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-rw-r--r--mesalib/src/mesa/main/attrib.c3121
1 files changed, 1546 insertions, 1575 deletions
diff --git a/mesalib/src/mesa/main/attrib.c b/mesalib/src/mesa/main/attrib.c
index 753949be5..23ba36fba 100644
--- a/mesalib/src/mesa/main/attrib.c
+++ b/mesalib/src/mesa/main/attrib.c
@@ -1,1575 +1,1546 @@
-/*
- * 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
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-#include "glheader.h"
-#include "imports.h"
-#include "accum.h"
-#include "arrayobj.h"
-#include "attrib.h"
-#include "blend.h"
-#include "buffers.h"
-#include "bufferobj.h"
-#include "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 "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"
-
-
-/**
- * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
- */
-struct gl_enable_attrib
-{
- GLboolean AlphaTest;
- GLboolean AutoNormal;
- GLboolean Blend;
- GLbitfield ClipPlanes;
- GLboolean ColorMaterial;
- GLboolean ColorTable[COLORTABLE_MAX];
- GLboolean Convolution1D;
- GLboolean Convolution2D;
- GLboolean Separable2D;
- GLboolean CullFace;
- GLboolean DepthClamp;
- GLboolean DepthTest;
- GLboolean Dither;
- GLboolean Fog;
- GLboolean Histogram;
- 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 Map1Attrib[16]; /* GL_NV_vertex_program */
- GLboolean Map2Color4;
- GLboolean Map2Index;
- GLboolean Map2Normal;
- GLboolean Map2TextureCoord1;
- GLboolean Map2TextureCoord2;
- GLboolean Map2TextureCoord3;
- GLboolean Map2TextureCoord4;
- GLboolean Map2Vertex3;
- GLboolean Map2Vertex4;
- GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
-
- GLboolean MinMax;
- 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 SampleCoverageInvert; /* GL_ARB_multisample */
- GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
-
- GLbitfield Texture[MAX_TEXTURE_UNITS];
- GLbitfield TexGen[MAX_TEXTURE_UNITS];
-
- /* SGI_texture_color_table */
- GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
-
- /* GL_ARB_vertex_program / GL_NV_vertex_program */
- GLboolean VertexProgram;
- GLboolean VertexProgramPointSize;
- GLboolean VertexProgramTwoSide;
-
- /* GL_ARB_point_sprite / GL_NV_point_sprite */
- GLboolean PointSprite;
- GLboolean FragmentShaderATI;
-};
-
-
-/**
- * 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];
-};
-
-
-#if FEATURE_attrib_stack
-
-
-/**
- * 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);
- 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) );
- 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;
- for (i = 0; i < COLORTABLE_MAX; i++) {
- attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
- }
- attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
- attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
- attr->Separable2D = ctx->Pixel.Separable2DEnabled;
- attr->CullFace = ctx->Polygon.CullFlag;
- attr->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->Histogram = ctx->Pixel.HistogramEnabled;
- attr->MinMax = ctx->Pixel.MinMaxEnabled;
- attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
- attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
- attr->Map1Color4 = ctx->Eval.Map1Color4;
- attr->Map1Index = ctx->Eval.Map1Index;
- attr->Map1Normal = ctx->Eval.Map1Normal;
- attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
- attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
- attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
- attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
- attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
- attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
- memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
- attr->Map2Color4 = ctx->Eval.Map2Color4;
- attr->Map2Index = ctx->Eval.Map2Index;
- attr->Map2Normal = ctx->Eval.Map2Normal;
- attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
- attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
- attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
- attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
- attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
- attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
- memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
- attr->Normalize = ctx->Transform.Normalize;
- attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
- attr->PointSmooth = ctx->Point.SmoothFlag;
- attr->PointSprite = ctx->Point.PointSprite;
- attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
- attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
- attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
- attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
- attr->PolygonStipple = ctx->Polygon.StippleFlag;
- attr->RescaleNormals = ctx->Transform.RescaleNormals;
- attr->Scissor = ctx->Scissor.Enabled;
- attr->Stencil = ctx->Stencil.Enabled;
- attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
- attr->MultisampleEnabled = ctx->Multisample.Enabled;
- attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
- attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
- attr->SampleCoverage = ctx->Multisample.SampleCoverage;
- attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
- for (i = 0; i < ctx->Const.MaxTextureUnits; 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;
- save_attrib_data(&head, GL_ENABLE_BIT, attr);
- }
-
- 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 = (GLuint *) 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_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(GLcontext *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;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[COLORTABLE_PRECONVOLUTION],
- enable->ColorTable[COLORTABLE_PRECONVOLUTION],
- GL_COLOR_TABLE);
- TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
- enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
- GL_POST_CONVOLUTION_COLOR_TABLE);
- TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
- enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
- GL_POST_COLOR_MATRIX_COLOR_TABLE);
- TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
- TEST_AND_UPDATE(ctx->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->Pixel.Convolution1DEnabled, enable->Convolution1D,
- GL_CONVOLUTION_1D);
- TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
- GL_CONVOLUTION_2D);
- TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
- GL_SEPARABLE_2D);
- TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
- TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
- TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
- TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
- GL_LINE_STIPPLE);
- TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
- GL_INDEX_LOGIC_OP);
- TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
- GL_COLOR_LOGIC_OP);
-
- TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
- TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
- TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
- GL_MAP1_TEXTURE_COORD_1);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
- GL_MAP1_TEXTURE_COORD_2);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
- GL_MAP1_TEXTURE_COORD_3);
- TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
- GL_MAP1_TEXTURE_COORD_4);
- TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
- GL_MAP1_VERTEX_3);
- TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
- GL_MAP1_VERTEX_4);
- for (i = 0; i < 16; i++) {
- TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
- GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
- }
-
- TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
- TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
- GL_MAP2_TEXTURE_COORD_1);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
- GL_MAP2_TEXTURE_COORD_2);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
- GL_MAP2_TEXTURE_COORD_3);
- TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
- GL_MAP2_TEXTURE_COORD_4);
- TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
- GL_MAP2_VERTEX_3);
- TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
- GL_MAP2_VERTEX_4);
- for (i = 0; i < 16; i++) {
- TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
- GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
- }
-
- TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
- TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
- TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
- GL_RESCALE_NORMAL_EXT);
- TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
- enable->RasterPositionUnclipped,
- GL_RASTER_POSITION_UNCLIPPED_IBM);
- TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
- GL_POINT_SMOOTH);
- if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
- TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
- GL_POINT_SPRITE_NV);
- }
- TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
- GL_POLYGON_OFFSET_POINT);
- TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
- GL_POLYGON_OFFSET_LINE);
- TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
- GL_POLYGON_OFFSET_FILL);
- TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
- GL_POLYGON_SMOOTH);
- TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
- GL_POLYGON_STIPPLE);
- TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
- TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
- if (ctx->Extensions.EXT_stencil_two_side) {
- TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
- }
- TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
- GL_MULTISAMPLE_ARB);
- TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
- enable->SampleAlphaToCoverage,
- GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
- TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
- enable->SampleAlphaToOne,
- GL_SAMPLE_ALPHA_TO_ONE_ARB);
- TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
- enable->SampleCoverage,
- GL_SAMPLE_COVERAGE_ARB);
- TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
- enable->SampleCoverageInvert,
- GL_SAMPLE_COVERAGE_INVERT_ARB);
- /* GL_ARB_vertex_program, GL_NV_vertex_program */
- TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
- enable->VertexProgram,
- GL_VERTEX_PROGRAM_ARB);
- TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
- enable->VertexProgramPointSize,
- GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
- TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
- enable->VertexProgramTwoSide,
- GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
-
-#undef TEST_AND_UPDATE
-
- /* texture unit enables */
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- const GLbitfield enabled = enable->Texture[i];
- const GLbitfield genEnabled = enable->TexGen[i];
-
- if (ctx->Texture.Unit[i].Enabled != enabled) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
-
- _mesa_set_enable(ctx, GL_TEXTURE_1D,
- (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D,
- (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_3D,
- (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
- if (ctx->Extensions.NV_texture_rectangle) {
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
- (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
- }
- if (ctx->Extensions.ARB_texture_cube_map) {
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
- (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
- }
- if (ctx->Extensions.MESA_texture_array) {
- _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
- (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
- (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
- }
- }
-
- if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
- (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
- (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
- (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
- (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
- }
-
- /* GL_SGI_texture_color_table */
- ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
- }
-
- _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
-}
-
-
-/**
- * Pop/restore texture attribute/group state.
