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1901 serge 1
/*
2
 * Mesa 3-D graphics library
3
 * Version:  7.6
4
 *
5
 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6
 * Copyright (C) 2009  VMware, Inc.   All Rights Reserved.
7
 *
8
 * Permission is hereby granted, free of charge, to any person obtaining a
9
 * copy of this software and associated documentation files (the "Software"),
10
 * to deal in the Software without restriction, including without limitation
11
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12
 * and/or sell copies of the Software, and to permit persons to whom the
13
 * Software is furnished to do so, subject to the following conditions:
14
 *
15
 * The above copyright notice and this permission notice shall be included
16
 * in all copies or substantial portions of the Software.
17
 *
18
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24
 */
25
 
26
#include "glheader.h"
27
#include "imports.h"
28
#include "accum.h"
29
#include "arrayobj.h"
30
#include "attrib.h"
31
#include "blend.h"
32
#include "buffers.h"
33
#include "bufferobj.h"
34
#include "clear.h"
35
#include "colormac.h"
36
#include "context.h"
37
#include "depth.h"
38
#include "enable.h"
39
#include "enums.h"
40
#include "fog.h"
41
#include "hint.h"
42
#include "light.h"
43
#include "lines.h"
44
#include "macros.h"
45
#include "matrix.h"
46
#include "multisample.h"
47
#include "points.h"
48
#include "polygon.h"
49
#include "scissor.h"
50
#include "stencil.h"
51
#include "texenv.h"
52
#include "texgen.h"
53
#include "texobj.h"
54
#include "texparam.h"
55
#include "texstate.h"
56
#include "varray.h"
57
#include "viewport.h"
58
#include "mtypes.h"
59
#include "main/dispatch.h"
60
 
61
 
62
/**
63
 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
64
 */
65
struct gl_enable_attrib
66
{
67
   GLboolean AlphaTest;
68
   GLboolean AutoNormal;
69
   GLboolean Blend;
70
   GLbitfield ClipPlanes;
71
   GLboolean ColorMaterial;
72
   GLboolean CullFace;
73
   GLboolean DepthClamp;
74
   GLboolean DepthTest;
75
   GLboolean Dither;
76
   GLboolean Fog;
77
   GLboolean Light[MAX_LIGHTS];
78
   GLboolean Lighting;
79
   GLboolean LineSmooth;
80
   GLboolean LineStipple;
81
   GLboolean IndexLogicOp;
82
   GLboolean ColorLogicOp;
83
 
84
   GLboolean Map1Color4;
85
   GLboolean Map1Index;
86
   GLboolean Map1Normal;
87
   GLboolean Map1TextureCoord1;
88
   GLboolean Map1TextureCoord2;
89
   GLboolean Map1TextureCoord3;
90
   GLboolean Map1TextureCoord4;
91
   GLboolean Map1Vertex3;
92
   GLboolean Map1Vertex4;
93
   GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
94
   GLboolean Map2Color4;
95
   GLboolean Map2Index;
96
   GLboolean Map2Normal;
97
   GLboolean Map2TextureCoord1;
98
   GLboolean Map2TextureCoord2;
99
   GLboolean Map2TextureCoord3;
100
   GLboolean Map2TextureCoord4;
101
   GLboolean Map2Vertex3;
102
   GLboolean Map2Vertex4;
103
   GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
104
 
105
   GLboolean Normalize;
106
   GLboolean PixelTexture;
107
   GLboolean PointSmooth;
108
   GLboolean PolygonOffsetPoint;
109
   GLboolean PolygonOffsetLine;
110
   GLboolean PolygonOffsetFill;
111
   GLboolean PolygonSmooth;
112
   GLboolean PolygonStipple;
113
   GLboolean RescaleNormals;
114
   GLboolean Scissor;
115
   GLboolean Stencil;
116
   GLboolean StencilTwoSide;          /* GL_EXT_stencil_two_side */
117
   GLboolean MultisampleEnabled;      /* GL_ARB_multisample */
118
   GLboolean SampleAlphaToCoverage;   /* GL_ARB_multisample */
119
   GLboolean SampleAlphaToOne;        /* GL_ARB_multisample */
120
   GLboolean SampleCoverage;          /* GL_ARB_multisample */
121
   GLboolean SampleCoverageInvert;    /* GL_ARB_multisample */
122
   GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
123
 
124
   GLbitfield Texture[MAX_TEXTURE_UNITS];
125
   GLbitfield TexGen[MAX_TEXTURE_UNITS];
126
 
127
   /* SGI_texture_color_table */
128
   GLboolean TextureColorTable[MAX_TEXTURE_UNITS];
129
 
130
   /* GL_ARB_vertex_program / GL_NV_vertex_program */
131
   GLboolean VertexProgram;
132
   GLboolean VertexProgramPointSize;
133
   GLboolean VertexProgramTwoSide;
134
 
135
   /* GL_ARB_point_sprite / GL_NV_point_sprite */
136
   GLboolean PointSprite;
137
   GLboolean FragmentShaderATI;
138
};
139
 
140
 
141
/**
142
 * Node for the attribute stack.
143
 */
144
struct gl_attrib_node
145
{
146
   GLbitfield kind;
147
   void *data;
148
   struct gl_attrib_node *next;
149
};
150
 
151
 
152
 
153
/**
154
 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
155
 */
156
struct texture_state
157
{
158
   struct gl_texture_attrib Texture;  /**< The usual context state */
159
 
160
   /** to save per texture object state (wrap modes, filters, etc): */
161
   struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
162
 
163
   /**
164
    * To save references to texture objects (so they don't get accidentally
165
    * deleted while saved in the attribute stack).
166
    */
167
   struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
168
};
169
 
170
 
171
#if FEATURE_attrib_stack
172
 
173
 
174
/**
175
 * Allocate new attribute node of given type/kind.  Attach payload data.
176
 * Insert it into the linked list named by 'head'.
177
 */
178
static void
179
save_attrib_data(struct gl_attrib_node **head,
180
                 GLbitfield kind, void *payload)
181
{
182
   struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
183
   if (n) {
184
      n->kind = kind;
185
      n->data = payload;
186
      /* insert at head */
187
      n->next = *head;
188
      *head = n;
189
   }
190
   else {
191
      /* out of memory! */
192
   }
193
}
194
 
195
 
196
void GLAPIENTRY
197
_mesa_PushAttrib(GLbitfield mask)
198
{
199
   struct gl_attrib_node *head;
200
 
