| /* $Id: attrib.c,v 1.69 2002/06/17 23:36:31 brianp Exp $ */ |
| |
| /* |
| * Mesa 3-D graphics library |
| * Version: 4.1 |
| * |
| * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| #ifdef PC_HEADER |
| #include "all.h" |
| #else |
| #include "glheader.h" |
| #include "accum.h" |
| #include "attrib.h" |
| #include "blend.h" |
| #include "buffers.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 "matrix.h" |
| #include "mem.h" |
| #include "points.h" |
| #include "polygon.h" |
| #include "simple_list.h" |
| #include "stencil.h" |
| #include "texobj.h" |
| #include "texstate.h" |
| #include "mtypes.h" |
| #include "math/m_xform.h" |
| #endif |
| |
| |
| |
| |
| /* |
| * Allocate a new attribute state node. These nodes have a |
| * "kind" value and a pointer to a struct of state data. |
| */ |
| static struct gl_attrib_node * |
| new_attrib_node( GLbitfield kind ) |
| { |
| struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node); |
| if (an) { |
| an->kind = kind; |
| } |
| return an; |
| } |
| |
| |
| void |
| _mesa_PushAttrib(GLbitfield mask) |
| { |
| struct gl_attrib_node *newnode; |
| struct gl_attrib_node *head; |
| |
| GET_CURRENT_CONTEXT(ctx); |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (MESA_VERBOSE & VERBOSE_API) |
| _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); |
| |
| if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { |
| _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); |
| return; |
| } |
| |
| /* Build linked list of attribute nodes which save all attribute */ |
| /* groups specified by the mask. */ |
| head = NULL; |
| |
| if (mask & GL_ACCUM_BUFFER_BIT) { |
| struct gl_accum_attrib *attr; |
| attr = MALLOC_STRUCT( gl_accum_attrib ); |
| MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); |
| newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_COLOR_BUFFER_BIT) { |
| struct gl_colorbuffer_attrib *attr; |
| attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); |
| MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); |
| newnode = new_attrib_node( GL_COLOR_BUFFER_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_CURRENT_BIT) { |
| struct gl_current_attrib *attr; |
| FLUSH_CURRENT( ctx, 0 ); |
| attr = MALLOC_STRUCT( gl_current_attrib ); |
| MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); |
| newnode = new_attrib_node( GL_CURRENT_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_DEPTH_BUFFER_BIT) { |
| struct gl_depthbuffer_attrib *attr; |
| attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); |
| MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); |
| newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_ENABLE_BIT) { |
| struct gl_enable_attrib *attr; |
| GLuint i; |
| attr = MALLOC_STRUCT( gl_enable_attrib ); |
| /* Copy enable flags from all other attributes into the enable struct. */ |
| attr->AlphaTest = ctx->Color.AlphaEnabled; |
| attr->AutoNormal = ctx->Eval.AutoNormal; |
| attr->Blend = ctx->Color.BlendEnabled; |
| attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; |
| attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; |
| attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; |
| attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; |
| attr->Separable2D = ctx->Pixel.Separable2DEnabled; |
| attr->CullFace = ctx->Polygon.CullFlag; |
| attr->DepthTest = ctx->Depth.Test; |
| attr->Dither = ctx->Color.DitherFlag; |
| attr->Fog = ctx->Fog.Enabled; |
| for (i=0;i<MAX_LIGHTS;i++) { |
| attr->Light[i] = ctx->Light.Light[i].Enabled; |
| } |
| attr->Lighting = ctx->Light.Enabled; |
| attr->LineSmooth = ctx->Line.SmoothFlag; |
| attr->LineStipple = ctx->Line.StippleFlag; |
| attr->Histogram = ctx->Pixel.HistogramEnabled; |
| attr->MinMax = ctx->Pixel.MinMaxEnabled; |
| attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; |
| attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; |
| attr->Map1Color4 = ctx->Eval.Map1Color4; |
| attr->Map1Index = ctx->Eval.Map1Index; |
| attr->Map1Normal = ctx->Eval.Map1Normal; |
| attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; |
| attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; |
| attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; |
| attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; |
| attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; |
| attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; |
| MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); |
| attr->Map2Color4 = ctx->Eval.Map2Color4; |
| attr->Map2Index = ctx->Eval.Map2Index; |
| attr->Map2Normal = ctx->Eval.Map2Normal; |
| attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; |
| attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; |
| attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; |
| attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; |
| attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; |
| attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; |
| MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); |
| attr->Normalize = ctx->Transform.Normalize; |
| attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; |
| attr->PixelTexture = ctx->Pixel.PixelTextureEnabled; |
| attr->PointSmooth = ctx->Point.SmoothFlag; |
| attr->PointSprite = ctx->Point.PointSprite; |
| attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; |
| attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; |
| attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; |
| attr->PolygonSmooth = ctx->Polygon.SmoothFlag; |
| attr->PolygonStipple = ctx->Polygon.StippleFlag; |
| attr->RescaleNormals = ctx->Transform.RescaleNormals; |
| attr->Scissor = ctx->Scissor.Enabled; |
| attr->Stencil = ctx->Stencil.Enabled; |
| attr->MultisampleEnabled = ctx->Multisample.Enabled; |
| attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; |
| attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; |
| attr->SampleCoverage = ctx->Multisample.SampleCoverage; |
| attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; |
| for (i=0; i<MAX_TEXTURE_UNITS; i++) { |
| attr->Texture[i] = ctx->Texture.Unit[i].Enabled; |
| attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; |
| } |
| /* GL_NV_vertex_program */ |
| attr->VertexProgram = ctx->VertexProgram.Enabled; |
| attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; |
| attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; |
| newnode = new_attrib_node( GL_ENABLE_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_EVAL_BIT) { |
| struct gl_eval_attrib *attr; |
| attr = MALLOC_STRUCT( gl_eval_attrib ); |
| MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); |
| newnode = new_attrib_node( GL_EVAL_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_FOG_BIT) { |
| struct gl_fog_attrib *attr; |
| attr = MALLOC_STRUCT( gl_fog_attrib ); |
| MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); |
| newnode = new_attrib_node( GL_FOG_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_HINT_BIT) { |
| struct gl_hint_attrib *attr; |
| attr = MALLOC_STRUCT( gl_hint_attrib ); |
| MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); |
| newnode = new_attrib_node( GL_HINT_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_LIGHTING_BIT) { |
| struct gl_light_attrib *attr; |
| FLUSH_CURRENT(ctx, 0); /* flush material changes */ |
| attr = MALLOC_STRUCT( gl_light_attrib ); |
| MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); |
| newnode = new_attrib_node( GL_LIGHTING_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_LINE_BIT) { |
| struct gl_line_attrib *attr; |
| attr = MALLOC_STRUCT( gl_line_attrib ); |
| MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); |
| newnode = new_attrib_node( GL_LINE_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_LIST_BIT) { |
| struct gl_list_attrib *attr; |
| attr = MALLOC_STRUCT( gl_list_attrib ); |
| MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) ); |
| newnode = new_attrib_node( GL_LIST_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_PIXEL_MODE_BIT) { |
| struct gl_pixel_attrib *attr; |
| attr = MALLOC_STRUCT( gl_pixel_attrib ); |
| MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); |
| newnode = new_attrib_node( GL_PIXEL_MODE_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_POINT_BIT) { |
| struct gl_point_attrib *attr; |
| attr = MALLOC_STRUCT( gl_point_attrib ); |
| MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); |
| newnode = new_attrib_node( GL_POINT_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_POLYGON_BIT) { |
| struct gl_polygon_attrib *attr; |
| attr = MALLOC_STRUCT( gl_polygon_attrib ); |
| MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); |
| newnode = new_attrib_node( GL_POLYGON_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_POLYGON_STIPPLE_BIT) { |
| GLuint *stipple; |
| stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); |
| MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); |
| newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT ); |
| newnode->data = stipple; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_SCISSOR_BIT) { |
| struct gl_scissor_attrib *attr; |
| attr = MALLOC_STRUCT( gl_scissor_attrib ); |
| MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); |
| newnode = new_attrib_node( GL_SCISSOR_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_STENCIL_BUFFER_BIT) { |
| struct gl_stencil_attrib *attr; |
| attr = MALLOC_STRUCT( gl_stencil_attrib ); |
| MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); |
| newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_TEXTURE_BIT) { |
| struct gl_texture_attrib *attr; |
| GLuint u; |
| /* Bump the texture object reference counts so that they don't |
| * inadvertantly get deleted. |
| */ |
| for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
| ctx->Texture.Unit[u].Current1D->RefCount++; |
| ctx->Texture.Unit[u].Current2D->RefCount++; |
| ctx->Texture.Unit[u].Current3D->RefCount++; |
| ctx->Texture.Unit[u].CurrentCubeMap->RefCount++; |
| ctx->Texture.Unit[u].CurrentRect->RefCount++; |
| } |
| attr = MALLOC_STRUCT( gl_texture_attrib ); |
| MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) ); |
| /* copy state of the currently bound texture objects */ |
| for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
| _mesa_copy_texture_object(&attr->Unit[u].Saved1D, |
| attr->Unit[u].Current1D); |
| _mesa_copy_texture_object(&attr->Unit[u].Saved2D, |
| attr->Unit[u].Current2D); |
| _mesa_copy_texture_object(&attr->Unit[u].Saved3D, |
| attr->Unit[u].Current3D); |
| _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap, |
| attr->Unit[u].CurrentCubeMap); |
| _mesa_copy_texture_object(&attr->Unit[u].SavedRect, |
| attr->Unit[u].CurrentRect); |
| } |
| newnode = new_attrib_node( GL_TEXTURE_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_TRANSFORM_BIT) { |
| struct gl_transform_attrib *attr; |
| attr = MALLOC_STRUCT( gl_transform_attrib ); |
| MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); |
| newnode = new_attrib_node( GL_TRANSFORM_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| if (mask & GL_VIEWPORT_BIT) { |
| struct gl_viewport_attrib *attr; |
| attr = MALLOC_STRUCT( gl_viewport_attrib ); |
| MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); |
| newnode = new_attrib_node( GL_VIEWPORT_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| /* GL_ARB_multisample */ |
| if (mask & GL_MULTISAMPLE_BIT_ARB) { |
| struct gl_multisample_attrib *attr; |
| attr = MALLOC_STRUCT( gl_multisample_attrib ); |
| MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); |
| newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| ctx->AttribStack[ctx->AttribStackDepth] = head; |
| ctx->AttribStackDepth++; |
| } |
| |
| |
| |
| static void |
| pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable) |
| { |
| GLuint i; |
| |
| #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ |
| if ((VALUE) != (NEWVALUE)) { \ |
| _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ |
| } |
| |
| TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); |
| TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND); |
| |
| for (i=0;i<MAX_CLIP_PLANES;i++) { |
| const GLuint mask = 1 << i; |
| if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) |
| _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), |
| (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->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); |
| TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); |
| TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, |
| GL_CONVOLUTION_1D); |
| TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, |
| GL_CONVOLUTION_2D); |
| TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, |
| GL_SEPARABLE_2D); |
| TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); |
| TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); |
| TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); |
| TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, |
| GL_LINE_STIPPLE); |
| TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, |
| GL_INDEX_LOGIC_OP); |
| TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, |
| GL_COLOR_LOGIC_OP); |
| |
| TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); |
| TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); |
| TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); |
| TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, |
| GL_MAP1_TEXTURE_COORD_1); |
| TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, |
| GL_MAP1_TEXTURE_COORD_2); |
| TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, |
| GL_MAP1_TEXTURE_COORD_3); |
| TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, |
| GL_MAP1_TEXTURE_COORD_4); |
| TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, |