- */
-static void
-pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
-{
- GLuint u;
-
- _mesa_lock_context_textures(ctx);
-
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
- GLuint tgt;
-
- _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
- _mesa_set_enable(ctx, GL_TEXTURE_1D,
- (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D,
- (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_3D,
- (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
- if (ctx->Extensions.ARB_texture_cube_map) {
- _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
- (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
- }
- if (ctx->Extensions.NV_texture_rectangle) {
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
- (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
- }
- if (ctx->Extensions.MESA_texture_array) {
- _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
- (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
- (unit->Enabled & TEXTURE_2D_ARRAY_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->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) ? GL_TRUE : GL_FALSE));
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
- ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
- ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
- ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
- if (ctx->Extensions.EXT_texture_lod_bias) {
- _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
- GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
- }
- if (ctx->Extensions.EXT_texture_env_combine ||
- ctx->Extensions.ARB_texture_env_combine) {
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
- unit->Combine.ModeRGB);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
- unit->Combine.ModeA);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
- unit->Combine.SourceRGB[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
- unit->Combine.SourceRGB[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
- unit->Combine.SourceRGB[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
- unit->Combine.SourceA[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
- unit->Combine.SourceA[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
- unit->Combine.SourceA[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
- unit->Combine.OperandRGB[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
- unit->Combine.OperandRGB[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
- unit->Combine.OperandRGB[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
- unit->Combine.OperandA[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
- unit->Combine.OperandA[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
- unit->Combine.OperandA[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
- 1 << unit->Combine.ScaleShiftRGB);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
- 1 << unit->Combine.ScaleShiftA);
- }
-
- /* Restore texture object state for each target */
- for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
- const struct gl_texture_object *obj = NULL;
- 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;
- }
-
- target = obj->Target;
-
- _mesa_BindTexture(target, obj->Name);
-
- _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f);
- _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
- _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
- _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
- _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
- _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
- if (target != GL_TEXTURE_RECTANGLE_ARB)
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
- if (ctx->Extensions.EXT_texture_filter_anisotropic) {
- _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
- obj->MaxAnisotropy);
- }
- if (ctx->Extensions.ARB_shadow_ambient) {
- _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
- obj->CompareFailValue);
- }
- }
-
- /* remove saved references to the texture objects */
- for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
- _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
- }
- }
-
- _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
-
- _mesa_unlock_context_textures(ctx);
-}
-
-
-/*
- * This function is kind of long just because we have to call a lot
- * of device driver functions to update device driver state.
- *
- * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
- * in order to restore GL state. This isn't terribly efficient but it
- * ensures that dirty flags and any derived state gets updated correctly.
- * We could at least check if the value to restore equals the current value
- * and then skip the Mesa call.
- */
-void GLAPIENTRY
-_mesa_PopAttrib(void)
-{
- struct gl_attrib_node *attr, *next;
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
-
- if (ctx->AttribStackDepth == 0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
- return;
- }
-
- ctx->AttribStackDepth--;
- attr = ctx->AttribStack[ctx->AttribStackDepth];
-
- while (attr) {
-
- if (MESA_VERBOSE & VERBOSE_API) {
- _mesa_debug(ctx, "glPopAttrib %s\n",
- _mesa_lookup_enum_by_nr(attr->kind));
- }
-
- switch (attr->kind) {
- case GL_ACCUM_BUFFER_BIT:
- {
- const struct gl_accum_attrib *accum;
- accum = (const struct gl_accum_attrib *) attr->data;
- _mesa_ClearAccum(accum->ClearColor[0],
- accum->ClearColor[1],
- accum->ClearColor[2],
- accum->ClearColor[3]);
- }
- break;
- case GL_COLOR_BUFFER_BIT:
- {
- const struct gl_colorbuffer_attrib *color;
-
- color = (const struct gl_colorbuffer_attrib *) attr->data;
- _mesa_ClearIndex((GLfloat) color->ClearIndex);
- _mesa_ClearColor(color->ClearColor[0],
- color->ClearColor[1],
- color->ClearColor[2],
- color->ClearColor[3]);
- _mesa_IndexMask(color->IndexMask);
- 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_ColorMaskIndexed(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_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
- color->DrawBuffer);
- else
- _mesa_DrawBuffer(color->DrawBuffer[0]);
- }
- _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
- _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
- 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));
- }
- }
- _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
- color->BlendDstRGB,
- color->BlendSrcA,
- color->BlendDstA);
- /* This special case is because glBlendEquationSeparateEXT
- * cannot take GL_LOGIC_OP as a parameter.