201
   GET_CURRENT_CONTEXT(ctx);
202
   ASSERT_OUTSIDE_BEGIN_END(ctx);
203
 
204
   if (MESA_VERBOSE & VERBOSE_API)
205
      _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
206
 
207
   if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
208
      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
209
      return;
210
   }
211
 
212
   /* Build linked list of attribute nodes which save all attribute */
213
   /* groups specified by the mask. */
214
   head = NULL;
215
 
216
   if (mask & GL_ACCUM_BUFFER_BIT) {
217
      struct gl_accum_attrib *attr;
218
      attr = MALLOC_STRUCT( gl_accum_attrib );
219
      memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
220
      save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
221
   }
222
 
223
   if (mask & GL_COLOR_BUFFER_BIT) {
224
      GLuint i;
225
      struct gl_colorbuffer_attrib *attr;
226
      attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
227
      memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
228
      /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
229
      for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
230
         attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
231
      save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
232
   }
233
 
234
   if (mask & GL_CURRENT_BIT) {
235
      struct gl_current_attrib *attr;
236
      FLUSH_CURRENT( ctx, 0 );
237
      attr = MALLOC_STRUCT( gl_current_attrib );
238
      memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
239
      save_attrib_data(&head, GL_CURRENT_BIT, attr);
240
   }
241
 
242
   if (mask & GL_DEPTH_BUFFER_BIT) {
243
      struct gl_depthbuffer_attrib *attr;
244
      attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
245
      memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
246
      save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
247
   }
248
 
249
   if (mask & GL_ENABLE_BIT) {
250
      struct gl_enable_attrib *attr;
251
      GLuint i;
252
      attr = MALLOC_STRUCT( gl_enable_attrib );
253
      /* Copy enable flags from all other attributes into the enable struct. */
254
      attr->AlphaTest = ctx->Color.AlphaEnabled;
255
      attr->AutoNormal = ctx->Eval.AutoNormal;
256
      attr->Blend = ctx->Color.BlendEnabled;
257
      attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
258
      attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
259
      attr->CullFace = ctx->Polygon.CullFlag;
260
      attr->DepthClamp = ctx->Transform.DepthClamp;
261
      attr->DepthTest = ctx->Depth.Test;
262
      attr->Dither = ctx->Color.DitherFlag;
263
      attr->Fog = ctx->Fog.Enabled;
264
      for (i = 0; i < ctx->Const.MaxLights; i++) {
265
         attr->Light[i] = ctx->Light.Light[i].Enabled;
266
      }
267
      attr->Lighting = ctx->Light.Enabled;
268
      attr->LineSmooth = ctx->Line.SmoothFlag;
269
      attr->LineStipple = ctx->Line.StippleFlag;
270
      attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
271
      attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
272
      attr->Map1Color4 = ctx->Eval.Map1Color4;
273
      attr->Map1Index = ctx->Eval.Map1Index;
274
      attr->Map1Normal = ctx->Eval.Map1Normal;
275
      attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
276
      attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
277
      attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
278
      attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
279
      attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
280
      attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
281
      memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
282
      attr->Map2Color4 = ctx->Eval.Map2Color4;
283
      attr->Map2Index = ctx->Eval.Map2Index;
284
      attr->Map2Normal = ctx->Eval.Map2Normal;
285
      attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
286
      attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
287
      attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
288
      attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
289
      attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
290
      attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
291
      memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
292
      attr->Normalize = ctx->Transform.Normalize;
293
      attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
294
      attr->PointSmooth = ctx->Point.SmoothFlag;
295
      attr->PointSprite = ctx->Point.PointSprite;
296
      attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
297
      attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
298
      attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
299
      attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
300
      attr->PolygonStipple = ctx->Polygon.StippleFlag;
301
      attr->RescaleNormals = ctx->Transform.RescaleNormals;
302
      attr->Scissor = ctx->Scissor.Enabled;
303
      attr->Stencil = ctx->Stencil.Enabled;
304
      attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
305
      attr->MultisampleEnabled = ctx->Multisample.Enabled;
306
      attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
307
      attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
308
      attr->SampleCoverage = ctx->Multisample.SampleCoverage;
309
      attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
310
      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
311
         attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
312
         attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
313
         attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
314
      }
315
      /* GL_NV_vertex_program */
316
      attr->VertexProgram = ctx->VertexProgram.Enabled;
317
      attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
318
      attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
319
      save_attrib_data(&head, GL_ENABLE_BIT, attr);
320
   }
321
 
322
   if (mask & GL_EVAL_BIT) {
323
      struct gl_eval_attrib *attr;
324
      attr = MALLOC_STRUCT( gl_eval_attrib );
325
      memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
326
      save_attrib_data(&head, GL_EVAL_BIT, attr);
327
   }
328
 
329
   if (mask & GL_FOG_BIT) {
330
      struct gl_fog_attrib *attr;
331
      attr = MALLOC_STRUCT( gl_fog_attrib );
332
      memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
333
      save_attrib_data(&head, GL_FOG_BIT, attr);
334
   }
335
 
336
   if (mask & GL_HINT_BIT) {
337
      struct gl_hint_attrib *attr;
338
      attr = MALLOC_STRUCT( gl_hint_attrib );
339
      memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
340
      save_attrib_data(&head, GL_HINT_BIT, attr);
341
   }
342
 
343
   if (mask & GL_LIGHTING_BIT) {
344
      struct gl_light_attrib *attr;
345
      FLUSH_CURRENT(ctx, 0);	/* flush material changes */
346
      attr = MALLOC_STRUCT( gl_light_attrib );
347
      memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
348
      save_attrib_data(&head, GL_LIGHTING_BIT, attr);
349
   }
350
 
351
   if (mask & GL_LINE_BIT) {
352
      struct gl_line_attrib *attr;
353
      attr = MALLOC_STRUCT( gl_line_attrib );
354
      memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
355
      save_attrib_data(&head, GL_LINE_BIT, attr);
356
   }
357
 
358
   if (mask & GL_LIST_BIT) {
359
      struct gl_list_attrib *attr;
360
      attr = MALLOC_STRUCT( gl_list_attrib );
361
      memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
362
      save_attrib_data(&head, GL_LIST_BIT, attr);
363
   }
364
 
