[MAX_TEXTURE_UNITS]; struct gl_texture_object *SavedRefRect[MAX_TEXTURE_UNITS]; struct gl_texture_object *SavedRef1DArray[MAX_TEXTURE_UNITS]; struct gl_texture_object *SavedRef2DArray[MAX_TEXTURE_UNITS]; }; /** * 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 = MALLOC_STRUCT(gl_attrib_node); if (an) { an->kind = kind; } return an; } void GLAPIENTRY _mesa_PushAttrib(GLbitfield mask) { struct gl_attrib_node *newnode; struct gl_attrib_node *head; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { _mesa_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) { GLuint i; struct gl_colorbuffer_attrib *attr; attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 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; FLUSH_CURRENT( ctx, 0 ); 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; attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; for (i = 0; i < COLORTABLE_MAX; i++) { attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i]; } attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; attr->Separable2D = ctx->Pixel.Separable2DEnabled; attr->CullFace = ctx->Polygon.CullFlag; attr->DepthTest = ctx->Depth.Test; attr->Dither = ctx->Color.DitherFlag; attr->Fog = ctx->Fog.Enabled; for (i = 0; i < ctx->Const.MaxLights; 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->Histogram = ctx->Pixel.HistogramEnabled; attr->MinMax = ctx->Pixel.MinMaxEnabled; 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; MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); 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; MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); attr->Normalize = ctx->Transform.Normalize; attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; attr->PointSmooth = ctx->Point.SmoothFlag; attr->PointSprite = ctx->Point.PointSprite; 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->StencilTwoSide = ctx->Stencil.TestTwoSide; attr->MultisampleEnabled = ctx->Multisample.Enabled; attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; attr->SampleCoverage = ctx->Multisample.SampleCoverage; attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; for (i=0; iTexture[i] = ctx->Texture.Unit[i].Enabled; attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled; } /* GL_NV_vertex_program */ attr->VertexProgram = ctx->VertexProgram.Enabled; attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 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; FLUSH_CURRENT(ctx, 0); /* flush material changes */ 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) ); /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 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 texture_state *texstate = CALLOC_STRUCT(texture_state); GLuint u; if (!texstate) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); goto end; } _mesa_lock_context_textures(ctx); /* copy/save the bulk of texture state here */ _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); /* Save references to the currently bound texture objects so they don't * accidentally get deleted while referenced in the attribute stack. */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { _mesa_reference_texobj(&texstate->SavedRef1D[u], ctx->Texture.Unit[u].Current1D); _mesa_reference_texobj(&texstate->SavedRef2D[u], ctx->Texture.Unit[u].Current2D); _mesa_reference_texobj(&texstate->SavedRef3D[u], ctx->Texture.Unit[u].Current3D); _mesa_reference_texobj(&texstate->SavedRefCube[u], ctx->Texture.Unit[u].CurrentCubeMap); _mesa_reference_texobj(&texstate->SavedRefRect[u], ctx->Texture.Unit[u].CurrentRect); _mesa_reference_texobj(&texstate->SavedRef1DArray[u], ctx->Texture.Unit[u].Current1DArray); _mesa_reference_texobj(&texstate->SavedRef2DArray[u], ctx->Texture.Unit[u].Current2DArray); } /* copy state/contents of the currently bound texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { _mesa_copy_texture_object(&texstate->Saved1D[u], ctx->Texture.Unit[u].Current1D); _mesa_copy_texture_object(&texstate->Saved2D[u], ctx->Texture.Unit[u].Current2D); _mesa_copy_texture_object(&texstate->Saved3D[u], ctx->Texture.Unit[u].Current3D); _mesa_copy_texture_object(&texstate->SavedCube[u], ctx->Texture.Unit[u].CurrentCubeMap); _mesa_copy_texture_object(&texstate->SavedRect[u], ctx->Texture.Unit[u].CurrentRect); _mesa_copy_texture_object(&texstate->Saved1DArray[u], ctx->Texture.Unit[u].Current1DArray); _mesa_copy_texture_object(&texstate->Saved2DArray[u], ctx->Texture.Unit[u].Current2DArray); } _mesa_unlock_context_textures(ctx); newnode = new_attrib_node( GL_TEXTURE_BIT ); newnode->data = texstate; 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; } /* GL_ARB_multisample */ if (mask & GL_MULTISAMPLE_BIT_ARB) { struct gl_multisample_attrib *attr; attr = MALLOC_STRUCT( gl_multisample_attrib ); MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB ); newnode->data = attr; newnode->next = head; head = newnode; } end: ctx->AttribStack[ctx->AttribStackDepth] = head; ctx->AttribStackDepth++; } 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->Color.BlendEnabled, enable->Blend, GL_BLEND); for (i=0;iTransform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE)); } TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, GL_COLOR_MATERIAL); TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION], enable->ColorTable[COLORTABLE_PRECONVOLUTION], GL_COLOR_TABLE); TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION], enable->ColorTable[COLORTABLE_POSTCONVOLUTION], GL_POST_CONVOLUTION_COLOR_TABLE); TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX], enable->ColorTable[COLORTABLE_POSTCOLORMATRIX], GL_POST_COLOR_MATRIX_COLOR_TABLE); 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); for (i = 0; i < 16; i++) { TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], GL_MAP1_VERTEX_ATTRIB0_4_NV + i); } 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); for (i = 0; i < 16; i++) { TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], GL_MAP2_VERTEX_ATTRIB0_4_NV + i); } TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 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->Transform.RasterPositionUnclipped, enable->RasterPositionUnclipped, GL_RASTER_POSITION_UNCLIPPED_IBM); TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, GL_POINT_SMOOTH); if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, GL_POINT_SPRITE_NV); } 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->Extensions.EXT_stencil_two_side) { TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); } TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, GL_MULTISAMPLE_ARB); TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, enable->SampleAlphaToCoverage, GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, enable->SampleAlphaToOne, GL_SAMPLE_ALPHA_TO_ONE_ARB); TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, enable->SampleCoverage, GL_SAMPLE_COVERAGE_ARB); TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, enable->SampleCoverageInvert, GL_SAMPLE_COVERAGE_INVERT_ARB); /* GL_ARB_vertex_program, GL_NV_vertex_program */ TEST_AND_UPDATE(ctx->VertexProgram.Enabled, enable->VertexProgram, GL_VERTEX_PROGRAM_ARB); TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, enable->VertexProgramPointSize, GL_VERTEX_PROGRAM_POINT_SIZE_ARB); TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, enable->VertexProgramTwoSide, GL_VERTEX_PROGRAM_TWO_SIDE_ARB); #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] & TEXTURE_1D_BIT) ); (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) ); (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) ); if (ctx->Extensions.ARB_texture_cube_map) (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB, (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) ); if (ctx->Extensions.NV_texture_rectangle) (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV, (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) ); } } 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); } } /* GL_SGI_texture_color_table */ ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i]; } if (ctx->Driver.ActiveTexture) { (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit); } } /** * Pop/restore texture attribute/group state. */ static void pop_texture_group(GLcontext *ctx, struct texture_state *texstate) { GLuint u; _mesa_lock_context_textures(ctx); for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; GLuint tgt; _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); _mesa_set_enable(ctx, GL_TEXTURE_1D, (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_2D, (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); _mesa_set_enable(ctx, GL_TEXTURE_3D, (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); if (ctx->Extensions.ARB_texture_cube_map) { _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); } if (ctx->Extensions.NV_texture_rectangle) { _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); } if (ctx->Extensions.SGI_texture_color_table) { _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI, unit->ColorTableEnabled); } _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS); _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT); _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR); _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ); _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS); _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT); _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR); _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ); /* Eye plane done differently to avoid re-transformation */ { struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS); COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT); COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR); COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ); if (ctx->Driver.TexGen) { ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS); ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT); ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR); ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ); } } _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE)); if (ctx->Extensions.EXT_texture_lod_bias) { _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias); } if (ctx->Extensions.EXT_texture_env_combine || ctx->Extensions.ARB_texture_env_combine) { _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->Combine.ModeRGB); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->Combine.ModeA); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, unit->Combine.SourceRGB[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, unit->Combine.SourceRGB[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, unit->Combine.SourceRGB[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, unit->Combine.SourceA[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, unit->Combine.SourceA[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, unit->Combine.SourceA[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, unit->Combine.OperandRGB[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, unit->Combine.OperandRGB[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, unit->Combine.OperandRGB[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, unit->Combine.OperandA[0]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, unit->Combine.OperandA[1]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, unit->Combine.OperandA[2]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1 << unit->Combine.ScaleShiftRGB); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 << unit->Combine.ScaleShiftA); } /* Restore texture object state for each target */ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { const struct gl_texture_object *obj = NULL; GLfloat bordColor[4]; GLenum target; switch (tgt) { case TEXTURE_1D_INDEX: obj = &texstate->Saved1D[u]; ASSERT(obj->Target == GL_TEXTURE_1D); break; case TEXTURE_2D_INDEX: obj = &texstate->Saved2D[u]; ASSERT(obj->Target == GL_TEXTURE_2D); break; case TEXTURE_3D_INDEX: obj = &texstate->Saved3D[u]; ASSERT(obj->Target == GL_TEXTURE_3D); break; case TEXTURE_CUBE_INDEX: if (!ctx->Extensions.ARB_texture_cube_map) continue; obj = &texstate->SavedCube[u]; ASSERT(obj->Target == GL_TEXTURE_CUBE_MAP_ARB); break; case TEXTURE_RECT_INDEX: if (!ctx->Extensions.NV_texture_rectangle) continue; obj = &texstate->SavedRect[u]; ASSERT(obj->Target == GL_TEXTURE_RECTANGLE_NV); break; case TEXTURE_1D_ARRAY_INDEX: if (!ctx->Extensions.MESA_texture_array) continue; obj = &texstate->Saved1DArray[u]; ASSERT(obj->Target == GL_TEXTURE_1D_ARRAY_EXT); break; case TEXTURE_2D_ARRAY_INDEX: if (!ctx->Extensions.MESA_texture_array) continue; obj = &texstate->Saved2DArray[u]; ASSERT(obj->Target == GL_TEXTURE_2D_ARRAY_EXT); break; default: _mesa_problem(ctx, "bad texture index in pop_texture_group"); continue; } target = obj->Target; _mesa_BindTexture(target, obj->Name); bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]); bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]); bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]); bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]); _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor); _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias); _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); if (target != GL_TEXTURE_RECTANGLE_ARB) _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); if (ctx->Extensions.EXT_texture_filter_anisotropic) { _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, obj->MaxAnisotropy); } if (ctx->Extensions.SGIX_shadow) { _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX, obj->CompareFlag); _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX, obj->CompareOperator); } if (ctx->Extensions.SGIX_shadow_ambient) { _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX, obj->ShadowAmbient); } } /* remove saved references to the texture objects */ _mesa_reference_texobj(&texstate->SavedRef1D[u], NULL); _mesa_reference_texobj(&texstate->SavedRef2D[u], NULL); _mesa_reference_texobj(&texstate->SavedRef3D[u], NULL); _mesa_reference_texobj(&texstate->SavedRefCube[u], NULL); _mesa_reference_texobj(&texstate->SavedRefRect[u], NULL); _mesa_reference_texobj(&texstate->SavedRef1DArray[u], NULL); _mesa_reference_texobj(&texstate->SavedRef2DArray[u], NULL); } _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); _mesa_unlock_context_textures(ctx); } /* * This function is kind of long just because we have to call a lot * of device driver functions to update device driver state. * * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions * in order to restore GL state. This isn't terribly efficient but it * ensures that dirty flags and any derived state gets updated correctly. * We could at least check if the value to restore equals the current value * and then skip the Mesa call. */ void GLAPIENTRY _mesa_PopAttrib(void) { struct gl_attrib_node *attr, *next; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (ctx->AttribStackDepth == 0) { _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); return; } ctx->AttribStackDepth--; attr = ctx->AttribStack[ctx->AttribStackDepth]; while (attr) { if (MESA_VERBOSE & VERBOSE_API) { _mesa_debug(ctx, "glPopAttrib %s\n", _mesa_lookup_enum_by_nr(attr->kind)); } switch (attr->kind) { case GL_ACCUM_BUFFER_BIT: { const struct gl_accum_attrib *accum; accum = (const struct gl_accum_attrib *) attr->data; _mesa_ClearAccum(accum->ClearColor[0], accum->ClearColor[1], accum->ClearColor[2], accum->ClearColor[3]); } break; case GL_COLOR_BUFFER_BIT: { const struct gl_colorbuffer_attrib *color; color = (const struct gl_colorbuffer_attrib *) attr->data; _mesa_ClearIndex((GLfloat) color->ClearIndex); _mesa_ClearColor(color->ClearColor[0], color->ClearColor[1], color->ClearColor[2], color->ClearColor[3]); _mesa_IndexMask(color->IndexMask); _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0), (GLboolean) (color->ColorMask[1] != 0), (GLboolean) (color->ColorMask[2] != 0), (GLboolean) (color->ColorMask[3] != 0)); { /* Need to determine if more than one color output is * specified. If so, call glDrawBuffersARB, else call * glDrawBuffer(). This is a subtle, but essential point * since GL_FRONT (for example) is illegal for the former * function, but legal for the later. */ GLboolean multipleBuffers = GL_FALSE; if (ctx->Extensions.ARB_draw_buffers) { GLuint i; for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { if (color->DrawBuffer[i] != GL_NONE) { multipleBuffers = GL_TRUE; break; } } } /* Call the API_level functions, not _mesa_drawbuffers() * since we need to do error checking on the pop'd * GL_DRAW_BUFFER. * Ex: if GL_FRONT were pushed, but we're popping with a * user FBO bound, GL_FRONT will be illegal and we'll need * to record that error. Per OpenGL ARB decision. */ if (multipleBuffers) _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, color->DrawBuffer); else _mesa_DrawBuffer(color->DrawBuffer[0]); } _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef); _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled); _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, color->BlendDstRGB, color->BlendSrcA, color->BlendDstA); /* This special case is because glBlendEquationSeparateEXT * cannot take GL_LOGIC_OP as a parameter. */ if ( color->BlendEquationRGB == color->BlendEquationA ) { _mesa_BlendEquation(color->BlendEquationRGB); } else { _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB, color->BlendEquationA); } _mesa_BlendColor(color->BlendColor[0], color->BlendColor[1], color->BlendColor[2], color->BlendColor[3]); _mesa_LogicOp(color->LogicOp); _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, color->ColorLogicOpEnabled); _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, color->IndexLogicOpEnabled); _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); } break; case GL_CURRENT_BIT: FLUSH_CURRENT( ctx, 0 ); MEMCPY( &ctx->Current, attr->data, sizeof(struct gl_current_attrib) ); break; case GL_DEPTH_BUFFER_BIT: { const struct