blob: 0acb2a95975d22393130a266f288443d55fedcfb [file] [log] [blame]
/* $Id: attrib.c,v 1.49 2001/04/17 21:25:53 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 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 "alpha.h"
#include "attrib.h"
#include "blend.h"
#include "buffers.h"
#include "clip.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 "logic.h"
#include "masking.h"
#include "matrix.h"
#include "mem.h"
#include "points.h"
#include "polygon.h"
#include "scissor.h"
#include "simple_list.h"
#include "stencil.h"
#include "texstate.h"
#include "mtypes.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;
}
/*
* Copy texture object state from one texture object to another.
*/
static void
copy_texobj_state( struct gl_texture_object *dest,
const struct gl_texture_object *src )
{
/*
dest->Name = src->Name;
dest->Dimensions = src->Dimensions;
*/
dest->Priority = src->Priority;
dest->BorderColor[0] = src->BorderColor[0];
dest->BorderColor[1] = src->BorderColor[1];
dest->BorderColor[2] = src->BorderColor[2];
dest->BorderColor[3] = src->BorderColor[3];
dest->WrapS = src->WrapS;
dest->WrapT = src->WrapT;
dest->WrapR = src->WrapR;
dest->MinFilter = src->MinFilter;
dest->MagFilter = src->MagFilter;
dest->MinLod = src->MinLod;
dest->MaxLod = src->MaxLod;
dest->BaseLevel = src->BaseLevel;
dest->MaxLevel = src->MaxLevel;
dest->MaxAnisotropy = src->MaxAnisotropy;
dest->CompareFlag = src->CompareFlag;
dest->CompareOperator = src->CompareOperator;
dest->ShadowAmbient = src->ShadowAmbient;
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;
dest->Palette = src->Palette;
dest->Complete = src->Complete;
}
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)
fprintf(stderr, "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;
for (i=0;i<MAX_CLIP_PLANES;i++) {
attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
}
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;
attr->Map2Color4 = ctx->Eval.Map2Color4;
attr->Map2Index = ctx->Eval.Map2Index;
attr->Map2Normal = ctx->Eval.Map2Normal;
attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
attr->Normalize = ctx->Transform.Normalize;
attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
attr->PointSmooth = ctx->Point.SmoothFlag;
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;
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
}
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++;
}
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++) {
copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].Current1D);
copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
}
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;
}
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->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE);
TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
for (i=0;i<MAX_CLIP_PLANES;i++) {
if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
_mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
enable->ClipPlane[i]);
}
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);
TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
GL_MAP2_TEXTURE_COORD_1);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
GL_MAP2_TEXTURE_COORD_2);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
GL_MAP2_TEXTURE_COORD_3);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
GL_MAP2_TEXTURE_COORD_4);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
GL_MAP2_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
GL_MAP2_VERTEX_4);
TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
GL_RESCALE_NORMAL_EXT);
TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
GL_POINT_SMOOTH);
TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
GL_POINT_SMOOTH);
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);
#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] & TEXTURE0_1D) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
(GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
(GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
}
}
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;
/* "un-bump" the texture object reference counts. We did that so they
* wouldn'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--;
}
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
const struct gl_texture_unit *unit = &texAttrib->Unit[u];
GLuint numObjs, i;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
_mesa_set_enable(ctx, GL_TEXTURE_1D, unit->Enabled & TEXTURE0_1D);
_mesa_set_enable(ctx, GL_TEXTURE_2D, unit->Enabled & TEXTURE0_2D);
_mesa_set_enable(ctx, GL_TEXTURE_3D, unit->Enabled & TEXTURE0_3D);
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
unit->Enabled & TEXTURE0_CUBE);
}
_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 */
numObjs = ctx->Extensions.ARB_texture_cube_map ? 4 : 3;
for (i = 0; i < numObjs; 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:
target = GL_TEXTURE_CUBE_MAP_ARB;
obj = &unit->SavedCubeMap;
break;
default:
; /* silence warnings */
}
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_TexParameteri(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_TexParameteri(target, GL_SHADOW_AMBIENT_SGIX,
CHAN_TO_FLOAT(obj->ShadowAmbient));
}
}
}
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ texAttrib->CurrentUnit);
}
/*
* 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) {
fprintf(stderr, "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(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 */
for (i = 0; i < MAX_LIGHTS; i++) {
GLenum lgt = (GLenum) (GL_LIGHT0 + i);
_mesa_set_enable(ctx, lgt, light->Light[i].Enabled);
MEMCPY(&ctx->Light.Light[i], &light->Light[i],
sizeof(struct gl_light));
}
/* 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);
}
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);
/* clip planes */
MEMCPY(ctx->Transform.EyeUserPlane, xform->EyeUserPlane,
sizeof(xform->EyeUserPlane));
MEMCPY(ctx->Transform._ClipUserPlane, xform->_ClipUserPlane,
sizeof(xform->EyeUserPlane));
/* clip plane enable flags */
for (i = 0; i < MAX_CLIP_PLANES; i++) {
_mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
xform->ClipEnabled[i]);
}
/* normalize/rescale */
_mesa_set_enable(ctx, GL_NORMALIZE, ctx->Transform.Normalize);
_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;
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;
}
}