365
   if (mask & GL_PIXEL_MODE_BIT) {
366
      struct gl_pixel_attrib *attr;
367
      attr = MALLOC_STRUCT( gl_pixel_attrib );
368
      memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
369
      /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
370
      attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
371
      save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
372
   }
373
 
374
   if (mask & GL_POINT_BIT) {
375
      struct gl_point_attrib *attr;
376
      attr = MALLOC_STRUCT( gl_point_attrib );
377
      memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
378
      save_attrib_data(&head, GL_POINT_BIT, attr);
379
   }
380
 
381
   if (mask & GL_POLYGON_BIT) {
382
      struct gl_polygon_attrib *attr;
383
      attr = MALLOC_STRUCT( gl_polygon_attrib );
384
      memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
385
      save_attrib_data(&head, GL_POLYGON_BIT, attr);
386
   }
387
 
388
   if (mask & GL_POLYGON_STIPPLE_BIT) {
389
      GLuint *stipple;
390
      stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
391
      memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
392
      save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
393
   }
394
 
395
   if (mask & GL_SCISSOR_BIT) {
396
      struct gl_scissor_attrib *attr;
397
      attr = MALLOC_STRUCT( gl_scissor_attrib );
398
      memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
399
      save_attrib_data(&head, GL_SCISSOR_BIT, attr);
400
   }
401
 
402
   if (mask & GL_STENCIL_BUFFER_BIT) {
403
      struct gl_stencil_attrib *attr;
404
      attr = MALLOC_STRUCT( gl_stencil_attrib );
405
      memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
406
      save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
407
   }
408
 
409
   if (mask & GL_TEXTURE_BIT) {
410
      struct texture_state *texstate = CALLOC_STRUCT(texture_state);
411
      GLuint u, tex;
412
 
413
      if (!texstate) {
414
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
415
         goto end;
416
      }
417
 
418
      _mesa_lock_context_textures(ctx);
419
 
420
      /* copy/save the bulk of texture state here */
421
      memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
422
 
423
      /* Save references to the currently bound texture objects so they don't
424
       * accidentally get deleted while referenced in the attribute stack.
425
       */
426
      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
427
         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
428
            _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
429
                                   ctx->Texture.Unit[u].CurrentTex[tex]);
430
         }
431
      }
432
 
433
      /* copy state/contents of the currently bound texture objects */
434
      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
435
         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
436
            _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
437
                                      ctx->Texture.Unit[u].CurrentTex[tex]);
438
         }
439
      }
440
 
441
      _mesa_unlock_context_textures(ctx);
442
 
443
      save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
444
   }
445
 
446
   if (mask & GL_TRANSFORM_BIT) {
447
      struct gl_transform_attrib *attr;
448
      attr = MALLOC_STRUCT( gl_transform_attrib );
449
      memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
450
      save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
451
   }
452
 
453
   if (mask & GL_VIEWPORT_BIT) {
454
      struct gl_viewport_attrib *attr;
455
      attr = MALLOC_STRUCT( gl_viewport_attrib );
456
      memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
457
      save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
458
   }
459
 
460
   /* GL_ARB_multisample */
461
   if (mask & GL_MULTISAMPLE_BIT_ARB) {
462
      struct gl_multisample_attrib *attr;
463
      attr = MALLOC_STRUCT( gl_multisample_attrib );
464
      memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
465
      save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
466
   }
467
 
468
end:
469
   ctx->AttribStack[ctx->AttribStackDepth] = head;
470
   ctx->AttribStackDepth++;
471
}
472
 
473
 
474
 
475
static void
476
pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
477
{
478
   const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
479
   GLuint i;
480
 
481
#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)		\
482
	if ((VALUE) != (NEWVALUE)) {			\
483
	   _mesa_set_enable( ctx, ENUM, (NEWVALUE) );	\
484
	}
485
 
486
   TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
487
   if (ctx->Color.BlendEnabled != enable->Blend) {
488
      if (ctx->Extensions.EXT_draw_buffers2) {
489
         GLuint i;
490
         for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
491
            _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
492
         }
493
      }
494
      else {
495
         _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
496
      }
497
   }
498
 
499
   for (i=0;i
500
      const GLuint mask = 1 << i;
501
      if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
502
	  _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
503
			   (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
504
   }
505
 
506
   TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
507
                   GL_COLOR_MATERIAL);
508
   TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
509
   TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
510
		   GL_DEPTH_CLAMP);
511
   TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
512
   TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
513
   TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
514
   TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
515
   TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
516
   TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
517
                   GL_LINE_STIPPLE);
518
   TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
519
                   GL_INDEX_LOGIC_OP);
520
   TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
521
                   GL_COLOR_LOGIC_OP);
522
 
523
   TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
524
   TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
525
   TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
526
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
527
                   GL_MAP1_TEXTURE_COORD_1);
528
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
529
                   GL_MAP1_TEXTURE_COORD_2);
530
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
531
                   GL_MAP1_TEXTURE_COORD_3);
532
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
533
                   GL_MAP1_TEXTURE_COORD_4);
534
   TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
535
                   GL_MAP1_VERTEX_3);
536
   TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
537
                   GL_MAP1_VERTEX_4);
538
   for (i = 0; i < 16; i++) {
539
      TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
540
                      GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
541
   }
542
 
543
   TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
544
   TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
545
   TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
546
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
547
                   GL_MAP2_TEXTURE_COORD_1);
548
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
549
                   GL_MAP2_TEXTURE_COORD_2);
550
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
551
                   GL_MAP2_TEXTURE_COORD_3);
552
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
553
                   GL_MAP2_TEXTURE_COORD_4);
554
   TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
555
                   GL_MAP2_VERTEX_3);
556
   TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
557
                   GL_MAP2_VERTEX_4);
558
   for (i = 0; i < 16; i++) {
559
      TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
560
                      GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
561
   }
562
 