| GL_MAP1_VERTEX_3); |
| TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, |
| GL_MAP1_VERTEX_4); |
| for (i = 0; i < 16; i++) { |
| TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], |
| GL_MAP1_VERTEX_ATTRIB0_4_NV + i); |
| } |
| |
| TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); |
| TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); |
| TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); |
| TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, |
| GL_MAP2_TEXTURE_COORD_1); |
| TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, |
| GL_MAP2_TEXTURE_COORD_2); |
| TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, |
| GL_MAP2_TEXTURE_COORD_3); |
| TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, |
| GL_MAP2_TEXTURE_COORD_4); |
| TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, |
| GL_MAP2_VERTEX_3); |
| TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, |
| GL_MAP2_VERTEX_4); |
| for (i = 0; i < 16; i++) { |
| TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], |
| GL_MAP2_VERTEX_ATTRIB0_4_NV + i); |
| } |
| |
| TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); |
| TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); |
| TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, |
| GL_RESCALE_NORMAL_EXT); |
| TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, |
| enable->RasterPositionUnclipped, |
| GL_RASTER_POSITION_UNCLIPPED_IBM); |
| TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture, |
| GL_POINT_SMOOTH); |
| TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, |
| GL_POINT_SMOOTH); |
| if (ctx->Extensions.NV_point_sprite) { |
| 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); |
| TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, |
| GL_MULTISAMPLE_ARB); |
| TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, |
| enable->SampleAlphaToCoverage, |
| GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); |
| TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, |
| enable->SampleAlphaToOne, |
| GL_SAMPLE_ALPHA_TO_ONE_ARB); |
| TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, |
| enable->SampleCoverage, |
| GL_SAMPLE_COVERAGE_ARB); |
| TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, |
| enable->SampleCoverageInvert, |
| GL_SAMPLE_COVERAGE_INVERT_ARB); |
| /* GL_NV_vertex_program */ |
| TEST_AND_UPDATE(ctx->VertexProgram.Enabled, |
| enable->VertexProgram, |
| GL_VERTEX_PROGRAM_NV); |
| TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, |
| enable->VertexProgramPointSize, |
| GL_VERTEX_PROGRAM_POINT_SIZE_NV); |
| TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, |
| enable->VertexProgramTwoSide, |
| GL_VERTEX_PROGRAM_TWO_SIDE_NV); |
| |
| #undef TEST_AND_UPDATE |
| |
| /* texture unit enables */ |
| for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { |
| if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) { |
| ctx->Texture.Unit[i].Enabled = enable->Texture[i]; |
| if (ctx->Driver.Enable) { |
| if (ctx->Driver.ActiveTexture) { |
| (*ctx->Driver.ActiveTexture)(ctx, i); |
| } |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, |
| (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) ); |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, |
| (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) ); |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, |
| (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) ); |
| if (ctx->Extensions.ARB_texture_cube_map) |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB, |
| (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) ); |
| if (ctx->Extensions.NV_texture_rectangle) |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV, |
| (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) ); |
| } |
| } |
| |
| if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) { |
| ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i]; |
| if (ctx->Driver.Enable) { |
| if (ctx->Driver.ActiveTexture) { |
| (*ctx->Driver.ActiveTexture)(ctx, i); |
| } |
| if (enable->TexGen[i] & S_BIT) |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE); |
| else |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE); |
| if (enable->TexGen[i] & T_BIT) |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE); |
| else |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE); |
| if (enable->TexGen[i] & R_BIT) |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE); |
| else |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE); |
| if (enable->TexGen[i] & Q_BIT) |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE); |