gl_depthbuffer_attrib *depth; depth = (const struct gl_depthbuffer_attrib *) attr->data; _mesa_DepthFunc(depth->Func); _mesa_ClearDepth(depth->Clear); _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); _mesa_DepthMask(depth->Mask); } break; case GL_ENABLE_BIT: { const struct gl_enable_attrib *enable; enable = (const struct gl_enable_attrib *) attr->data; pop_enable_group(ctx, enable); ctx->NewState |= _NEW_ALL; } break; case GL_EVAL_BIT: MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); ctx->NewState |= _NEW_EVAL; break; case GL_FOG_BIT: { const struct gl_fog_attrib *fog; fog = (const struct gl_fog_attrib *) attr->data; _mesa_set_enable(ctx, GL_FOG, fog->Enabled); _mesa_Fogfv(GL_FOG_COLOR, fog->Color); _mesa_Fogf(GL_FOG_DENSITY, fog->Density); _mesa_Fogf(GL_FOG_START, fog->Start); _mesa_Fogf(GL_FOG_END, fog->End); _mesa_Fogf(GL_FOG_INDEX, fog->Index); _mesa_Fogi(GL_FOG_MODE, fog->Mode); } break; case GL_HINT_BIT: { const struct gl_hint_attrib *hint; hint = (const struct gl_hint_attrib *) attr->data; _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, hint->PerspectiveCorrection ); _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); _mesa_Hint(GL_FOG_HINT, hint->Fog); _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, hint->ClipVolumeClipping); if (ctx->Extensions.ARB_texture_compression) _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, hint->TextureCompression); } break; case GL_LIGHTING_BIT: { GLuint i; const struct gl_light_attrib *light; light = (const struct gl_light_attrib *) attr->data; /* lighting enable */ _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); /* per-light state */ if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); for (i = 0; i < ctx->Const.MaxLights; i++) { const struct gl_light *l = &light->Light[i]; _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); _mesa_light(ctx, i, GL_POSITION, l->EyePosition); _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection); _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent); _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff); _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, &l->ConstantAttenuation); _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, &l->LinearAttenuation); _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, &l->QuadraticAttenuation); } /* light model */ _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, light->Model.Ambient); _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, (GLfloat) light->Model.LocalViewer); _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, (GLfloat) light->Model.TwoSide); _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, (GLfloat) light->Model.ColorControl); /* shade model */ _mesa_ShadeModel(light->ShadeModel); /* color material */ _mesa_ColorMaterial(light->ColorMaterialFace, light->ColorMaterialMode); _mesa_set_enable(ctx, GL_COLOR_MATERIAL, light->ColorMaterialEnabled); /* materials */ MEMCPY(&ctx->Light.Material, &light->Material, sizeof(struct gl_material)); } break; case GL_LINE_BIT: { const struct gl_line_attrib *line; line = (const struct gl_line_attrib *) attr->data; _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); _mesa_LineStipple(line->StippleFactor, line->StipplePattern); _mesa_LineWidth(line->Width); } 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) ); /* XXX what other pixel state needs to be set by function calls? */ _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); ctx->NewState |= _NEW_PIXEL; break; case GL_POINT_BIT: { const struct gl_point_attrib *point; point = (const struct gl_point_attrib *) attr->data; _mesa_PointSize(point->Size); _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); if (ctx->Extensions.EXT_point_parameters) { _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, point->Params); _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize); _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize); _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT, point->Threshold); } if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { GLuint u; for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, (GLint) point->CoordReplace[u]); } _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV, ctx->Point.SpriteRMode); _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN, (GLfloat)ctx->Point.SpriteOrigin); } } break; case GL_POLYGON_BIT: { const struct gl_polygon_attrib *polygon; polygon = (const struct gl_polygon_attrib *) attr->data; _mesa_CullFace(polygon->CullFaceMode); _mesa_FrontFace(polygon->FrontFace); _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); _mesa_PolygonMode(GL_BACK, polygon->BackMode); _mesa_PolygonOffset(polygon->OffsetFactor, polygon->OffsetUnits); _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, polygon->OffsetPoint); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, polygon->OffsetLine); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, polygon->OffsetFill); } break; case GL_POLYGON_STIPPLE_BIT: MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); ctx->NewState |= _NEW_POLYGONSTIPPLE; if (ctx->Driver.PolygonStipple) ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); break; case GL_SCISSOR_BIT: { const struct gl_scissor_attrib *scissor; scissor = (const struct gl_scissor_attrib *) attr->data; _mesa_Scissor(scissor->X, scissor->Y, scissor->Width, scissor->Height); _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); } break; case GL_STENCIL_BUFFER_BIT: { const struct gl_stencil_attrib *stencil; stencil = (const struct gl_stencil_attrib *) attr->data; _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); _mesa_ClearStencil(stencil->Clear); if (ctx->Extensions.EXT_stencil_two_side) { _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, stencil->TestTwoSide); _mesa_ActiveStencilFaceEXT(stencil->ActiveFace ? GL_BACK : GL_FRONT); } /* front state */ _mesa_StencilFuncSeparate(GL_FRONT, stencil->Function[0], stencil->Ref[0], stencil->ValueMask[0]); _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], stencil->ZFailFunc[0], stencil->ZPassFunc[0]); /* back state */ _mesa_StencilFuncSeparate(GL_BACK, stencil->Function[1], stencil->Ref[1], stencil->ValueMask[1]); _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], stencil->ZFailFunc[1], stencil->ZPassFunc[1]); } break; case GL_TRANSFORM_BIT: { GLuint i; const struct gl_transform_attrib *xform; xform = (const struct gl_transform_attrib *) attr->data; _mesa_MatrixMode(xform->MatrixMode); if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); /* restore clip planes */ for (i = 0; i < MAX_CLIP_PLANES; i++) { const GLuint mask = 1 << 1; const GLfloat *eyePlane = xform->EyeUserPlane[i]; COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); if (xform->ClipPlanesEnabled & mask) { _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); } else { _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); } if (ctx->Driver.ClipPlane) ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); } /* normalize/rescale */ if (xform->Normalize != ctx->Transform.Normalize) _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); if (xform->RescaleNormals != ctx->Transform.RescaleNormals) _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals); } break; case GL_TEXTURE_BIT: /* Take care of texture object reference counters */ { struct texture_state *texstate = (struct texture_state *) attr->data; pop_texture_group(ctx, texstate); ctx->NewState |= _NEW_TEXTURE; } break; case GL_VIEWPORT_BIT: { const struct gl_viewport_attrib *vp; vp = (const struct gl_viewport_attrib *) attr->data; _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); _mesa_DepthRange(vp->Near, vp->Far); } break; case GL_MULTISAMPLE_BIT_ARB: { const struct gl_multisample_attrib *ms; ms = (const struct gl_multisample_attrib *) attr->data; _mesa_SampleCoverageARB(ms->SampleCoverageValue, ms->SampleCoverageInvert); } break; default: _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); break; } next = attr->next; FREE( attr->data ); FREE( attr ); attr = next; } } /** * Helper for incrementing/decrementing vertex buffer object reference * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group. */ static void adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step) { GLuint i; array->ArrayObj->Vertex.BufferObj->RefCount += step; array->ArrayObj->Normal.BufferObj->RefCount += step; array->ArrayObj->Color.BufferObj->RefCount += step; array->ArrayObj->SecondaryColor.BufferObj->RefCount += step; array->ArrayObj->FogCoord.BufferObj->RefCount += step; array->ArrayObj->Index.BufferObj->RefCount += step; array->ArrayObj->EdgeFlag.BufferObj->RefCount += step; for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) array->ArrayObj->TexCoord[i].BufferObj->RefCount += step; for (i = 0; i < VERT_ATTRIB_MAX; i++) array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step; array->ArrayBufferObj->RefCount += step; array->ElementArrayBufferObj->RefCount += step; } #define GL_CLIENT_PACK_BIT (1<<20) #define