563
   TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
564
   TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
565
   TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
566
                   GL_RESCALE_NORMAL_EXT);
567
   TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
568
                   enable->RasterPositionUnclipped,
569
                   GL_RASTER_POSITION_UNCLIPPED_IBM);
570
   TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
571
                   GL_POINT_SMOOTH);
572
   if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
573
      TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
574
                      GL_POINT_SPRITE_NV);
575
   }
576
   TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
577
                   GL_POLYGON_OFFSET_POINT);
578
   TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
579
                   GL_POLYGON_OFFSET_LINE);
580
   TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
581
                   GL_POLYGON_OFFSET_FILL);
582
   TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
583
                   GL_POLYGON_SMOOTH);
584
   TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
585
                   GL_POLYGON_STIPPLE);
586
   TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
587
   TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
588
   if (ctx->Extensions.EXT_stencil_two_side) {
589
      TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
590
   }
591
   TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
592
                   GL_MULTISAMPLE_ARB);
593
   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
594
                   enable->SampleAlphaToCoverage,
595
                   GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
596
   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
597
                   enable->SampleAlphaToOne,
598
                   GL_SAMPLE_ALPHA_TO_ONE_ARB);
599
   TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
600
                   enable->SampleCoverage,
601
                   GL_SAMPLE_COVERAGE_ARB);
602
   TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
603
                   enable->SampleCoverageInvert,
604
                   GL_SAMPLE_COVERAGE_INVERT_ARB);
605
   /* GL_ARB_vertex_program, GL_NV_vertex_program */
606
   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
607
                   enable->VertexProgram,
608
                   GL_VERTEX_PROGRAM_ARB);
609
   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
610
                   enable->VertexProgramPointSize,
611
                   GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
612
   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
613
                   enable->VertexProgramTwoSide,
614
                   GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
615
 
616
#undef TEST_AND_UPDATE
617
 
618
   /* texture unit enables */
619
   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
620
      const GLbitfield enabled = enable->Texture[i];
621
      const GLbitfield genEnabled = enable->TexGen[i];
622
 
623
      if (ctx->Texture.Unit[i].Enabled != enabled) {
624
         _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
625
 
626
         _mesa_set_enable(ctx, GL_TEXTURE_1D,
627
                          (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
628
         _mesa_set_enable(ctx, GL_TEXTURE_2D,
629
                          (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
630
         _mesa_set_enable(ctx, GL_TEXTURE_3D,
631
                          (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
632
         if (ctx->Extensions.NV_texture_rectangle) {
633
            _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
634
                             (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
635
         }
636
         if (ctx->Extensions.ARB_texture_cube_map) {
637
            _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
638
                             (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
639
         }
640
         if (ctx->Extensions.MESA_texture_array) {
641
            _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
642
                           (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
643
            _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
644
                           (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
645
         }
646
      }
647
 
648
      if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
649
         _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
650
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
651
                          (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
652
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
653
                          (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
654
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
655
                          (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
656
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
657
                          (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
658
      }
659
 
660
      /* GL_SGI_texture_color_table */
661
      ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
662
   }
663
 
664
   _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
665
}
666
 
667
 
668
/**
669
 * Pop/restore texture attribute/group state.
670
 */
671
static void
672
pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
673
{
674
   GLuint u;
675
 
676
   _mesa_lock_context_textures(ctx);
677
 
678
   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
679
      const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
680
      GLuint tgt;
681
 
682
      _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
683
      _mesa_set_enable(ctx, GL_TEXTURE_1D,
684
                       (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
685
      _mesa_set_enable(ctx, GL_TEXTURE_2D,
686
                       (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
687
      _mesa_set_enable(ctx, GL_TEXTURE_3D,
688
                       (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
689
      if (ctx->Extensions.ARB_texture_cube_map) {
690
         _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
691
                     (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
692
      }
693
      if (ctx->Extensions.NV_texture_rectangle) {
694
         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
695
                     (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
696
      }
697
      if (ctx->Extensions.MESA_texture_array) {
698
         _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
699
                 (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
700
         _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
701
                 (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
702
      }
703
 
704
      if (ctx->Extensions.SGI_texture_color_table) {
705
         _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
706
                          unit->ColorTableEnabled);
707
      }
708
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
709
      _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
710
      _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
711
      _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
712
      _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
713
      _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
714
      _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
715
      _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
716
      _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
717
      _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
718
      /* Eye plane done differently to avoid re-transformation */
719
      {
720
         struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
721
         COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
722
         COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
723
         COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
724
         COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
725
         if (ctx->Driver.TexGen) {
726
            ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
727
            ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
728
            ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
729
            ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
730
         }
731
      }
732
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
733
                       ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
734
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
735
                       ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
736
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
737
                       ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
738
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
739
                       ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
740
      if (ctx->Extensions.EXT_texture_lod_bias) {
741
         _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
742
                       GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
743
      }
744
      if (ctx->Extensions.EXT_texture_env_combine ||
745
          ctx->Extensions.ARB_texture_env_combine) {
746
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
747
                       unit->Combine.ModeRGB);
748
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
749
                       unit->Combine.ModeA);
750
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
751
                       unit->Combine.SourceRGB[0]);
752
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
753
                       unit->Combine.SourceRGB[1]);
754
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
755
                       unit->Combine.SourceRGB[2]);
756
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
757
                       unit->Combine.SourceA[0]);
758
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
759
                       unit->Combine.SourceA[1]);
760
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
761
                       unit->Combine.SourceA[2]);
762
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
763
                       unit->Combine.OperandRGB[0]);
764
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
765
                       unit->Combine.OperandRGB[1]);
766
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
767
                       unit->Combine.OperandRGB[2]);
768
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
769
                       unit->Combine.OperandA[0]);
770
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
771
                       unit->Combine.OperandA[1]);
772
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
773
                       unit->Combine.OperandA[2]);
774
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
775
                       1 << unit->Combine.ScaleShiftRGB);
776
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
777
                       1 << unit->Combine.ScaleShiftA);
778
      }
779
 
780
      /* Restore texture object state for each target */
781
      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
782
         const struct gl_texture_object *obj = NULL;
783
         GLenum target;
784
 
785
         obj = &texstate->SavedObj[u][tgt];
786
 
787
         /* don't restore state for unsupported targets to prevent
788
          * raising GL errors.
789
          */
790
         if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
791
             !ctx->Extensions.ARB_texture_cube_map) {
792
            continue;
793
         }
794
         else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
795
                  !ctx->Extensions.NV_texture_rectangle) {
796
            continue;
797
         }
798
         else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
799
                   obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
800
                  !ctx->Extensions.MESA_texture_array) {
801
            continue;
802
         }
803
 