| else |
| (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE); |
| } |
| } |
| } |
| |
| if (ctx->Driver.ActiveTexture) { |
| (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit); |
| } |
| } |
| |
| |
| static void |
| pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib) |
| { |
| GLuint u; |
| |
| for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
| const struct gl_texture_unit *unit = &texAttrib->Unit[u]; |
| GLuint i; |
| |
| _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); |
| _mesa_set_enable(ctx, GL_TEXTURE_1D, |
| (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE)); |
| _mesa_set_enable(ctx, GL_TEXTURE_2D, |
| (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE)); |
| _mesa_set_enable(ctx, GL_TEXTURE_3D, |
| (GLboolean) (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, |
| (GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE)); |
| } |
| if (ctx->Extensions.NV_texture_rectangle) { |
| _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, |
| (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE)); |
| } |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); |
| _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); |
| _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS); |
| _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT); |
| _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR); |
| _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ); |
| _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS); |
| _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT); |
| _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR); |
| _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ); |
| _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS); |
| _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT); |
| _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR); |
| _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ); |
| 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_EXT, |
| unit->CombineModeRGB); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, |
| unit->CombineModeA); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, |
| unit->CombineSourceRGB[0]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, |
| unit->CombineSourceRGB[1]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, |
| unit->CombineSourceRGB[2]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, |
| unit->CombineSourceA[0]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, |
| unit->CombineSourceA[1]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, |
| unit->CombineSourceA[2]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, |
| unit->CombineOperandRGB[0]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, |
| unit->CombineOperandRGB[1]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, |
| unit->CombineOperandRGB[2]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, |
| unit->CombineOperandA[0]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, |
| unit->CombineOperandA[1]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, |
| unit->CombineOperandA[2]); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, |
| 1 << unit->CombineScaleShiftRGB); |
| _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, |
| 1 << unit->CombineScaleShiftA); |
| } |
| |
| /* Restore texture object state */ |
| for (i = 0; i < 5; i++) { |
| GLenum target = 0; |
| const struct gl_texture_object *obj = NULL; |
| GLfloat bordColor[4]; |
| |
| switch (i) { |
| case 0: |
| target = GL_TEXTURE_1D; |
| obj = &unit->Saved1D; |
| break; |
| case 1: |
| target = GL_TEXTURE_2D; |
| obj = &unit->Saved2D; |
| break; |
| case 2: |
| target = GL_TEXTURE_3D; |
| obj = &unit->Saved3D; |
| break; |
| case 3: |
| if (!ctx->Extensions.ARB_texture_cube_map) |
| continue; |
| target = GL_TEXTURE_CUBE_MAP_ARB; |
| obj = &unit->SavedCubeMap; |
| break; |
| case 4: |
| if (!ctx->Extensions.NV_texture_rectangle) |
| continue; |
| target = GL_TEXTURE_RECTANGLE_NV; |
| obj = &unit->SavedRect; |
| break; |
| default: |
| ; /* silence warnings */ |
| } |
| |
| _mesa_BindTexture(target, obj->Name); |
| |
| bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]); |
| bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]); |
| bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]); |
| bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]); |
| |
| _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); |
| _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor); |
| _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); |