- */
- if ( color->BlendEquationRGB == color->BlendEquationA ) {
- _mesa_BlendEquation(color->BlendEquationRGB);
- }
- else {
- _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
- color->BlendEquationA);
- }
- _mesa_BlendColor(color->BlendColor[0],
- color->BlendColor[1],
- color->BlendColor[2],
- color->BlendColor[3]);
- _mesa_LogicOp(color->LogicOp);
- _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
- color->ColorLogicOpEnabled);
- _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
- color->IndexLogicOpEnabled);
- _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
- }
- break;
- case GL_CURRENT_BIT:
- FLUSH_CURRENT( ctx, 0 );
- memcpy( &ctx->Current, attr->data,
- sizeof(struct gl_current_attrib) );
- break;
- case GL_DEPTH_BUFFER_BIT:
- {
- const struct gl_depthbuffer_attrib *depth;
- depth = (const struct gl_depthbuffer_attrib *) attr->data;
- _mesa_DepthFunc(depth->Func);
- _mesa_ClearDepth(depth->Clear);
- _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
- _mesa_DepthMask(depth->Mask);
- }
- break;
- case GL_ENABLE_BIT:
- {
- const struct gl_enable_attrib *enable;
- enable = (const struct gl_enable_attrib *) attr->data;
- pop_enable_group(ctx, enable);
- ctx->NewState |= _NEW_ALL;
- }
- break;
- case GL_EVAL_BIT:
- memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
- ctx->NewState |= _NEW_EVAL;
- break;
- case GL_FOG_BIT:
- {
- const struct gl_fog_attrib *fog;
- fog = (const struct gl_fog_attrib *) attr->data;
- _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
- _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
- _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
- _mesa_Fogf(GL_FOG_START, fog->Start);
- _mesa_Fogf(GL_FOG_END, fog->End);
- _mesa_Fogf(GL_FOG_INDEX, fog->Index);
- _mesa_Fogi(GL_FOG_MODE, fog->Mode);
- }
- break;
- case GL_HINT_BIT:
- {
- const struct gl_hint_attrib *hint;
- hint = (const struct gl_hint_attrib *) attr->data;
- _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
- hint->PerspectiveCorrection );
- _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
- _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
- _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
- _mesa_Hint(GL_FOG_HINT, hint->Fog);
- _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
- hint->ClipVolumeClipping);
- _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));
- }
- 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);
- _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 < MAX_CLIP_PLANES; i++) {
- const GLuint mask = 1 << i;
- 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);
- if (xform->DepthClamp != ctx->Transform.DepthClamp)
- _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
- ctx->Transform.DepthClamp);
- }
- break;
- case GL_TEXTURE_BIT:
- /* Take care of texture object reference counters */
- {
- struct texture_state *texstate
- = (struct texture_state *) attr->data;
- pop_texture_group(ctx, texstate);
- ctx->NewState |= _NEW_TEXTURE;
- }
- break;
- case GL_VIEWPORT_BIT:
- {
- const struct gl_viewport_attrib *vp;
- vp = (const struct gl_viewport_attrib *) attr->data;
- _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
- _mesa_DepthRange(vp->Near, vp->Far);
- }
- break;
- case GL_MULTISAMPLE_BIT_ARB:
- {
- const struct gl_multisample_attrib *ms;
- ms = (const struct gl_multisample_attrib *) attr->data;
- _mesa_SampleCoverageARB(ms->SampleCoverageValue,
- ms->SampleCoverageInvert);
- }
- break;
-
- default:
- _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
- break;
- }
-
- next = attr->next;
- FREE( attr->data );
- FREE( attr );
- attr = next;
- }
-}
-
-
-/**
- * Helper for incrementing/decrementing vertex buffer object reference
- * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
- */
-static void
-adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
-{
- GLuint i;
-
- arrayObj->Vertex.BufferObj->RefCount += step;
- arrayObj->Weight.BufferObj->RefCount += step;
- arrayObj->Normal.BufferObj->RefCount += step;
- arrayObj->Color.BufferObj->RefCount += step;
- arrayObj->SecondaryColor.BufferObj->RefCount += step;
- arrayObj->FogCoord.BufferObj->RefCount += step;
- arrayObj->Index.BufferObj->RefCount += step;
- arrayObj->EdgeFlag.BufferObj->RefCount += step;
- for (i = 0; i < Elements(arrayObj->TexCoord); i++)
- arrayObj->TexCoord[i].BufferObj->RefCount += step;
- for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
- arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
-}
-
-
-/**
- * Copy gl_pixelstore_attrib from src to dst, updating buffer
- * object refcounts.
- */
-static void
-copy_pixelstore(GLcontext *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->ClientStorage = src->ClientStorage;
- 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)
-
-
-void GLAPIENTRY
-_mesa_PushClientAttrib(GLbitfield mask)
-{
- 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;
- /* 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;
- struct gl_array_object *obj;
-
- attr = MALLOC_STRUCT( gl_array_attrib );
- obj = MALLOC_STRUCT( gl_array_object );
-
-#if FEATURE_ARB_vertex_buffer_object
- /* increment ref counts since we're copying pointers to these objects */
- ctx->Array.ArrayBufferObj->RefCount++;
- ctx->Array.ElementArrayBufferObj->RefCount++;
-#endif
-
- memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
- memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
-
- attr->ArrayObj = obj;
-
- save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
-
- /* bump reference counts on buffer objects */
- adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
- }
-
- ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
- ctx->ClientAttribStackDepth++;
-}
-
-
-
-
-void GLAPIENTRY
-_mesa_PopClientAttrib(void)
-{
- struct gl_attrib_node *node, *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--;
- 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);
- }
- ctx->NewState |= _NEW_PACKUNPACK;
- 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);
- }
- ctx->NewState |= _NEW_PACKUNPACK;
- break;
- case GL_CLIENT_VERTEX_ARRAY_BIT: {
- struct gl_array_attrib * data =
- (struct gl_array_attrib *) node->data;
-
- adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
-
- ctx->Array.ActiveTexture = data->ActiveTexture;
- if (data->LockCount != 0)
- _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
- else if (ctx->Array.LockCount)
- _mesa_UnlockArraysEXT();
-
- _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
-
-#if FEATURE_ARB_vertex_buffer_object
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
- data->ArrayBufferObj->Name);
- _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
- data->ElementArrayBufferObj->Name);
-#endif
-
- memcpy( ctx->Array.ArrayObj, data->ArrayObj,
- sizeof( struct gl_array_object ) );
-
- FREE( data->ArrayObj );
-
- /* FIXME: Should some bits in ctx->Array->NewState also be set
- * FIXME: here? It seems like it should be set to inclusive-or
- * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
- */
-
- ctx->NewState |= _NEW_ARRAY;
- break;
- }
- default:
- _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
- break;
- }
-
- next = node->next;
- FREE( node->data );
- FREE( node );
- node = next;
- }
-}
-
-
-void
-_mesa_init_attrib_dispatch(struct _glapi_table *disp)
-{
- SET_PopAttrib(disp, _mesa_PopAttrib);
- SET_PushAttrib(disp, _mesa_PushAttrib);
- SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
- SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
-}
-
-
-#endif /* FEATURE_attrib_stack */
-
-
-/**
- * Free any attribute state data that might be attached to the context.
