/* * Mesa 3-D graphics library * Version: 7.6 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 "clear.h" #include "colormac.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 "macros.h" #include "matrix.h" #include "multisample.h" #include "points.h" #include "polygon.h" #include "shared.h" #include "scissor.h" #include "stencil.h" #include "texenv.h" #include "texgen.h" #include "texobj.h" #include "texparam.h" #include "texstate.h" #include "varray.h" #include "viewport.h" #include "mtypes.h" #include "main/dispatch.h" #include "hash.h" #include /** * glEnable()/glDisable() attribute group (GL_ENABLE_BIT). */ struct gl_enable_attrib { GLboolean AlphaTest; GLboolean AutoNormal; GLboolean Blend; GLbitfield ClipPlanes; GLboolean ColorMaterial; GLboolean CullFace; GLboolean DepthClamp; GLboolean DepthTest; GLboolean Dither; GLboolean Fog; GLboolean Light[MAX_LIGHTS]; GLboolean Lighting; GLboolean LineSmooth; GLboolean LineStipple; GLboolean IndexLogicOp; GLboolean ColorLogicOp; GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean Normalize; GLboolean PixelTexture; GLboolean PointSmooth; GLboolean PolygonOffsetPoint; GLboolean PolygonOffsetLine; GLboolean PolygonOffsetFill; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean RescaleNormals; GLboolean Scissor; GLboolean Stencil; GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ GLboolean MultisampleEnabled; /* GL_ARB_multisample */ GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ GLboolean SampleCoverage; /* GL_ARB_multisample */ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ GLbitfield Texture[MAX_TEXTURE_UNITS]; GLbitfield TexGen[MAX_TEXTURE_UNITS]; /* GL_ARB_vertex_program */ GLboolean VertexProgram; GLboolean VertexProgramPointSize; GLboolean VertexProgramTwoSide; /* GL_ARB_fragment_program */ GLboolean FragmentProgram; /* GL_ARB_point_sprite / GL_NV_point_sprite */ GLboolean PointSprite; GLboolean FragmentShaderATI; /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ GLboolean sRGBEnabled; }; /** * Node for the attribute stack. */ struct gl_attrib_node { GLbitfield kind; void *data; struct gl_attrib_node *next; }; /** * 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 SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; /** * To save references to texture objects (so they don't get accidentally * deleted while saved in the attribute stack). */ struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; /* We need to keep a reference to the shared state. That's where the * default texture objects are kept. We don't want that state to be * freed while the attribute stack contains pointers to any default * texture objects. */ struct gl_shared_state *SharedRef; }; /** * Allocate new attribute node of given type/kind. Attach payload data. * Insert it into the linked list named by 'head'. */ static void save_attrib_data(struct gl_attrib_node **head, GLbitfield kind, void *payload) { struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node); if (n) { n->kind = kind; n->data = payload; /* insert at head */ n->next = *head; *head = n; } else { /* out of memory! */ } } void GLAPIENTRY _mesa_PushAttrib(GLbitfield mask) { struct gl_attrib_node *head; GET_CURRENT_CONTEXT(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) ); save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr); } 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]; save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr); } 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) ); save_attrib_data(&head, GL_CURRENT_BIT, attr); } 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) ); save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr); } 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; attr->CullFace = ctx->Polygon.CullFlag; attr->DepthClamp = ctx->Transform.DepthClamp; 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->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->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; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { attr->Texture[i] = ctx->Texture.Unit[i].Enabled; attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; } /* GL_ARB_vertex_program */ attr->VertexProgram = ctx->VertexProgram.Enabled; attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; /* GL_ARB_fragment_program */ attr->FragmentProgram = ctx->FragmentProgram.Enabled; save_attrib_data(&head, GL_ENABLE_BIT, attr); /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ attr->sRGBEnabled = ctx->Color.sRGBEnabled; } 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) ); save_attrib_data(&head, GL_EVAL_BIT, attr); } 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) ); save_attrib_data(&head, GL_FOG_BIT, attr); } 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) ); save_attrib_data(&head, GL_HINT_BIT, attr); } 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) ); save_attrib_data(&head, GL_LIGHTING_BIT, attr); } 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) ); save_attrib_data(&head, GL_LINE_BIT, attr); } 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) ); save_attrib_data(&head, GL_LIST_BIT, attr); } 