804
         target = obj->Target;
805
 
806
         _mesa_BindTexture(target, obj->Name);
807
 
808
         _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f);
809
         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
810
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
811
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
812
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
813
         _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
814
         _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
815
         _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
816
         _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
817
         _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
818
         _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
819
         if (target != GL_TEXTURE_RECTANGLE_ARB)
820
            _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
821
         if (ctx->Extensions.EXT_texture_filter_anisotropic) {
822
            _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
823
                                obj->MaxAnisotropy);
824
         }
825
         if (ctx->Extensions.ARB_shadow_ambient) {
826
            _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
827
                                obj->CompareFailValue);
828
         }
829
      }
830
 
831
      /* remove saved references to the texture objects */
832
      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
833
         _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
834
      }
835
   }
836
 
837
   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
838
 
839
   _mesa_unlock_context_textures(ctx);
840
}
841
 
842
 
843
/*
844
 * This function is kind of long just because we have to call a lot
845
 * of device driver functions to update device driver state.
846
 *
847
 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
848
 * in order to restore GL state.  This isn't terribly efficient but it
849
 * ensures that dirty flags and any derived state gets updated correctly.
850
 * We could at least check if the value to restore equals the current value
851
 * and then skip the Mesa call.
852
 */
853
void GLAPIENTRY
854
_mesa_PopAttrib(void)
855
{
856
   struct gl_attrib_node *attr, *next;
857
   GET_CURRENT_CONTEXT(ctx);
858
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
859
 
860
   if (ctx->AttribStackDepth == 0) {
861
      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
862
      return;
863
   }
864
 
865
   ctx->AttribStackDepth--;
866
   attr = ctx->AttribStack[ctx->AttribStackDepth];
867
 
868
   while (attr) {
869
 
870
      if (MESA_VERBOSE & VERBOSE_API) {
871
         _mesa_debug(ctx, "glPopAttrib %s\n",
872
                     _mesa_lookup_enum_by_nr(attr->kind));
873
      }
874
 
875
      switch (attr->kind) {
876
         case GL_ACCUM_BUFFER_BIT:
877
            {
878
               const struct gl_accum_attrib *accum;
879
               accum = (const struct gl_accum_attrib *) attr->data;
880
               _mesa_ClearAccum(accum->ClearColor[0],
881
                                accum->ClearColor[1],
882
                                accum->ClearColor[2],
883
                                accum->ClearColor[3]);
884
            }
885
            break;
886
         case GL_COLOR_BUFFER_BIT:
887
            {
888
               const struct gl_colorbuffer_attrib *color;
889
 
890
               color = (const struct gl_colorbuffer_attrib *) attr->data;
891
               _mesa_ClearIndex((GLfloat) color->ClearIndex);
892
               _mesa_ClearColor(color->ClearColor[0],
893
                                color->ClearColor[1],
894
                                color->ClearColor[2],
895
                                color->ClearColor[3]);
896
               _mesa_IndexMask(color->IndexMask);
897
               if (!ctx->Extensions.EXT_draw_buffers2) {
898
                  _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
899
                                  (GLboolean) (color->ColorMask[0][1] != 0),
900
                                  (GLboolean) (color->ColorMask[0][2] != 0),
901
                                  (GLboolean) (color->ColorMask[0][3] != 0));
902
               }
903
               else {
904
                  GLuint i;
905
                  for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
906
                     _mesa_ColorMaskIndexed(i,
907
                                  (GLboolean) (color->ColorMask[i][0] != 0),
908
                                  (GLboolean) (color->ColorMask[i][1] != 0),
909
                                  (GLboolean) (color->ColorMask[i][2] != 0),
910
                                  (GLboolean) (color->ColorMask[i][3] != 0));
911
                  }
912
               }
913
               {
914
                  /* Need to determine if more than one color output is
915
                   * specified.  If so, call glDrawBuffersARB, else call
916
                   * glDrawBuffer().  This is a subtle, but essential point
917
                   * since GL_FRONT (for example) is illegal for the former
918
                   * function, but legal for the later.
919
                   */
920
                  GLboolean multipleBuffers = GL_FALSE;
921
		  GLuint i;
922
 
923
		  for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
924
		     if (color->DrawBuffer[i] != GL_NONE) {
925
			multipleBuffers = GL_TRUE;
926
			break;
927
		     }
928
                  }
929
                  /* Call the API_level functions, not _mesa_drawbuffers()
930
                   * since we need to do error checking on the pop'd
931
                   * GL_DRAW_BUFFER.
932
                   * Ex: if GL_FRONT were pushed, but we're popping with a
933
                   * user FBO bound, GL_FRONT will be illegal and we'll need
934
                   * to record that error.  Per OpenGL ARB decision.
935
                   */
936
                  if (multipleBuffers)
937
                     _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
938
                                          color->DrawBuffer);
939
                  else
940
                     _mesa_DrawBuffer(color->DrawBuffer[0]);
941
               }
942
               _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
943
               _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
944
               if (ctx->Color.BlendEnabled != color->BlendEnabled) {
945
                  if (ctx->Extensions.EXT_draw_buffers2) {
946
                     GLuint i;
947
                     for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
948
                        _mesa_set_enablei(ctx, GL_BLEND, i,
949
                                          (color->BlendEnabled >> i) & 1);
950
                     }
951
                  }
952
                  else {
953
                     _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
954
                  }
955
               }
956
               _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
957
                                          color->BlendDstRGB,
958
                                          color->BlendSrcA,
959
                                          color->BlendDstA);
960
	       /* This special case is because glBlendEquationSeparateEXT
961
		* cannot take GL_LOGIC_OP as a parameter.
962
		*/
963
	       if ( color->BlendEquationRGB == color->BlendEquationA ) {
964
		  _mesa_BlendEquation(color->BlendEquationRGB);
965
	       }
966
	       else {
967
		  _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
968
						 color->BlendEquationA);
969
	       }
970
               _mesa_BlendColor(color->BlendColor[0],
971
                                color->BlendColor[1],
972
                                color->BlendColor[2],
973
                                color->BlendColor[3]);
974
               _mesa_LogicOp(color->LogicOp);
975
               _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
976
                                color->ColorLogicOpEnabled);
977
               _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
978
                                color->IndexLogicOpEnabled);
979
               _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
980
            }
981
            break;
982
         case GL_CURRENT_BIT:
983
	    FLUSH_CURRENT( ctx, 0 );
984
            memcpy( &ctx->Current, attr->data,
985
		    sizeof(struct gl_current_attrib) );
986
            break;
987
         case GL_DEPTH_BUFFER_BIT:
988
            {
989
               const struct gl_depthbuffer_attrib *depth;
990
               depth = (const struct gl_depthbuffer_attrib *) attr->data;
991
               _mesa_DepthFunc(depth->Func);
992
               _mesa_ClearDepth(depth->Clear);
993
               _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
994
               _mesa_DepthMask(depth->Mask);
995
            }
996
            break;
997
         case GL_ENABLE_BIT:
998
            {
999
               const struct gl_enable_attrib *enable;
1000
               enable = (const struct gl_enable_attrib *) attr->data;
1001
               pop_enable_group(ctx, enable);
1002
	       ctx->NewState |= _NEW_ALL;
1003
            }
1004
            break;
1005
         case GL_EVAL_BIT:
1006
            memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1007
	    ctx->NewState |= _NEW_EVAL;
1008
            break;
1009
         case GL_FOG_BIT:
1010
            {
1011
               const struct gl_fog_attrib *fog;
1012
               fog = (const struct gl_fog_attrib *) attr->data;
1013
               _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1014
               _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1015
               _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1016
               _mesa_Fogf(GL_FOG_START, fog->Start);
1017
               _mesa_Fogf(GL_FOG_END, fog->End);
1018
               _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1019
               _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1020
            }
1021
            break;
1022
         case GL_HINT_BIT:
1023
            {
1024
               const struct gl_hint_attrib *hint;
1025
               hint = (const struct gl_hint_attrib *) attr->data;
1026
               _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1027
                          hint->PerspectiveCorrection );
1028
               _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1029
               _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1030
               _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1031
               _mesa_Hint(GL_FOG_HINT, hint->Fog);
1032
               _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1033
                          hint->ClipVolumeClipping);
1034
	       _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1035
			  hint->TextureCompression);
1036
            }
1037
            break;
1038
         case GL_LIGHTING_BIT:
1039
            {
1040
               GLuint i;
1041
               const struct gl_light_attrib *light;
1042
               light = (const struct gl_light_attrib *) attr->data;
1043
               /* lighting enable */
1044
               _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1045
               /* per-light state */
1046
               if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1047
                  _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1048
 