- */
-void
-_mesa_free_attrib_data(GLcontext *ctx)
-{
- while (ctx->AttribStackDepth > 0) {
- struct gl_attrib_node *attr, *next;
-
- ctx->AttribStackDepth--;
- attr = ctx->AttribStack[ctx->AttribStackDepth];
-
- while (attr) {
- if (attr->kind == GL_TEXTURE_BIT) {
- struct texture_state *texstate = (struct texture_state*)attr->data;
- GLuint u, 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);
- }
- }
- }
- else {
- /* any other chunks of state that requires special handling? */
- }
-
- 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;
-}
+/*
+ * 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
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include "glheader.h"
+#include "imports.h"
+#include "accum.h"
+#include "arrayobj.h"
+#include "attrib.h"
+#include "blend.h"
+#include "buffers.h"
+#include "bufferobj.h"
+#include "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 "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"
+
+
+/**
+ * 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 Map1Attrib[16]; /* GL_NV_vertex_program */
+ GLboolean Map2Color4;
+ GLboolean Map2Index;
+ GLboolean Map2Normal;
+ GLboolean Map2TextureCoord1;
+ GLboolean Map2TextureCoord2;
+ GLboolean Map2TextureCoord3;
+ GLboolean Map2TextureCoord4;
+ GLboolean Map2Vertex3;
+ GLboolean Map2Vertex4;
+ GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
+
+ 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 SampleCoverageInvert; /* GL_ARB_multisample */
+ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
+
+ GLbitfield Texture[MAX_TEXTURE_UNITS];
+ GLbitfield TexGen[MAX_TEXTURE_UNITS];
+
+ /* SGI_texture_color_table */
+ GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
+
+ /* GL_ARB_vertex_program / GL_NV_vertex_program */
+ GLboolean VertexProgram;
+ GLboolean VertexProgramPointSize;
+ GLboolean VertexProgramTwoSide;
+
+ /* GL_ARB_point_sprite / GL_NV_point_sprite */
+ GLboolean PointSprite;
+ GLboolean FragmentShaderATI;
+};
+
+
+/**
+ * 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];
+};
+
+
+#if FEATURE_attrib_stack
+
+
+/**
+ * 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);
+ 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) );
+ 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;
+ memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
+ attr->Map2Color4 = ctx->Eval.Map2Color4;
+ attr->Map2Index = ctx->Eval.Map2Index;
+ attr->Map2Normal = ctx->Eval.Map2Normal;
+ attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
+ attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
+ attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
+ attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
+ attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
+ attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
+ memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
+ attr->Normalize = ctx->Transform.Normalize;
+ attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
+ attr->PointSmooth = ctx->Point.SmoothFlag;
+ attr->PointSprite = ctx->Point.PointSprite;
+ attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
+ attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
+ attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
+ attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
+ attr->PolygonStipple = ctx->Polygon.StippleFlag;
+ attr->RescaleNormals = ctx->Transform.RescaleNormals;
+ attr->Scissor = ctx->Scissor.Enabled;
+ attr->Stencil = ctx->Stencil.Enabled;
+ attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
+ attr->MultisampleEnabled = ctx->Multisample.Enabled;
+ attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
+ attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
+ attr->SampleCoverage = ctx->Multisample.SampleCoverage;
+ attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
+ for (i = 0; i < ctx->Const.MaxTextureUnits; 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;
+ save_attrib_data(&head, GL_ENABLE_BIT, attr);
+ }
+
+ 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 = (GLuint *) 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_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;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->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);
+ for (i = 0; i < 16; i++) {
+ TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
+ GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
+ }
+
+ TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
+ TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
+ TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
+ GL_MAP2_TEXTURE_COORD_1);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
+ GL_MAP2_TEXTURE_COORD_2);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
+ GL_MAP2_TEXTURE_COORD_3);
+ TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
+ GL_MAP2_TEXTURE_COORD_4);
+ TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
+ GL_MAP2_VERTEX_3);
+ TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
+ GL_MAP2_VERTEX_4);
+ for (i = 0; i < 16; i++) {
+ TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
+ GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
+ }
+
+ TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
+ TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
+ TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
+ GL_RESCALE_NORMAL_EXT);
+ TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
+ enable->RasterPositionUnclipped,
+ GL_RASTER_POSITION_UNCLIPPED_IBM);
+ TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
+ GL_POINT_SMOOTH);
+ if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
+ TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
+ GL_POINT_SPRITE_NV);
+ }
+ TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
+ GL_POLYGON_OFFSET_POINT);
+ TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
+ GL_POLYGON_OFFSET_LINE);
+ TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
+ GL_POLYGON_OFFSET_FILL);
+ TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
+ GL_POLYGON_SMOOTH);
+ TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
+ GL_POLYGON_STIPPLE);
+ TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
+ TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