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; save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr); } 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) ); save_attrib_data(&head, GL_POINT_BIT, attr); } 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) ); save_attrib_data(&head, GL_POLYGON_BIT, attr); } if (mask & GL_POLYGON_STIPPLE_BIT) { GLuint *stipple; stipple = malloc( 32*sizeof(GLuint) ); memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple); } 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) ); save_attrib_data(&head, GL_SCISSOR_BIT, attr); } 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) ); save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr); } if (mask & GL_TEXTURE_BIT) { struct texture_state *texstate = CALLOC_STRUCT(texture_state); GLuint u, tex; 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 */ 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++) { for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], ctx->Texture.Unit[u].CurrentTex[tex]); } } /* copy state/contents of the currently bound texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { _mesa_copy_texture_object(&texstate->SavedObj[u][tex], ctx->Texture.Unit[u].CurrentTex[tex]); } } _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared); _mesa_unlock_context_textures(ctx); save_attrib_data(&head, GL_TEXTURE_BIT, texstate); } 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) ); save_attrib_data(&head, GL_TRANSFORM_BIT, attr); } 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) ); save_attrib_data(&head, GL_VIEWPORT_BIT, attr); } /* 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) ); save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr); } end: ctx->AttribStack[ctx->AttribStackDepth] = head; ctx->AttribStackDepth++; } static void pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable) { const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 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); if (ctx->Color.BlendEnabled != enable->Blend) { if (ctx->Extensions.EXT_draw_buffers2) { GLuint i; for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1); } } else { _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1)); } } for (i=0;iConst.MaxClipPlanes;i++) { const GLuint mask = 1 << i; if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), !!(enable->ClipPlanes & mask)); } 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->Transform.DepthClamp, enable->DepthClamp, GL_DEPTH_CLAMP); 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->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->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); /* GL_ARB_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); /* GL_ARB_fragment_program */ TEST_AND_UPDATE(ctx->FragmentProgram.Enabled, enable->FragmentProgram, GL_FRAGMENT_PROGRAM_ARB); /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled, GL_FRAMEBUFFER_SRGB); /* texture unit enables */ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { const GLbitfield enabled = enable->Texture[i]; const GLbitfield genEnabled = enable->TexGen[i]; if (ctx->Texture.Unit[i].Enabled != enabled) { _mesa_ActiveTexture(GL_TEXTURE0 + i); _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT)); if (ctx->Extensions.NV_texture_rectangle) { _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, !!(enabled & TEXTURE_RECT_BIT)); } if (ctx->Extensions.ARB_texture_cube_map) { _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, !!(enabled & TEXTURE_CUBE_BIT)); } if (ctx->Extensions.MESA_texture_array) { _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, !!(enabled & TEXTURE_1D_ARRAY_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, !!(enabled & TEXTURE_2D_ARRAY_BIT)); } } if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { _mesa_ActiveTexture(GL_TEXTURE0 + i); _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT)); } } _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave); } /** * Pop/restore texture attribute/group state. */ static void pop_texture_group(struct gl_context *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_ActiveTexture(GL_TEXTURE0_ARB + u); _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT)); if (ctx->Extensions.ARB_texture_cube_map) { _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, !!(unit->Enabled & TEXTURE_CUBE_BIT)); } if (ctx->Extensions.NV_texture_rectangle) { _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, !!(unit->Enabled & TEXTURE_RECT_BIT)); } if (ctx->Extensions.MESA_texture_array) { _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, !!(unit->Enabled & TEXTURE_1D_ARRAY_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, !!