1049
               for (i = 0; i < ctx->Const.MaxLights; i++) {
1050
                  const struct gl_light *l = &light->Light[i];
1051
                  _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1052
                  _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1053
                  _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1054
                  _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1055
                  _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1056
                  _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1057
                  {
1058
                     GLfloat p[4] = { 0 };
1059
                     p[0] = l->SpotExponent;
1060
                     _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1061
                  }
1062
                  {
1063
                     GLfloat p[4] = { 0 };
1064
                     p[0] = l->SpotCutoff;
1065
                     _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1066
                  }
1067
                  {
1068
                     GLfloat p[4] = { 0 };
1069
                     p[0] = l->ConstantAttenuation;
1070
                     _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1071
                  }
1072
                  {
1073
                     GLfloat p[4] = { 0 };
1074
                     p[0] = l->LinearAttenuation;
1075
                     _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1076
                  }
1077
                  {
1078
                     GLfloat p[4] = { 0 };
1079
                     p[0] = l->QuadraticAttenuation;
1080
                     _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1081
                  }
1082
                }
1083
               /* light model */
1084
               _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1085
                                  light->Model.Ambient);
1086
               _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1087
                                 (GLfloat) light->Model.LocalViewer);
1088
               _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1089
                                 (GLfloat) light->Model.TwoSide);
1090
               _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1091
                                 (GLfloat) light->Model.ColorControl);
1092
               /* shade model */
1093
               _mesa_ShadeModel(light->ShadeModel);
1094
               /* color material */
1095
               _mesa_ColorMaterial(light->ColorMaterialFace,
1096
                                   light->ColorMaterialMode);
1097
               _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1098
                                light->ColorMaterialEnabled);
1099
               /* materials */
1100
               memcpy(&ctx->Light.Material, &light->Material,
1101
                      sizeof(struct gl_material));
1102
            }
1103
            break;
1104
         case GL_LINE_BIT:
1105
            {
1106
               const struct gl_line_attrib *line;
1107
               line = (const struct gl_line_attrib *) attr->data;
1108
               _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1109
               _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1110
               _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1111
               _mesa_LineWidth(line->Width);
1112
            }
1113
            break;
1114
         case GL_LIST_BIT:
1115
            memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1116
            break;
1117
         case GL_PIXEL_MODE_BIT:
1118
            memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1119
            /* XXX what other pixel state needs to be set by function calls? */
1120
            _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1121
	    ctx->NewState |= _NEW_PIXEL;
1122
            break;
1123
         case GL_POINT_BIT:
1124
            {
1125
               const struct gl_point_attrib *point;
1126
               point = (const struct gl_point_attrib *) attr->data;
1127
               _mesa_PointSize(point->Size);
1128
               _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1129
               if (ctx->Extensions.EXT_point_parameters) {
1130
                  _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1131
                                         point->Params);
1132
                  _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1133
                                        point->MinSize);
1134
                  _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1135
                                        point->MaxSize);
1136
                  _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1137
                                        point->Threshold);
1138
               }
1139
               if (ctx->Extensions.NV_point_sprite
1140
		   || ctx->Extensions.ARB_point_sprite) {
1141
                  GLuint u;
1142
                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1143
                     _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1144
                                   (GLint) point->CoordReplace[u]);
1145
                  }
1146
                  _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1147
                  if (ctx->Extensions.NV_point_sprite)
1148
                     _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1149
                                           ctx->Point.SpriteRMode);
1150
                  _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1151
                                        (GLfloat)ctx->Point.SpriteOrigin);
1152
               }
1153
            }
1154
            break;
1155
         case GL_POLYGON_BIT:
1156
            {
1157
               const struct gl_polygon_attrib *polygon;
1158
               polygon = (const struct gl_polygon_attrib *) attr->data;
1159
               _mesa_CullFace(polygon->CullFaceMode);
1160
               _mesa_FrontFace(polygon->FrontFace);
1161
               _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1162
               _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1163
               _mesa_PolygonOffset(polygon->OffsetFactor,
1164
                                   polygon->OffsetUnits);
1165
               _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1166
               _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1167
               _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1168
               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1169
                                polygon->OffsetPoint);
1170
               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1171
                                polygon->OffsetLine);
1172
               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1173
                                polygon->OffsetFill);
1174
            }
1175
            break;
1176
	 case GL_POLYGON_STIPPLE_BIT:
1177
	    memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1178
	    ctx->NewState |= _NEW_POLYGONSTIPPLE;
1179
	    if (ctx->Driver.PolygonStipple)
1180
	       ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1181
	    break;
1182
         case GL_SCISSOR_BIT:
1183
            {
1184
               const struct gl_scissor_attrib *scissor;
1185
               scissor = (const struct gl_scissor_attrib *) attr->data;
1186
               _mesa_Scissor(scissor->X, scissor->Y,
1187
                             scissor->Width, scissor->Height);
1188
               _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1189
            }
1190
            break;
1191
         case GL_STENCIL_BUFFER_BIT:
1192
            {
1193
               const struct gl_stencil_attrib *stencil;
1194
               stencil = (const struct gl_stencil_attrib *) attr->data;
1195
               _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1196
               _mesa_ClearStencil(stencil->Clear);
1197
               if (ctx->Extensions.EXT_stencil_two_side) {
1198
                  _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1199
                                   stencil->TestTwoSide);
1200
                  _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1201
                                             ? GL_BACK : GL_FRONT);
1202
               }
1203
               /* front state */
1204
               _mesa_StencilFuncSeparate(GL_FRONT,
1205
                                         stencil->Function[0],
1206
                                         stencil->Ref[0],
1207
                                         stencil->ValueMask[0]);
1208
               _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1209
               _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1210
                                       stencil->ZFailFunc[0],
1211
                                       stencil->ZPassFunc[0]);
1212
               /* back state */
1213
               _mesa_StencilFuncSeparate(GL_BACK,
1214
                                         stencil->Function[1],
1215
                                         stencil->Ref[1],
1216
                                         stencil->ValueMask[1]);
1217
               _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1218
               _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1219
                                       stencil->ZFailFunc[1],
1220
                                       stencil->ZPassFunc[1]);
1221
            }
1222
            break;
1223
         case GL_TRANSFORM_BIT:
1224
            {
1225
               GLuint i;
1226
               const struct gl_transform_attrib *xform;
1227
               xform = (const struct gl_transform_attrib *) attr->data;
1228
               _mesa_MatrixMode(xform->MatrixMode);
1229
               if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1230
                  _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1231
 