+ if (ctx->Extensions.EXT_stencil_two_side) {
+ TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
+ }
+ TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
+ GL_MULTISAMPLE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
+ enable->SampleAlphaToCoverage,
+ GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
+ enable->SampleAlphaToOne,
+ GL_SAMPLE_ALPHA_TO_ONE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
+ enable->SampleCoverage,
+ GL_SAMPLE_COVERAGE_ARB);
+ TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
+ enable->SampleCoverageInvert,
+ GL_SAMPLE_COVERAGE_INVERT_ARB);
+ /* GL_ARB_vertex_program, GL_NV_vertex_program */
+ TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
+ enable->VertexProgram,
+ GL_VERTEX_PROGRAM_ARB);
+ TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
+ enable->VertexProgramPointSize,
+ GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
+ TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
+ enable->VertexProgramTwoSide,
+ GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
+
+#undef TEST_AND_UPDATE
+
+ /* texture unit enables */
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ const GLbitfield enabled = enable->Texture[i];
+ const GLbitfield genEnabled = enable->TexGen[i];
+
+ if (ctx->Texture.Unit[i].Enabled != enabled) {
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
+
+ _mesa_set_enable(ctx, GL_TEXTURE_1D,
+ (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D,
+ (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_3D,
+ (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
+ if (ctx->Extensions.NV_texture_rectangle) {
+ _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
+ (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
+ }
+ if (ctx->Extensions.ARB_texture_cube_map) {
+ _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
+ (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
+ }
+ if (ctx->Extensions.MESA_texture_array) {
+ _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
+ (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
+ (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
+ }
+ }
+
+ if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
+ (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
+ (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
+ (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
+ (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
+ }
+
+ /* GL_SGI_texture_color_table */
+ ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
+ }
+
+ _mesa_ActiveTextureARB(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_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.MESA_texture_array) {
+ _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
+ (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
+ (unit->Enabled & TEXTURE_2D_ARRAY_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->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) ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
+ ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
+ ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
+ ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
+ if (ctx->Extensions.EXT_texture_lod_bias) {
+ _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
+ GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
+ }
+ if (ctx->Extensions.EXT_texture_env_combine ||
+ ctx->Extensions.ARB_texture_env_combine) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
+ unit->Combine.ModeRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
+ unit->Combine.ModeA);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
+ unit->Combine.SourceRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
+ unit->Combine.SourceRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
+ unit->Combine.SourceRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
+ unit->Combine.SourceA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
+ unit->Combine.SourceA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
+ unit->Combine.SourceA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
+ unit->Combine.OperandRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
+ unit->Combine.OperandRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
+ unit->Combine.OperandRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
+ unit->Combine.OperandA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
+ unit->Combine.OperandA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
+ unit->Combine.OperandA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
+ 1 << unit->Combine.ScaleShiftRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
+ 1 << unit->Combine.ScaleShiftA);
+ }
+
+ /* Restore texture object state for each target */
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+ const struct gl_texture_object *obj = NULL;
+ 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;
+ }
+
+ target = obj->Target;
+
+ _mesa_BindTexture(target, obj->Name);
+
+ _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f);
+ _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
+ _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
+ _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
+ _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
+ if (target != GL_TEXTURE_RECTANGLE_ARB)
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
+ if (ctx->Extensions.EXT_texture_filter_anisotropic) {
+ _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ obj->MaxAnisotropy);
+ }
+ if (ctx->Extensions.ARB_shadow_ambient) {
+ _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
+ obj->CompareFailValue);
+ }
+ }
+
+ /* remove saved references to the texture objects */
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+ _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
+ }
+ }
+
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
+
+ _mesa_unlock_context_textures(ctx);
+}
+
+
+/*
+ * This function is kind of long just because we have to call a lot
+ * of device driver functions to update device driver state.
+ *
+ * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
+ * in order to restore GL state. This isn't terribly efficient but it
+ * ensures that dirty flags and any derived state gets updated correctly.
