diff options
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/main/attrib.c')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/main/attrib.c | 1338 |
1 files changed, 1338 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/main/attrib.c b/nx-X11/extras/Mesa/src/mesa/main/attrib.c new file mode 100644 index 000000000..4f8b6c2d6 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/main/attrib.c @@ -0,0 +1,1338 @@ +/* + * Mesa 3-D graphics library + * Version: 6.4.1 + * + * Copyright (C) 1999-2005 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 "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" + + +/* + * 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) { + struct gl_colorbuffer_attrib *attr; + attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); + MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); + newnode = new_attrib_node( GL_COLOR_BUFFER_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_CURRENT_BIT) { + struct gl_current_attrib *attr; + 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; + attr->ColorTable = ctx->Pixel.ColorTableEnabled; + attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled; + attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled; + 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<MAX_LIGHTS;i++) { + attr->Light[i] = ctx->Light.Light[i].Enabled; + } + attr->Lighting = ctx->Light.Enabled; + attr->LineSmooth = ctx->Line.SmoothFlag; + attr->LineStipple = ctx->Line.StippleFlag; + attr->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->PixelTexture = ctx->Pixel.PixelTextureEnabled; + 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; i<MAX_TEXTURE_UNITS; i++) { + attr->Texture[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) ); + newnode = new_attrib_node( GL_PIXEL_MODE_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_POINT_BIT) { + struct gl_point_attrib *attr; + attr = MALLOC_STRUCT( gl_point_attrib ); + MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); + newnode = new_attrib_node( GL_POINT_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_POLYGON_BIT) { + struct gl_polygon_attrib *attr; + attr = MALLOC_STRUCT( gl_polygon_attrib ); + MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); + newnode = new_attrib_node( GL_POLYGON_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_POLYGON_STIPPLE_BIT) { + GLuint *stipple; + stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); + MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); + newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT ); + newnode->data = stipple; + newnode->next = head; + head = newnode; + } + + if (mask & GL_SCISSOR_BIT) { + struct gl_scissor_attrib *attr; + attr = MALLOC_STRUCT( gl_scissor_attrib ); + MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); + newnode = new_attrib_node( GL_SCISSOR_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_STENCIL_BUFFER_BIT) { + struct gl_stencil_attrib *attr; + attr = MALLOC_STRUCT( gl_stencil_attrib ); + MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); + newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_TEXTURE_BIT) { + struct gl_texture_attrib *attr; + GLuint u; + /* Bump the texture object reference counts so that they don't + * inadvertantly get deleted. + */ + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + ctx->Texture.Unit[u].Current1D->RefCount++; + ctx->Texture.Unit[u].Current2D->RefCount++; + ctx->Texture.Unit[u].Current3D->RefCount++; + ctx->Texture.Unit[u].CurrentCubeMap->RefCount++; + ctx->Texture.Unit[u].CurrentRect->RefCount++; + } + attr = MALLOC_STRUCT( gl_texture_attrib ); + MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) ); + /* copy state of the currently bound texture objects */ + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + _mesa_copy_texture_object(&attr->Unit[u].Saved1D, + attr->Unit[u].Current1D); + _mesa_copy_texture_object(&attr->Unit[u].Saved2D, + attr->Unit[u].Current2D); + _mesa_copy_texture_object(&attr->Unit[u].Saved3D, + attr->Unit[u].Current3D); + _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap, + attr->Unit[u].CurrentCubeMap); + _mesa_copy_texture_object(&attr->Unit[u].SavedRect, + attr->Unit[u].CurrentRect); + } + newnode = new_attrib_node( GL_TEXTURE_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_TRANSFORM_BIT) { + struct gl_transform_attrib *attr; + attr = MALLOC_STRUCT( gl_transform_attrib ); + MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); + newnode = new_attrib_node( GL_TRANSFORM_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + if (mask & GL_VIEWPORT_BIT) { + struct gl_viewport_attrib *attr; + attr = MALLOC_STRUCT( gl_viewport_attrib ); + MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); + newnode = new_attrib_node( GL_VIEWPORT_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + } + + /* 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; + } + + 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;i<MAX_CLIP_PLANES;i++) { + const GLuint mask = 1 << i; + if ((ctx->Transform.