1232
               /* restore clip planes */
1233
               for (i = 0; i < MAX_CLIP_PLANES; i++) {
1234
                  const GLuint mask = 1 << i;
1235
                  const GLfloat *eyePlane = xform->EyeUserPlane[i];
1236
                  COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1237
                  if (xform->ClipPlanesEnabled & mask) {
1238
                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1239
                  }
1240
                  else {
1241
                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1242
                  }
1243
                  if (ctx->Driver.ClipPlane)
1244
                     ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1245
               }
1246
 
1247
               /* normalize/rescale */
1248
               if (xform->Normalize != ctx->Transform.Normalize)
1249
                  _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1250
               if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1251
                  _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1252
                                   ctx->Transform.RescaleNormals);
1253
               if (xform->DepthClamp != ctx->Transform.DepthClamp)
1254
                  _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1255
                                   ctx->Transform.DepthClamp);
1256
            }
1257
            break;
1258
         case GL_TEXTURE_BIT:
1259
            /* Take care of texture object reference counters */
1260
            {
1261
               struct texture_state *texstate
1262
                  = (struct texture_state *) attr->data;
1263
               pop_texture_group(ctx, texstate);
1264
	       ctx->NewState |= _NEW_TEXTURE;
1265
            }
1266
            break;
1267
         case GL_VIEWPORT_BIT:
1268
            {
1269
               const struct gl_viewport_attrib *vp;
1270
               vp = (const struct gl_viewport_attrib *) attr->data;
1271
               _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1272
               _mesa_DepthRange(vp->Near, vp->Far);
1273
            }
1274
            break;
1275
         case GL_MULTISAMPLE_BIT_ARB:
1276
            {
1277
               const struct gl_multisample_attrib *ms;
1278
               ms = (const struct gl_multisample_attrib *) attr->data;
1279
               _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1280
                                       ms->SampleCoverageInvert);
1281
            }
1282
            break;
1283
 
1284
         default:
1285
            _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1286
            break;
1287
      }
1288
 
1289
      next = attr->next;
1290
      FREE( attr->data );
1291
      FREE( attr );
1292
      attr = next;
1293
   }
1294
}
1295
 
1296
 
1297
/**
1298
 * Helper for incrementing/decrementing vertex buffer object reference
1299
 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1300
 */
1301
static void
1302
adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
1303
{
1304
   GLuint i;
1305
 
1306
   arrayObj->Vertex.BufferObj->RefCount += step;
1307
   arrayObj->Weight.BufferObj->RefCount += step;
1308
   arrayObj->Normal.BufferObj->RefCount += step;
1309
   arrayObj->Color.BufferObj->RefCount += step;
1310
   arrayObj->SecondaryColor.BufferObj->RefCount += step;
1311
   arrayObj->FogCoord.BufferObj->RefCount += step;
1312
   arrayObj->Index.BufferObj->RefCount += step;
1313
   arrayObj->EdgeFlag.BufferObj->RefCount += step;
1314
   for (i = 0; i < Elements(arrayObj->TexCoord); i++)
1315
      arrayObj->TexCoord[i].BufferObj->RefCount += step;
1316
   for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
1317
      arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1318
}
1319
 
1320
 
1321
/**
1322
 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1323
 * object refcounts.
1324
 */
1325
static void
1326
copy_pixelstore(struct gl_context *ctx,
1327
                struct gl_pixelstore_attrib *dst,
1328
                const struct gl_pixelstore_attrib *src)
1329
{
1330
   dst->Alignment = src->Alignment;
1331
   dst->RowLength = src->RowLength;
1332
   dst->SkipPixels = src->SkipPixels;
1333
   dst->SkipRows = src->SkipRows;
1334
   dst->ImageHeight = src->ImageHeight;
1335
   dst->SkipImages = src->SkipImages;
1336
   dst->SwapBytes = src->SwapBytes;
1337
   dst->LsbFirst = src->LsbFirst;
1338
   dst->ClientStorage = src->ClientStorage;
1339
   dst->Invert = src->Invert;
1340
   _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1341
}
1342
 
1343
 
1344
#define GL_CLIENT_PACK_BIT (1<<20)
1345
#define GL_CLIENT_UNPACK_BIT (1<<21)
1346
 