+ * We could at least check if the value to restore equals the current value
+ * and then skip the Mesa call.
+ */
+void GLAPIENTRY
+_mesa_PopAttrib(void)
+{
+ struct gl_attrib_node *attr, *next;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ if (ctx->AttribStackDepth == 0) {
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
+ return;
+ }
+
+ ctx->AttribStackDepth--;
+ attr = ctx->AttribStack[ctx->AttribStackDepth];
+
+ while (attr) {
+
+ if (MESA_VERBOSE & VERBOSE_API) {
+ _mesa_debug(ctx, "glPopAttrib %s\n",
+ _mesa_lookup_enum_by_nr(attr->kind));
+ }
+
+ switch (attr->kind) {
+ case GL_ACCUM_BUFFER_BIT:
+ {
+ const struct gl_accum_attrib *accum;
+ accum = (const struct gl_accum_attrib *) attr->data;
+ _mesa_ClearAccum(accum->ClearColor[0],
+ accum->ClearColor[1],
+ accum->ClearColor[2],
+ accum->ClearColor[3]);
+ }
+ break;
+ case GL_COLOR_BUFFER_BIT:
+ {
+ const struct gl_colorbuffer_attrib *color;
+
+ color = (const struct gl_colorbuffer_attrib *) attr->data;
+ _mesa_ClearIndex((GLfloat) color->ClearIndex);
+ _mesa_ClearColor(color->ClearColor[0],
+ color->ClearColor[1],
+ color->ClearColor[2],
+ color->ClearColor[3]);
+ _mesa_IndexMask(color->IndexMask);
+ 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_ColorMaskIndexed(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_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
+ color->DrawBuffer);
+ else
+ _mesa_DrawBuffer(color->DrawBuffer[0]);
+ }
+ _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
+ _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
+ 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));
+ }
+ }
+ _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
+ color->BlendDstRGB,
+ color->BlendSrcA,
+ color->BlendDstA);
+ /* This special case is because glBlendEquationSeparateEXT
+ * cannot take GL_LOGIC_OP as a parameter.
+ */
+ if ( color->BlendEquationRGB == color->BlendEquationA ) {
+ _mesa_BlendEquation(color->BlendEquationRGB);
+ }
+ else {
+ _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
+ color->BlendEquationA);
+ }
+ _mesa_BlendColor(color->BlendColor[0],
+ color->BlendColor[1],
+ color->BlendColor[2],
+ color->BlendColor[3]);
+ _mesa_LogicOp(color->LogicOp);
+ _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
+ color->ColorLogicOpEnabled);
+ _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
+ color->IndexLogicOpEnabled);
+ _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
+ }
+ break;
+ case GL_CURRENT_BIT:
+ FLUSH_CURRENT( ctx, 0 );
+ memcpy( &ctx->Current, attr->data,
+ sizeof(struct gl_current_attrib) );
+ break;
+ case GL_DEPTH_BUFFER_BIT:
+ {
+ const struct gl_depthbuffer_attrib *depth;
+ depth = (const struct gl_depthbuffer_attrib *) attr->data;
+ _mesa_DepthFunc(depth->Func);
+ _mesa_ClearDepth(depth->Clear);
+ _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
+ _mesa_DepthMask(depth->Mask);
+ }
+ break;
+ case GL_ENABLE_BIT:
+ {
+ const struct gl_enable_attrib *enable;
+ enable = (const struct gl_enable_attrib *) attr->data;
+ pop_enable_group(ctx, enable);
+ ctx->NewState |= _NEW_ALL;
+ }
+ break;
+ case GL_EVAL_BIT:
+ memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
+ ctx->NewState |= _NEW_EVAL;
+ break;
+ case GL_FOG_BIT:
+ {
+ const struct gl_fog_attrib *fog;
+ fog = (const struct gl_fog_attrib *) attr->data;
+ _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
+ _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
+ _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
+ _mesa_Fogf(GL_FOG_START, fog->Start);
+ _mesa_Fogf(GL_FOG_END, fog->End);
+ _mesa_Fogf(GL_FOG_INDEX, fog->Index);
+ _mesa_Fogi(GL_FOG_MODE, fog->Mode);
+ }
+ break;
+ case GL_HINT_BIT:
+ {
+ const struct gl_hint_attrib *hint;
+ hint = (const struct gl_hint_attrib *) attr->data;
+ _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
+ hint->PerspectiveCorrection );
+ _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
+ _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
+ _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
+ _mesa_Hint(GL_FOG_HINT, hint->Fog);
+ _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
+ hint->ClipVolumeClipping);
+ _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));
+ }
+ 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);
+ _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 < MAX_CLIP_PLANES; i++) {
+ const GLuint mask = 1 << i;
+ 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);
+ if (xform->DepthClamp != ctx->Transform.DepthClamp)
+ _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
+ ctx->Transform.DepthClamp);
+ }
+ break;
+ case GL_TEXTURE_BIT:
+ /* Take care of texture object reference counters */
