0,0 → 1,1546 |
/* |
* Mesa 3-D graphics library |
* Version: 7.6 |
* |
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
* Copyright (C) 2009 VMware, Inc. All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
*/ |
|
#include "glheader.h" |
#include "imports.h" |
#include "accum.h" |
#include "arrayobj.h" |
#include "attrib.h" |
#include "blend.h" |
#include "buffers.h" |
#include "bufferobj.h" |
#include "clear.h" |
#include "colormac.h" |
#include "context.h" |
#include "depth.h" |
#include "enable.h" |
#include "enums.h" |
#include "fog.h" |
#include "hint.h" |
#include "light.h" |
#include "lines.h" |
#include "macros.h" |
#include "matrix.h" |
#include "multisample.h" |
#include "points.h" |
#include "polygon.h" |
#include "scissor.h" |
#include "stencil.h" |
#include "texenv.h" |
#include "texgen.h" |
#include "texobj.h" |
#include "texparam.h" |
#include "texstate.h" |
#include "varray.h" |
#include "viewport.h" |
#include "mtypes.h" |
#include "main/dispatch.h" |
|
|
/** |
* glEnable()/glDisable() attribute group (GL_ENABLE_BIT). |
*/ |
struct gl_enable_attrib |
{ |
GLboolean AlphaTest; |
GLboolean AutoNormal; |
GLboolean Blend; |
GLbitfield ClipPlanes; |
GLboolean ColorMaterial; |
GLboolean CullFace; |
GLboolean DepthClamp; |
GLboolean DepthTest; |
GLboolean Dither; |
GLboolean Fog; |
GLboolean Light[MAX_LIGHTS]; |
GLboolean Lighting; |
GLboolean LineSmooth; |
GLboolean LineStipple; |
GLboolean IndexLogicOp; |
GLboolean ColorLogicOp; |
|
GLboolean Map1Color4; |
GLboolean Map1Index; |
GLboolean Map1Normal; |
GLboolean Map1TextureCoord1; |
GLboolean Map1TextureCoord2; |
GLboolean Map1TextureCoord3; |
GLboolean Map1TextureCoord4; |
GLboolean Map1Vertex3; |
GLboolean Map1Vertex4; |
GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ |
GLboolean Map2Color4; |
GLboolean Map2Index; |
GLboolean Map2Normal; |
GLboolean Map2TextureCoord1; |
GLboolean Map2TextureCoord2; |
GLboolean Map2TextureCoord3; |
GLboolean Map2TextureCoord4; |
GLboolean Map2Vertex3; |
GLboolean Map2Vertex4; |
GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ |
|
GLboolean Normalize; |
GLboolean PixelTexture; |
GLboolean PointSmooth; |
GLboolean PolygonOffsetPoint; |
GLboolean PolygonOffsetLine; |
GLboolean PolygonOffsetFill; |
GLboolean PolygonSmooth; |
GLboolean PolygonStipple; |
GLboolean RescaleNormals; |
GLboolean Scissor; |
GLboolean Stencil; |
GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ |
GLboolean MultisampleEnabled; /* GL_ARB_multisample */ |
GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ |
GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ |
GLboolean SampleCoverage; /* GL_ARB_multisample */ |
GLboolean SampleCoverageInvert; /* GL_ARB_multisample */ |
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ |
|
GLbitfield Texture[MAX_TEXTURE_UNITS]; |
GLbitfield TexGen[MAX_TEXTURE_UNITS]; |
|
/* SGI_texture_color_table */ |
GLboolean TextureColorTable[MAX_TEXTURE_UNITS]; |
|
/* GL_ARB_vertex_program / GL_NV_vertex_program */ |
GLboolean VertexProgram; |
GLboolean VertexProgramPointSize; |
GLboolean VertexProgramTwoSide; |
|
/* GL_ARB_point_sprite / GL_NV_point_sprite */ |
GLboolean PointSprite; |
GLboolean FragmentShaderATI; |
}; |
|
|
/** |
* Node for the attribute stack. |
*/ |
struct gl_attrib_node |
{ |
GLbitfield kind; |
void *data; |
struct gl_attrib_node *next; |
}; |
|
|
|
/** |
* Special struct for saving/restoring texture state (GL_TEXTURE_BIT) |
*/ |
struct texture_state |
{ |
struct gl_texture_attrib Texture; /**< The usual context state */ |
|
/** to save per texture object state (wrap modes, filters, etc): */ |
struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; |
|
/** |
* To save references to texture objects (so they don't get accidentally |
* deleted while saved in the attribute stack). |
*/ |
struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; |
}; |
|
|
#if FEATURE_attrib_stack |
|
|
/** |
* Allocate new attribute node of given type/kind. Attach payload data. |
* Insert it into the linked list named by 'head'. |
*/ |
static void |