1347
 
1348
void GLAPIENTRY
1349
_mesa_PushClientAttrib(GLbitfield mask)
1350
{
1351
   struct gl_attrib_node *head;
1352
 
1353
   GET_CURRENT_CONTEXT(ctx);
1354
   ASSERT_OUTSIDE_BEGIN_END(ctx);
1355
 
1356
   if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1357
      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1358
      return;
1359
   }
1360
 
1361
   /* Build linked list of attribute nodes which save all attribute
1362
    * groups specified by the mask.
1363
    */
1364
   head = NULL;
1365
 
1366
   if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1367
      struct gl_pixelstore_attrib *attr;
1368
      /* packing attribs */
1369
      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1370
      copy_pixelstore(ctx, attr, &ctx->Pack);
1371
      save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1372
      /* unpacking attribs */
1373
      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1374
      copy_pixelstore(ctx, attr, &ctx->Unpack);
1375
      save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1376
   }
1377
 
1378
   if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1379
      struct gl_array_attrib *attr;
1380
      struct gl_array_object *obj;
1381
 
1382
      attr = MALLOC_STRUCT( gl_array_attrib );
1383
      obj = MALLOC_STRUCT( gl_array_object );
1384
 
1385
#if FEATURE_ARB_vertex_buffer_object
1386
      /* increment ref counts since we're copying pointers to these objects */
1387
      ctx->Array.ArrayBufferObj->RefCount++;
1388
      ctx->Array.ElementArrayBufferObj->RefCount++;
1389
#endif
1390
 
1391
      memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1392
      memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1393
 
1394
      attr->ArrayObj = obj;
1395
 
1396
      save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1397
 
1398
      /* bump reference counts on buffer objects */
1399
      adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
1400
   }
1401
 
1402
   ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1403
   ctx->ClientAttribStackDepth++;
1404
}
1405
 
1406
 
1407
 
1408
 
1409
void GLAPIENTRY
1410
_mesa_PopClientAttrib(void)
1411
{
1412
   struct gl_attrib_node *node, *next;
1413
 
1414
   GET_CURRENT_CONTEXT(ctx);
1415
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1416
 
1417
   if (ctx->ClientAttribStackDepth == 0) {
1418
      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1419
      return;
1420
   }
1421
 
1422
   ctx->ClientAttribStackDepth--;
1423
   node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1424
 
1425
   while (node) {
1426
      switch (node->kind) {
1427
         case GL_CLIENT_PACK_BIT:
1428
            {
1429
               struct gl_pixelstore_attrib *store =
1430
                  (struct gl_pixelstore_attrib *) node->data;
1431
               copy_pixelstore(ctx, &ctx->Pack, store);
1432
               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1433
            }
1434
	    ctx->NewState |= _NEW_PACKUNPACK;
1435
            break;
1436
         case GL_CLIENT_UNPACK_BIT:
1437
            {
1438
               struct gl_pixelstore_attrib *store =
1439
                  (struct gl_pixelstore_attrib *) node->data;
1440
               copy_pixelstore(ctx, &ctx->Unpack, store);
1441
               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1442
            }
1443
	    ctx->NewState |= _NEW_PACKUNPACK;
1444
            break;
1445
         case GL_CLIENT_VERTEX_ARRAY_BIT: {
1446
	    struct gl_array_attrib * data =
1447
	      (struct gl_array_attrib *) node->data;
1448
 
1449
            adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
1450
 
1451
            ctx->Array.ActiveTexture = data->ActiveTexture;
1452
	    if (data->LockCount != 0)
1453
	       _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
1454
	    else if (ctx->Array.LockCount)
1455
	       _mesa_UnlockArraysEXT();
1456
 
1457
	    _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1458
 
1459
#if FEATURE_ARB_vertex_buffer_object
1460
            _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1461
                                data->ArrayBufferObj->Name);
1462
            _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1463
                                data->ElementArrayBufferObj->Name);
1464
#endif
1465
 
1466
	    memcpy( ctx->Array.ArrayObj, data->ArrayObj,
1467
		    sizeof( struct gl_array_object ) );
1468
 
1469
	    FREE( data->ArrayObj );
1470
 
1471
	    /* FIXME: Should some bits in ctx->Array->NewState also be set
1472
	     * FIXME: here?  It seems like it should be set to inclusive-or
1473
	     * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1474
	     */
1475
 
1476
	    ctx->NewState |= _NEW_ARRAY;
1477
            break;
1478
	 }
1479
         default:
1480
            _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1481
            break;
1482
      }
1483
 
1484
      next = node->next;
1485
      FREE( node->data );
1486
      FREE( node );
1487
      node = next;
1488
   }
1489
}
1490
 
1491
 
1492
void
1493
_mesa_init_attrib_dispatch(struct _glapi_table *disp)
1494
{
1495
   SET_PopAttrib(disp, _mesa_PopAttrib);
1496
   SET_PushAttrib(disp, _mesa_PushAttrib);
1497
   SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1498
   SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1499
}
1500
 
1501
 
1502
#endif /* FEATURE_attrib_stack */
1503
 
1504
 
1505
/**
1506
 * Free any attribute state data that might be attached to the context.
1507
 */
1508
void
1509
_mesa_free_attrib_data(struct gl_context *ctx)
1510
{
1511
   while (ctx->AttribStackDepth > 0) {
1512
      struct gl_attrib_node *attr, *next;
1513
 
1514
      ctx->AttribStackDepth--;
1515
      attr = ctx->AttribStack[ctx->AttribStackDepth];
1516
 
1517
      while (attr) {
1518
         if (attr->kind == GL_TEXTURE_BIT) {
1519
            struct texture_state *texstate = (struct texture_state*)attr->data;
1520
            GLuint u, tgt;
1521
            /* clear references to the saved texture objects */
1522
            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1523
               for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1524
                  _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1525
               }
1526
            }
1527
         }
1528
         else {
1529
            /* any other chunks of state that requires special handling? */
1530
         }
1531
 
1532
         next = attr->next;
1533
         free(attr->data);
1534
         free(attr);
1535
         attr = next;
1536
      }
1537
   }
1538
}
1539
 
1540
 
1541
void _mesa_init_attrib( struct gl_context *ctx )
1542
{
1543
   /* Renderer and client attribute stacks */
1544
   ctx->AttribStackDepth = 0;
1545
   ctx->ClientAttribStackDepth = 0;
1546
}