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, enable->ColorTable, + GL_COLOR_TABLE); + TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled, + enable->PostColorMatrixColorTable, + GL_POST_COLOR_MATRIX_COLOR_TABLE); + TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled, + enable->PostConvolutionColorTable, + GL_POST_CONVOLUTION_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->Pixel.PixelTextureEnabled, enable->PixelTexture, + GL_POINT_SMOOTH); + 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_NV_vertex_program */ + TEST_AND_UPDATE(ctx->VertexProgram.Enabled, + enable->VertexProgram, + GL_VERTEX_PROGRAM_NV); + TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, + enable->VertexProgramPointSize, + GL_VERTEX_PROGRAM_POINT_SIZE_NV); + TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, + enable->VertexProgramTwoSide, + GL_VERTEX_PROGRAM_TWO_SIDE_NV); + +#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); + } +} + + +static void +pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib) +{ + GLuint u; + + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + const struct gl_texture_unit *unit = &texAttrib->Unit[u]; + GLuint i; + + _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 (i = 0; i < NUM_TEXTURE_TARGETS; i++) { + GLenum target = 0; + const struct gl_texture_object *obj = NULL; + GLfloat bordColor[4]; + + switch (i) { + case 0: + target = GL_TEXTURE_1D; + obj = &unit->Saved1D; + break; + case 1: + target = GL_TEXTURE_2D; + obj = &unit->Saved2D; + break; + case 2: + target = GL_TEXTURE_3D; + obj = &unit->Saved3D; + break; + case 3: + if (!ctx->Extensions.ARB_texture_cube_map) + continue; + target = GL_TEXTURE_CUBE_MAP_ARB; + obj = &unit->SavedCubeMap; + break; + case 4: + if (!ctx->Extensions.NV_texture_rectangle) + continue; + target = GL_TEXTURE_RECTANGLE_NV; + obj = &unit->SavedRect; + break; + default: + ; /* silence warnings */ + } + + _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_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); + _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor); + _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_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); + _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); + } + + } + } + _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + + texAttrib->CurrentUnit); + + /* "un-bump" the texture object reference counts. We did that so they + * wouldn't inadvertantly get deleted while they were still referenced + * inside the attribute state stack. + */ + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + ctx->Texture.Unit[u].Current1D->RefCount--; + ctx->Texture.Unit[u].Current2D->RefCount--; + ctx->Texture.Unit[u].Current3D->RefCount--; + ctx->Texture.Unit[u].CurrentCubeMap->RefCount--; + ctx->Texture.Unit[u].CurrentRect->RefCount--; + } +} + + +/* + * 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)); +#if 0 + _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, + color->DrawBuffer); +#else + _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, + color->DrawBuffer, NULL); +#endif + _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); + if (ctx->Extensions.HP_occlusion_test) + _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP, + depth->OcclusionTest); + } + 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 < MAX_LIGHTS; i++) { + GLenum lgt = (GLenum) (GL_LIGHT0 + i); + const struct gl_light *l = &light->Light[i]; + GLfloat tmp[4]; + _mesa_set_enable(ctx, lgt, l->Enabled); + _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient ); + _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse ); + _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular ); + TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition ); + _mesa_Lightfv( lgt, GL_POSITION, tmp ); + TRANSFORM_NORMAL( tmp, l->EyeDirection, ctx->ModelviewMatrixStack.Top->m ); + _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp ); + _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent ); + _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff ); + _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION, + &l->ConstantAttenuation ); + _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION, + &l->LinearAttenuation ); + _mesa_Lightfv( lgt, 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); + /* materials */ + MEMCPY(&ctx->Light.Material, &light->Material, + sizeof(struct gl_material)); + /* shade model */ + _mesa_ShadeModel(light->ShadeModel); + /* color material */ + _mesa_ColorMaterial(light->ColorMaterialFace, + light->ColorMaterialMode); + _mesa_set_enable(ctx, GL_COLOR_MATERIAL, + light->ColorMaterialEnabled); + } + 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: + { + GLint face; + 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); + face = stencil->ActiveFace; + if (ctx->Extensions.EXT_stencil_two_side) { + _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, stencil->TestTwoSide); + face ^= 1; + } + do { + _mesa_ActiveStencilFaceEXT(face); + _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face], + stencil->ValueMask[face]); + _mesa_StencilMask(stencil->WriteMask[face]); + _mesa_StencilOp(stencil->FailFunc[face], + stencil->ZFailFunc[face], + stencil->ZPassFunc[face]); + face ^= 1; + } while (face != (stencil->ActiveFace ^ 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 */ + { + const struct gl_texture_attrib *texture; + texture = (const struct gl_texture_attrib *) attr->data; + pop_texture_group(ctx, texture); + 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->Vertex.BufferObj->RefCount += step; + array->Normal.BufferObj->RefCount += step; + array->Color.BufferObj->RefCount += step; + array->SecondaryColor.BufferObj->RefCount += step; + array->FogCoord.BufferObj->RefCount += step; + array->Index.BufferObj->RefCount += step; + array->EdgeFlag.BufferObj->RefCount += step; + for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) + array->TexCoord[i].BufferObj->RefCount += step; + for (i = 0; i < VERT_ATTRIB_MAX; i++) + array->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; + attr = MALLOC_STRUCT( gl_array_attrib ); + MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); + newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT ); + newnode->data = attr; + newnode->next = head; + head = newnode; + /* 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: + adjust_buffer_object_ref_counts(&ctx->Array, -1); + MEMCPY( &ctx->Array, attr->data, + sizeof(struct gl_array_attrib) ); + /* decrement reference counts on buffer objects */ + 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; + } +} + + +void _mesa_init_attrib( GLcontext *ctx ) +{ + /* Renderer and client attribute stacks */ + ctx->AttribStackDepth = 0; + ctx->ClientAttribStackDepth = 0; +} |