save_attrib_data(struct gl_attrib_node **head, |
GLbitfield kind, void *payload) |
{ |
struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node); |
if (n) { |
n->kind = kind; |
n->data = payload; |
/* insert at head */ |
n->next = *head; |
*head = n; |
} |
else { |
/* out of memory! */ |
} |
} |
|
|
void GLAPIENTRY |
_mesa_PushAttrib(GLbitfield mask) |
{ |
struct gl_attrib_node *head; |
|
GET_CURRENT_CONTEXT(ctx); |
ASSERT_OUTSIDE_BEGIN_END(ctx); |
|
if (MESA_VERBOSE & VERBOSE_API) |
_mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); |
|
if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { |
_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); |
return; |
} |
|
/* Build linked list of attribute nodes which save all attribute */ |
/* groups specified by the mask. */ |
head = NULL; |
|
if (mask & GL_ACCUM_BUFFER_BIT) { |
struct gl_accum_attrib *attr; |
attr = MALLOC_STRUCT( gl_accum_attrib ); |
memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); |
save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr); |
} |
|
if (mask & GL_COLOR_BUFFER_BIT) { |
GLuint i; |
struct gl_colorbuffer_attrib *attr; |
attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); |
memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); |
/* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ |
for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) |
attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; |
save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr); |
} |
|
if (mask & GL_CURRENT_BIT) { |
struct gl_current_attrib *attr; |
FLUSH_CURRENT( ctx, 0 ); |
attr = MALLOC_STRUCT( gl_current_attrib ); |
memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); |
save_attrib_data(&head, GL_CURRENT_BIT, attr); |
} |
|
if (mask & GL_DEPTH_BUFFER_BIT) { |
struct gl_depthbuffer_attrib *attr; |
attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); |
memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); |
save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr); |
} |
|
if (mask & GL_ENABLE_BIT) { |
struct gl_enable_attrib *attr; |
GLuint i; |
attr = MALLOC_STRUCT( gl_enable_attrib ); |
/* Copy enable flags from all other attributes into the enable struct. */ |
attr->AlphaTest = ctx->Color.AlphaEnabled; |
attr->AutoNormal = ctx->Eval.AutoNormal; |
attr->Blend = ctx->Color.BlendEnabled; |
attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; |
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; |
attr->CullFace = ctx->Polygon.CullFlag; |
attr->DepthClamp = ctx->Transform.DepthClamp; |
attr->DepthTest = ctx->Depth.Test; |
attr->Dither = ctx->Color.DitherFlag; |
attr->Fog = ctx->Fog.Enabled; |
for (i = 0; i < ctx->Const.MaxLights; i++) { |
attr->Light[i] = ctx->Light.Light[i].Enabled; |
} |
attr->Lighting = ctx->Light.Enabled; |
attr->LineSmooth = ctx->Line.SmoothFlag; |
attr->LineStipple = ctx->Line.StippleFlag; |
attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; |
attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; |
attr->Map1Color4 = ctx->Eval.Map1Color4; |
attr->Map1Index = ctx->Eval.Map1Index; |
attr->Map1Normal = ctx->Eval.Map1Normal; |
attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; |
attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; |
attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; |
attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; |
attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; |
attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; |
memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); |
attr->Map2Color4 = ctx->Eval.Map2Color4; |
attr->Map2Index = ctx->Eval.Map2Index; |
attr->Map2Normal = ctx->Eval.Map2Normal; |
attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; |
attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; |
attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; |
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; |
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; |
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; |
memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); |