| _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); |
| _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); |
| _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); |
| _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); |
| _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); |
| _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); |
| _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); |
| _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); |
| if (ctx->Extensions.EXT_texture_filter_anisotropic) { |
| _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, |
| obj->MaxAnisotropy); |
| } |
| if (ctx->Extensions.SGIX_shadow) { |
| _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX, |
| obj->CompareFlag); |
| _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX, |
| obj->CompareOperator); |
| } |
| if (ctx->Extensions.SGIX_shadow_ambient) { |
| _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX, |
| CHAN_TO_FLOAT(obj->ShadowAmbient)); |
| } |
| |
| } |
| } |
| _mesa_ActiveTextureARB(GL_TEXTURE0_ARB |
| + texAttrib->CurrentUnit); |
| |
| /* "un-bump" the texture object reference counts. We did that so they |
| * wouldn't inadvertantly get deleted while they were still referenced |
| * inside the attribute state stack. |
| */ |
| for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
| ctx->Texture.Unit[u].Current1D->RefCount--; |
| ctx->Texture.Unit[u].Current2D->RefCount--; |
| ctx->Texture.Unit[u].Current3D->RefCount--; |
| ctx->Texture.Unit[u].CurrentCubeMap->RefCount--; |
| ctx->Texture.Unit[u].CurrentRect->RefCount--; |
| } |
| } |
| |
| |
| /* |
| * This function is kind of long just because we have to call a lot |
| * of device driver functions to update device driver state. |
| * |
| * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions |
| * in order to restore GL state. This isn't terribly efficient but it |
| * ensures that dirty flags and any derived state gets updated correctly. |
| * We could at least check if the value to restore equals the current value |
| * and then skip the Mesa call. |
| */ |
| void |
| _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(CHAN_TO_FLOAT(color->ClearColor[0]), |
| CHAN_TO_FLOAT(color->ClearColor[1]), |
| CHAN_TO_FLOAT(color->ClearColor[2]), |
| CHAN_TO_FLOAT(color->ClearColor[3])); |
| _mesa_IndexMask(color->IndexMask); |
| _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0), |
| (GLboolean) (color->ColorMask[1] != 0), |
| (GLboolean) (color->ColorMask[2] != 0), |
| (GLboolean) (color->ColorMask[3] != 0)); |
| _mesa_DrawBuffer(color->DrawBuffer); |
| _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); |
| _mesa_AlphaFunc(color->AlphaFunc, |
| CHAN_TO_FLOAT(color->AlphaRef)); |
| _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled); |
| _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, |
| color->BlendDstRGB, |
| color->BlendSrcA, |
| color->BlendDstA); |
| _mesa_BlendEquation(color->BlendEquation); |
| _mesa_BlendColor(color->BlendColor[0], |
| color->BlendColor[1], |
| color->BlendColor[2], |
| color->BlendColor[3]); |
| _mesa_LogicOp(color->LogicOp); |
| _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, |
| color->ColorLogicOpEnabled); |
| _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, |
| color->IndexLogicOpEnabled); |
| _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); |
| } |
| break; |
| case GL_CURRENT_BIT: |
| FLUSH_CURRENT( ctx, 0 ); |
| MEMCPY( &ctx->Current, attr->data, |
| sizeof(struct gl_current_attrib) ); |
| break; |
| case GL_DEPTH_BUFFER_BIT: |
| { |
| const struct gl_depthbuffer_attrib *depth; |
| depth = (const struct gl_depthbuffer_attrib *) attr->data; |
| _mesa_DepthFunc(depth->Func); |
| _mesa_ClearDepth(depth->Clear); |
| _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); |
| _mesa_DepthMask(depth->Mask); |
| if (ctx->Extensions.HP_occlusion_test) |
| _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP, |
| depth->OcclusionTest); |
| } |
| break; |
| case GL_ENABLE_BIT: |
| { |
| const struct gl_enable_attrib *enable; |
| enable = (const struct gl_enable_attrib *) attr->data; |
| pop_enable_group(ctx, enable); |
| ctx->NewState |= _NEW_ALL; |
| } |
| break; |
| case GL_EVAL_BIT: |
| MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); |
| ctx->NewState |= _NEW_EVAL; |
| break; |
| case GL_FOG_BIT: |
| { |
| const struct gl_fog_attrib *fog; |
| fog = (const struct gl_fog_attrib *) attr->data; |
| _mesa_set_enable(ctx, GL_FOG, fog->Enabled); |
| _mesa_Fogfv(GL_FOG_COLOR, fog->Color); |
| _mesa_Fogf(GL_FOG_DENSITY, fog->Density); |