(unit->Enabled & TEXTURE_2D_ARRAY_BIT)); } _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->GenS.Mode); _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); /* Eye plane done differently to avoid re-transformation */ { struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); if (ctx->Driver.TexGen) { ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); } } _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT)); _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT)); _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, unit->LodBias); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->Combine.ModeRGB); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->Combine.ModeA); { const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3; GLuint i; for (i = 0; i < n; i++) { _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i, unit->Combine.SourceRGB[i]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i, unit->Combine.SourceA[i]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i, unit->Combine.OperandRGB[i]); _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i, unit->Combine.OperandA[i]); } } _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; const struct gl_sampler_object *samp; GLenum target; obj = &texstate->SavedObj[u][tgt]; /* don't restore state for unsupported targets to prevent * raising GL errors. */ if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && !ctx->Extensions.ARB_texture_cube_map) { continue; } else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && !ctx->Extensions.NV_texture_rectangle) { continue; } else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && !ctx->Extensions.MESA_texture_array) { continue; } else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY && !ctx->Extensions.ARB_texture_cube_map_array) { continue; } else if (obj->Target == GL_TEXTURE_BUFFER) continue; else if (obj->Target == GL_TEXTURE_EXTERNAL_OES) continue; else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE || obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) continue; target = obj->Target; _mesa_BindTexture(target, obj->Name); samp = &obj->Sampler; _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR); _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter); _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter); _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod); _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod); _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias); _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); _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, samp->MaxAnisotropy); } if (ctx->Extensions.ARB_shadow) { _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE, samp->CompareMode); _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC, samp->CompareFunc); } if (ctx->Extensions.ARB_depth_texture) _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode); } /* remove saved references to the texture objects */ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); } } _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL); _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); FLUSH_VERTICES(ctx, 0); 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.f[0], color->ClearColor.f[1], color->ClearColor.f[2], color->ClearColor.f[3]); _mesa_IndexMask(color->IndexMask); if (!ctx->Extensions.EXT_draw_buffers2) { _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0), (GLboolean) (color->ColorMask[0][1] != 0), (GLboolean) (color->ColorMask[0][2] != 0), (GLboolean) (color->ColorMask[0][3] != 0)); } else { GLuint i; for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { _mesa_ColorMaski(i, (GLboolean) (color->ColorMask[i][0] != 0), (GLboolean) (color->ColorMask[i][1] != 0), (GLboolean) (color->ColorMask[i][2] != 0), (GLboolean) (color->ColorMask[i][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; 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_DrawBuffers(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->AlphaRefUnclamped); if (ctx->Color.BlendEnabled != color->BlendEnabled) { if (ctx->Extensions.EXT_draw_buffers2) { GLuint i; for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { _mesa_set_enablei(ctx, GL_BLEND, i, (color->BlendEnabled >> i) & 1); } } else { _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1)); } } if (ctx->Color._BlendFuncPerBuffer || ctx->Color._BlendEquationPerBuffer) { /* set blend per buffer */ GLuint buf; for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) { _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB, color->Blend[buf].DstRGB, color->Blend[buf].SrcA, color->Blend[buf].DstA); _mesa_BlendEquationSeparateiARB(buf, color->Blend[buf].EquationRGB, color->Blend[buf].EquationA); } } else { /* set same blend modes for all buffers */ _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB, color->Blend[0].DstRGB, color->Blend[0].SrcA, color->Blend[0].DstA); /* This special case is because glBlendEquationSeparateEXT * cannot take GL_LOGIC_OP as a parameter. */ if (color->Blend[0].EquationRGB == color->Blend[0].EquationA) { _mesa_BlendEquation(color->Blend[0].EquationRGB); } else { _mesa_BlendEquationSeparate( color->Blend[0].EquationRGB, color->Blend[0].EquationA); } } _mesa_BlendColor(color->BlendColorUnclamped[0], color->BlendColorUnclamped[1], color->BlendColorUnclamped[2], color->BlendColorUnclamped[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); if (ctx->Extensions.ARB_color_buffer_float) _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor); _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor); /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ if (ctx->Extensions.EXT_framebuffer_sRGB) _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled); } 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); _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->SpotDirection); { GLfloat p[4] = { 0 }; p[0] = l->SpotExponent; _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); } { GLfloat p[4] = { 0 }; p[0] = l->SpotCutoff; _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); } { GLfloat p[4] = { 0 }; p[0] = l->ConstantAttenuation; _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); } { GLfloat p[4] = { 0 }; p[0] = l->LinearAttenuation; _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); } { GLfloat p[4] = { 0 }; p[0] = l->QuadraticAttenuation; _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); } } /* 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)); if (ctx->Extensions.ARB_color_buffer_float) { _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB, light->ClampVertexColor); } } 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_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, point->Params); _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, point->MinSize); _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, point->MaxSize); _mesa_PointParameterf(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); if (ctx->Extensions.NV_point_sprite) _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, ctx->Point.SpriteRMode); if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20) || ctx->API == API_OPENGL_CORE) _mesa_PointParameterf(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 < ctx->Const.MaxClipPlanes; i++) { const GLuint mask = 1 << i; const GLfloat *eyePlane = xform->EyeUserPlane[i]; COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, !!(xform->ClipPlanesEnabled & mask)); 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); if (xform->DepthClamp != ctx->Transform.DepthClamp) _mesa_set_enable(ctx, GL_DEPTH_CLAMP, ctx->Transform.DepthClamp); } break; case GL_TEXTURE_BIT: { 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; TEST_AND_UPDATE(ctx->Multisample.Enabled, ms->Enabled, GL_MULTISAMPLE); TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, ms->SampleCoverage, GL_SAMPLE_COVERAGE); TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, ms->SampleAlphaToCoverage, GL_SAMPLE_ALPHA_TO_COVERAGE); TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, ms->SampleAlphaToOne, GL_SAMPLE_ALPHA_TO_ONE); _mesa_SampleCoverage(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; } } /** * Copy gl_pixelstore_attrib from src to dst, updating buffer * object refcounts. */ static void copy_pixelstore(struct gl_context *ctx, struct gl_pixelstore_attrib *dst, const struct gl_pixelstore_attrib *src) { dst->Alignment = src->Alignment; dst->RowLength = src->RowLength; dst->SkipPixels = src->SkipPixels; dst->SkipRows = src->SkipRows; dst->ImageHeight = src->ImageHeight; dst->SkipImages = src->SkipImages; dst->SwapBytes = src->SwapBytes; dst->LsbFirst = src->LsbFirst; dst->Invert = src->Invert; _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); } #define GL_CLIENT_PACK_BIT (1<<20) #define GL_CLIENT_UNPACK_BIT (1<<21) /** * Copy gl_array_object from src to dest. * 'dest' must be in an initialized state. */ static void copy_array_object(struct gl_context *ctx, struct gl_array_object *dest, struct gl_array_object *src) { GLuint i; /* skip Name */ /* skip RefCount */ /* In theory must be the same anyway, but on recreate make sure it matches */ dest->ARBsemantics = src->ARBsemantics; for (i = 0; i < Elements(src->VertexAttrib); i++) _mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]); /* _Enabled must be the same than on push */ dest->_Enabled = src->_Enabled; dest->_MaxElement = src->_MaxElement; } /** * Copy gl_array_attrib from src to dest. * 'dest' must be in an initialized state. */ static void copy_array_attrib(struct gl_context *ctx, struct gl_array_attrib *dest, struct gl_array_attrib *src, bool vbo_deleted) { /* skip ArrayObj */ /* skip DefaultArrayObj, Objects */ dest->ActiveTexture = src->ActiveTexture; dest->LockFirst = src->LockFirst; dest->LockCount = src->LockCount; dest->PrimitiveRestart = src->PrimitiveRestart; dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex; dest->_PrimitiveRestart = src->_PrimitiveRestart; dest->RestartIndex = src->RestartIndex; dest->_RestartIndex = src->_RestartIndex; /* skip NewState */ /* skip RebindArrays */ if (!vbo_deleted) copy_array_object(ctx, dest->ArrayObj, src->ArrayObj); /* skip ArrayBufferObj */ /* skip ElementArrayBufferObj */ } /** * Save the content of src to dest. */ static void save_array_attrib(struct gl_context *ctx, struct gl_array_attrib *dest, struct gl_array_attrib *src) { /* Set the Name, needed for restore, but do never overwrite. * Needs to match value in the object hash. */ dest->ArrayObj->Name = src->ArrayObj->Name; /* And copy all of the rest. */ copy_array_attrib(ctx, dest, src, false); /* Just reference them here */ _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj, src->ArrayBufferObj); _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj, src->ArrayObj->ElementArrayBufferObj); } /** * Restore the content of src to dest. */ static void restore_array_attrib(struct gl_context *ctx, struct gl_array_attrib *dest, struct gl_array_attrib *src) { /* The ARB_vertex_array_object spec says: * * "BindVertexArray fails and an INVALID_OPERATION error is generated * if array is not a name returned from a previous call to * GenVertexArrays, or if such a name has since been deleted with * DeleteVertexArrays." * * Therefore popping a deleted VAO cannot magically recreate it. * * The semantics of objects created using APPLE_vertex_array_objects behave * differently. These objects expect to be recreated by pop. Alas. */ const bool arb_vao = (src->ArrayObj->Name != 0 && src->ArrayObj->ARBsemantics); if (arb_vao && !_mesa_IsVertexArray(src->ArrayObj->Name)) return; _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name); /* Restore or recreate the buffer objects by the names ... */ if (!arb_vao || src->ArrayBufferObj->Name == 0 || _mesa_IsBuffer(src->ArrayBufferObj->Name)) { /* ... and restore its content */ copy_array_attrib(ctx, dest, src, false); _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, src->ArrayBufferObj->Name); } else { copy_array_attrib(ctx, dest, src, true); } if (!arb_vao || src->ArrayObj->ElementArrayBufferObj->Name == 0 || _mesa_IsBuffer(src->ArrayObj->ElementArrayBufferObj->Name)) _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, src->ArrayObj->ElementArrayBufferObj->Name); } /** * init/alloc the fields of 'attrib'. * Needs to the init part matching free_array_attrib_data below. */ static void init_array_attrib_data(struct gl_context *ctx, struct gl_array_attrib *attrib) { /* Get a non driver gl_array_object. */ attrib->ArrayObj = CALLOC_STRUCT( gl_array_object ); _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0); } /** * Free/unreference the fields of 'attrib' but don't delete it (that's * done later in the calling code). * Needs to the cleanup part matching init_array_attrib_data above. */ static void free_array_attrib_data(struct gl_context *ctx, struct gl_array_attrib *attrib) { /* We use a non driver array object, so don't just unref since we would * end up using the drivers DeleteArrayObject function for deletion. */ _mesa_delete_array_object(ctx, attrib->ArrayObj); attrib->ArrayObj = 0; _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL); } void GLAPIENTRY _mesa_PushClientAttrib(GLbitfield mask) { struct gl_attrib_node *head; GET_CURRENT_CONTEXT(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; /* packing attribs */ attr = CALLOC_STRUCT( gl_pixelstore_attrib ); copy_pixelstore(ctx, attr, &ctx->Pack); save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr); /* unpacking attribs */ attr = CALLOC_STRUCT( gl_pixelstore_attrib ); copy_pixelstore(ctx, attr, &ctx->Unpack); save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr); } if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { struct gl_array_attrib *attr; attr = CALLOC_STRUCT( gl_array_attrib ); init_array_attrib_data(ctx, attr); save_array_attrib(ctx, attr, &ctx->Array); save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr); } ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; ctx->ClientAttribStackDepth++; } void GLAPIENTRY _mesa_PopClientAttrib(void) { struct gl_attrib_node *node, *next; GET_CURRENT_CONTEXT(ctx); FLUSH_VERTICES(ctx, 0); if (ctx->ClientAttribStackDepth == 0) { _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); return; } ctx->ClientAttribStackDepth--; node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; while (node) { switch (node->kind) { case GL_CLIENT_PACK_BIT: { struct gl_pixelstore_attrib *store = (struct gl_pixelstore_attrib *) node->data; copy_pixelstore(ctx, &ctx->Pack, store); _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); } break; case GL_CLIENT_UNPACK_BIT: { struct gl_pixelstore_attrib *store = (struct gl_pixelstore_attrib *) node->data; copy_pixelstore(ctx, &ctx->Unpack, store); _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); } break; case GL_CLIENT_VERTEX_ARRAY_BIT: { struct gl_array_attrib * attr = (struct gl_array_attrib *) node->data; restore_array_attrib(ctx, &ctx->Array, attr); free_array_attrib_data(ctx, attr); ctx->NewState |= _NEW_ARRAY; break; } default: _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); break; } next = node->next; free(node->data); free(node); node = next; } } /** * Free any attribute state data that might be attached to the context. */ void _mesa_free_attrib_data(struct gl_context *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, tgt; /* clear references to the saved texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); } } _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL); } else { /* any other chunks of state that requires special handling? */ } next = attr->next; free(attr->data); free(attr); attr = next; } } } void _mesa_init_attrib( struct gl_context *ctx ) { /* Renderer and client attribute stacks */ ctx->AttribStackDepth = 0; ctx->ClientAttribStackDepth = 0; }