GL_CLIENT_UNPACK_BIT (1<<21) void GLAPIENTRY _mesa_PushClientAttrib(GLbitfield mask) { struct gl_attrib_node *newnode; struct gl_attrib_node *head; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { _mesa_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; #if FEATURE_EXT_pixel_buffer_object ctx->Pack.BufferObj->RefCount++; ctx->Unpack.BufferObj->RefCount++; #endif /* 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; struct gl_array_object *obj; attr = MALLOC_STRUCT( gl_array_attrib ); obj = MALLOC_STRUCT( gl_array_object ); #if FEATURE_ARB_vertex_buffer_object /* increment ref counts since we're copying pointers to these objects */ ctx->Array.ArrayBufferObj->RefCount++; ctx->Array.ElementArrayBufferObj->RefCount++; #endif MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) ); attr->ArrayObj = obj; newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT ); newnode->data = attr; newnode->next = head; head = newnode; /* bump reference counts on buffer objects */ adjust_buffer_object_ref_counts(&ctx->Array, 1); } ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; ctx->ClientAttribStackDepth++; } void GLAPIENTRY _mesa_PopClientAttrib(void) { struct gl_attrib_node *attr, *next; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (ctx->ClientAttribStackDepth == 0) { _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); return; } ctx->ClientAttribStackDepth--; attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; while (attr) { switch (attr->kind) { case GL_CLIENT_PACK_BIT: #if FEATURE_EXT_pixel_buffer_object ctx->Pack.BufferObj->RefCount--; if (ctx->Pack.BufferObj->RefCount <= 0) { _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj ); (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj ); } #endif MEMCPY( &ctx->Pack, attr->data, sizeof(struct gl_pixelstore_attrib) ); ctx->NewState |= _NEW_PACKUNPACK; break; case GL_CLIENT_UNPACK_BIT: #if FEATURE_EXT_pixel_buffer_object ctx->Unpack.BufferObj->RefCount--; if (ctx->Unpack.BufferObj->RefCount <= 0) { _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj ); (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj ); } #endif MEMCPY( &ctx->Unpack, attr->data, sizeof(struct gl_pixelstore_attrib) ); ctx->NewState |= _NEW_PACKUNPACK; break; case GL_CLIENT_VERTEX_ARRAY_BIT: { struct gl_array_attrib * data = (struct gl_array_attrib *) attr->data; adjust_buffer_object_ref_counts(&ctx->Array, -1); ctx->Array.ActiveTexture = data->ActiveTexture; ctx->Array.LockFirst = data->LockFirst; ctx->Array.LockCount = data->LockCount; _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name ); #if FEATURE_ARB_vertex_buffer_object _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, data->ArrayBufferObj->Name); _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, data->ElementArrayBufferObj->Name); #endif MEMCPY( ctx->Array.ArrayObj, data->ArrayObj, sizeof( struct gl_array_object ) ); FREE( data->ArrayObj ); /* FIXME: Should some bits in ctx->Array->NewState also be set * FIXME: here? It seems like it should be set to inclusive-or * FIXME: of the old ArrayObj->_Enabled and the new _Enabled. */ ctx->NewState |= _NEW_ARRAY; break; } default: _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); break; } next = attr->next; FREE( attr->data ); FREE( attr ); attr = next; } } /** * Free any attribute state data that might be attached to the context. */ void _mesa_free_attrib_data(GLcontext *ctx) { while (ctx->AttribStackDepth > 0) { struct gl_attrib_node *attr, *next; ctx->AttribStackDepth--; attr = ctx->AttribStack[ctx->AttribStackDepth]; while (attr) { if (attr->kind == GL_TEXTURE_BIT) { struct texture_state *texstate = (struct texture_state*)attr->data; GLuint u; /* clear references to the saved texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { _mesa_reference_texobj(&texstate->SavedRef1D[u], NULL); _mesa_reference_texobj(&texstate->SavedRef2D[u], NULL); _mesa_reference_texobj(&texstate->SavedRef3D[u], NULL); _mesa_reference_texobj(&texstate->SavedRefCube[u], NULL); _mesa_reference_texobj(&texstate->SavedRefRect[u], NULL); _mesa_reference_texobj(&texstate->SavedRef1DArray[u], NULL); _mesa_reference_texobj(&texstate->SavedRef2DArray[u], NULL); } } else { /* any other chunks of state that requires special handling? */ } next = attr->next; _mesa_free(attr->data); _mesa_free(attr); attr = next; } } } void _mesa_init_attrib( GLcontext *ctx ) { /* Renderer and client attribute stacks */ ctx->AttribStackDepth = 0; ctx->ClientAttribStackDepth = 0; }