| _mesa_Fogf(GL_FOG_START, fog->Start); |
| _mesa_Fogf(GL_FOG_END, fog->End); |
| _mesa_Fogf(GL_FOG_INDEX, fog->Index); |
| _mesa_Fogi(GL_FOG_MODE, fog->Mode); |
| } |
| break; |
| case GL_HINT_BIT: |
| { |
| const struct gl_hint_attrib *hint; |
| hint = (const struct gl_hint_attrib *) attr->data; |
| _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, |
| hint->PerspectiveCorrection ); |
| _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); |
| _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); |
| _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); |
| _mesa_Hint(GL_FOG_HINT, hint->Fog); |
| _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, |
| hint->ClipVolumeClipping); |
| if (ctx->Extensions.ARB_texture_compression) |
| _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, |
| hint->TextureCompression); |
| } |
| break; |
| case GL_LIGHTING_BIT: |
| { |
| GLuint i; |
| const struct gl_light_attrib *light; |
| light = (const struct gl_light_attrib *) attr->data; |
| /* lighting enable */ |
| _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); |
| /* per-light state */ |
| |
| if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) |
| _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); |
| |
| for (i = 0; i < MAX_LIGHTS; i++) { |
| GLenum lgt = (GLenum) (GL_LIGHT0 + i); |
| const struct gl_light *l = &light->Light[i]; |
| GLfloat tmp[4]; |
| _mesa_set_enable(ctx, lgt, l->Enabled); |
| _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient ); |
| _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse ); |
| _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular ); |
| TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition ); |
| _mesa_Lightfv( lgt, GL_POSITION, tmp ); |
| TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection ); |
| _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp ); |
| _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent ); |
| _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff ); |
| _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION, |
| &l->ConstantAttenuation ); |
| _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION, |
| &l->LinearAttenuation ); |
| _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION, |
| &l->QuadraticAttenuation ); |
| } |
| /* light model */ |
| _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, |
| light->Model.Ambient); |
| _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, |
| (GLfloat) light->Model.LocalViewer); |
| _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, |
| (GLfloat) light->Model.TwoSide); |
| _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, |
| (GLfloat) light->Model.ColorControl); |
| /* materials */ |
| MEMCPY(ctx->Light.Material, light->Material, |
| 2 * sizeof(struct gl_material)); |
| /* shade model */ |
| _mesa_ShadeModel(light->ShadeModel); |
| /* color material */ |
| _mesa_ColorMaterial(light->ColorMaterialFace, |
| light->ColorMaterialMode); |
| _mesa_set_enable(ctx, GL_COLOR_MATERIAL, |
| light->ColorMaterialEnabled); |
| } |
| break; |
| case GL_LINE_BIT: |
| { |
| const struct gl_line_attrib *line; |
| line = (const struct gl_line_attrib *) attr->data; |
| _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); |
| _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); |
| _mesa_LineStipple(line->StippleFactor, line->StipplePattern); |
| _mesa_LineWidth(line->Width); |
| } |
| break; |
| case GL_LIST_BIT: |
| MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); |
| break; |
| case GL_PIXEL_MODE_BIT: |
| MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); |
| 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); |
| _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, |
| point->Params); |
| _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize); |
| _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize); |
| _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT, |
| point->Threshold); |
| if (ctx->Extensions.NV_point_sprite) { |
| GLuint u; |
| for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
| _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, |
| (GLint) point->CoordReplace[u]); |
| } |
| _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); |
| _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV, |
| ctx->Point.SpriteRMode); |
| } |
| } |
| 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); |
| _mesa_StencilFunc(stencil->Function, stencil->Ref, |
| stencil->ValueMask); |
| _mesa_StencilMask(stencil->WriteMask); |
| _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc, |