+ {
+ struct texture_state *texstate
+ = (struct texture_state *) attr->data;
+ pop_texture_group(ctx, texstate);
+ ctx->NewState |= _NEW_TEXTURE;
+ }
+ break;
+ case GL_VIEWPORT_BIT:
+ {
+ const struct gl_viewport_attrib *vp;
+ vp = (const struct gl_viewport_attrib *) attr->data;
+ _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
+ _mesa_DepthRange(vp->Near, vp->Far);
+ }
+ break;
+ case GL_MULTISAMPLE_BIT_ARB:
+ {
+ const struct gl_multisample_attrib *ms;
+ ms = (const struct gl_multisample_attrib *) attr->data;
+ _mesa_SampleCoverageARB(ms->SampleCoverageValue,
+ ms->SampleCoverageInvert);
+ }
+ break;
+
+ default:
+ _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
+ break;
+ }
+
+ next = attr->next;
+ FREE( attr->data );
+ FREE( attr );
+ attr = next;
+ }
+}
+
+
+/**
+ * Helper for incrementing/decrementing vertex buffer object reference
+ * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
+ */
+static void
+adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
+{
+ GLuint i;
+
+ arrayObj->Vertex.BufferObj->RefCount += step;
+ arrayObj->Weight.BufferObj->RefCount += step;
+ arrayObj->Normal.BufferObj->RefCount += step;
+ arrayObj->Color.BufferObj->RefCount += step;
+ arrayObj->SecondaryColor.BufferObj->RefCount += step;
+ arrayObj->FogCoord.BufferObj->RefCount += step;
+ arrayObj->Index.BufferObj->RefCount += step;
+ arrayObj->EdgeFlag.BufferObj->RefCount += step;
+ for (i = 0; i < Elements(arrayObj->TexCoord); i++)
+ arrayObj->TexCoord[i].BufferObj->RefCount += step;
+ for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
+ arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
+}
+
+
+/**
+ * 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->ClientStorage = src->ClientStorage;
+ 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)
+
+
+void GLAPIENTRY
+_mesa_PushClientAttrib(GLbitfield mask)
+{
+ 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;
+ /* 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;
+ struct gl_array_object *obj;
+
+ attr = MALLOC_STRUCT( gl_array_attrib );
+ obj = MALLOC_STRUCT( gl_array_object );
+
+#if FEATURE_ARB_vertex_buffer_object
+ /* increment ref counts since we're copying pointers to these objects */
+ ctx->Array.ArrayBufferObj->RefCount++;
+ ctx->Array.ElementArrayBufferObj->RefCount++;
+#endif
+
+ memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
+ memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
+
+ attr->ArrayObj = obj;
+
+ save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
+
+ /* bump reference counts on buffer objects */
+ adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
+ }
+
+ ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
+ ctx->ClientAttribStackDepth++;
+}
+
+
+
+
+void GLAPIENTRY
+_mesa_PopClientAttrib(void)
+{
+ struct gl_attrib_node *node, *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--;
+ 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);
+ }
+ ctx->NewState |= _NEW_PACKUNPACK;
+ 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);
+ }
+ ctx->NewState |= _NEW_PACKUNPACK;
+ break;
+ case GL_CLIENT_VERTEX_ARRAY_BIT: {
+ struct gl_array_attrib * data =
+ (struct gl_array_attrib *) node->data;
+
+ adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
+
+ ctx->Array.ActiveTexture = data->ActiveTexture;
+ if (data->LockCount != 0)
+ _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
+ else if (ctx->Array.LockCount)
+ _mesa_UnlockArraysEXT();
+
+ _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
+
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
+ data->ArrayBufferObj->Name);
+ _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
+ data->ElementArrayBufferObj->Name);
+#endif
+
+ memcpy( ctx->Array.ArrayObj, data->ArrayObj,
+ sizeof( struct gl_array_object ) );
+
+ FREE( data->ArrayObj );
+
+ /* FIXME: Should some bits in ctx->Array->NewState also be set
+ * FIXME: here? It seems like it should be set to inclusive-or
+ * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
+ */
+
+ ctx->NewState |= _NEW_ARRAY;
+ break;
+ }
+ default:
+ _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
+ break;
+ }
+
+ next = node->next;
+ FREE( node->data );
+ FREE( node );
+ node = next;
+ }
+}
+
+
+void
+_mesa_init_attrib_dispatch(struct _glapi_table *disp)
+{
+ SET_PopAttrib(disp, _mesa_PopAttrib);
+ SET_PushAttrib(disp, _mesa_PushAttrib);
+ SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
+ SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
+}
+
+
+#endif /* FEATURE_attrib_stack */
+
+
+/**
+ * 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);
+ }
+ }
+ }
+ 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;
+}