| stencil->ZPassFunc); |
| } |
| 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 (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY) |
| _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); |
| |
| /* restore clip planes */ |
| for (i = 0; i < MAX_CLIP_PLANES; i++) { |
| const GLuint mask = 1 << 1; |
| const GLfloat *eyePlane = xform->EyeUserPlane[i]; |
| COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); |
| if (xform->ClipPlanesEnabled & mask) { |
| _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); |
| } |
| else { |
| _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); |
| } |
| if (ctx->Driver.ClipPlane) |
| ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); |
| } |
| |
| /* normalize/rescale */ |
| if (xform->Normalize != ctx->Transform.Normalize) |
| _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); |
| if (xform->RescaleNormals != ctx->Transform.RescaleNormals) |
| _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, |
| ctx->Transform.RescaleNormals); |
| } |
| break; |
| case GL_TEXTURE_BIT: |
| /* Take care of texture object reference counters */ |
| { |
| const struct gl_texture_attrib *texture; |
| texture = (const struct gl_texture_attrib *) attr->data; |
| pop_texture_group(ctx, texture); |
| ctx->NewState |= _NEW_TEXTURE; |
| } |
| break; |
| case GL_VIEWPORT_BIT: |
| { |
| const struct gl_viewport_attrib *vp; |
| vp = (const struct gl_viewport_attrib *) attr->data; |
| _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); |
| _mesa_DepthRange(vp->Near, vp->Far); |
| } |
| break; |
| case GL_MULTISAMPLE_BIT_ARB: |
| { |
| const struct gl_multisample_attrib *ms; |
| ms = (const struct gl_multisample_attrib *) attr->data; |
| _mesa_SampleCoverageARB(ms->SampleCoverageValue, |
| ms->SampleCoverageInvert); |
| } |
| break; |
| |
| default: |
| _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); |
| break; |
| } |
| |
| next = attr->next; |
| FREE( attr->data ); |
| FREE( attr ); |
| attr = next; |
| } |
| } |
| |
| |
| #define GL_CLIENT_PACK_BIT (1<<20) |
| #define GL_CLIENT_UNPACK_BIT (1<<21) |
| |
| |
| void |
| _mesa_PushClientAttrib(GLbitfield mask) |
| { |
| struct gl_attrib_node *newnode; |
| struct gl_attrib_node *head; |
| |
| GET_CURRENT_CONTEXT(ctx); |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { |
| _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); |
| return; |
| } |
| |
| /* Build linked list of attribute nodes which save all attribute */ |
| /* groups specified by the mask. */ |
| head = NULL; |
| |
| if (mask & GL_CLIENT_PIXEL_STORE_BIT) { |
| struct gl_pixelstore_attrib *attr; |
| /* packing attribs */ |
| attr = MALLOC_STRUCT( gl_pixelstore_attrib ); |
| MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) ); |
| newnode = new_attrib_node( GL_CLIENT_PACK_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| /* unpacking attribs */ |
| attr = MALLOC_STRUCT( gl_pixelstore_attrib ); |
| MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) ); |
| newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { |
| struct gl_array_attrib *attr; |
| attr = MALLOC_STRUCT( gl_array_attrib ); |
| MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); |
| newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT ); |
| newnode->data = attr; |
| newnode->next = head; |
| head = newnode; |
| } |
| |
| ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; |
| ctx->ClientAttribStackDepth++; |
| } |
| |
| |
| |
| |
| void |
| _mesa_PopClientAttrib(void) |
| { |
| struct gl_attrib_node *attr, *next; |
| |
| GET_CURRENT_CONTEXT(ctx); |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); |
| |
| if (ctx->ClientAttribStackDepth == 0) { |
| _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); |
| return; |
| } |
| |
| ctx->ClientAttribStackDepth--; |
| attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; |
| |
| while (attr) { |
| switch (attr->kind) { |
| case GL_CLIENT_PACK_BIT: |
| MEMCPY( &ctx->Pack, attr->data, |
| sizeof(struct gl_pixelstore_attrib) ); |
| ctx->NewState |= _NEW_PACKUNPACK; |
| break; |
| case GL_CLIENT_UNPACK_BIT: |
| MEMCPY( &ctx->Unpack, attr->data, |
| sizeof(struct gl_pixelstore_attrib) ); |
| ctx->NewState |= _NEW_PACKUNPACK; |
| break; |
| case GL_CLIENT_VERTEX_ARRAY_BIT: |
| MEMCPY( &ctx->Array, attr->data, |
| sizeof(struct gl_array_attrib) ); |
| ctx->NewState |= _NEW_ARRAY; |
| break; |
| default: |
| _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); |
| break; |
| } |
| |
| next = attr->next; |
| FREE( attr->data ); |
| FREE( attr ); |
| attr = next; |
| } |
| } |