attr->Normalize = ctx->Transform.Normalize; |
attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; |
attr->PointSmooth = ctx->Point.SmoothFlag; |
attr->PointSprite = ctx->Point.PointSprite; |
attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; |
attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; |
attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; |
attr->PolygonSmooth = ctx->Polygon.SmoothFlag; |
attr->PolygonStipple = ctx->Polygon.StippleFlag; |
attr->RescaleNormals = ctx->Transform.RescaleNormals; |
attr->Scissor = ctx->Scissor.Enabled; |
attr->Stencil = ctx->Stencil.Enabled; |
attr->StencilTwoSide = ctx->Stencil.TestTwoSide; |
attr->MultisampleEnabled = ctx->Multisample.Enabled; |
attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; |
attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; |
attr->SampleCoverage = ctx->Multisample.SampleCoverage; |
attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; |
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { |
attr->Texture[i] = ctx->Texture.Unit[i].Enabled; |
attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; |
attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled; |
} |
/* GL_NV_vertex_program */ |
attr->VertexProgram = ctx->VertexProgram.Enabled; |
attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; |
attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; |
save_attrib_data(&head, GL_ENABLE_BIT, attr); |
} |
|
if (mask & GL_EVAL_BIT) { |
struct gl_eval_attrib *attr; |
attr = MALLOC_STRUCT( gl_eval_attrib ); |
memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); |
save_attrib_data(&head, GL_EVAL_BIT, attr); |
} |
|
if (mask & GL_FOG_BIT) { |
struct gl_fog_attrib *attr; |
attr = MALLOC_STRUCT( gl_fog_attrib ); |
memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); |
save_attrib_data(&head, GL_FOG_BIT, attr); |
} |
|
if (mask & GL_HINT_BIT) { |
struct gl_hint_attrib *attr; |
attr = MALLOC_STRUCT( gl_hint_attrib ); |
memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); |
save_attrib_data(&head, GL_HINT_BIT, attr); |
} |
|
if (mask & GL_LIGHTING_BIT) { |
struct gl_light_attrib *attr; |
FLUSH_CURRENT(ctx, 0); /* flush material changes */ |
attr = MALLOC_STRUCT( gl_light_attrib ); |
memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); |
save_attrib_data(&head, GL_LIGHTING_BIT, attr); |
} |
|
if (mask & GL_LINE_BIT) { |
struct gl_line_attrib *attr; |
attr = MALLOC_STRUCT( gl_line_attrib ); |
memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); |
save_attrib_data(&head, GL_LINE_BIT, attr); |
} |
|
if (mask & GL_LIST_BIT) { |
struct gl_list_attrib *attr; |
attr = MALLOC_STRUCT( gl_list_attrib ); |
memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) ); |
save_attrib_data(&head, GL_LIST_BIT, attr); |
} |
|
if (mask & GL_PIXEL_MODE_BIT) { |
struct gl_pixel_attrib *attr; |
attr = MALLOC_STRUCT( gl_pixel_attrib ); |
memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); |
/* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ |
attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; |
save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr); |
} |
|
if (mask & GL_POINT_BIT) { |
struct gl_point_attrib *attr; |
attr = MALLOC_STRUCT( gl_point_attrib ); |
memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); |
save_attrib_data(&head, GL_POINT_BIT, attr); |
} |
|
if (mask & GL_POLYGON_BIT) { |
struct gl_polygon_attrib *attr; |
attr = MALLOC_STRUCT( gl_polygon_attrib ); |
memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); |
save_attrib_data(&head, GL_POLYGON_BIT, attr); |
} |
|
if (mask & GL_POLYGON_STIPPLE_BIT) { |
GLuint *stipple; |
stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); |
memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); |
save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple); |
} |
|
if (mask & GL_SCISSOR_BIT) { |
struct gl_scissor_attrib *attr; |
attr = MALLOC_STRUCT( gl_scissor_attrib ); |
memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); |
save_attrib_data(&head, GL_SCISSOR_BIT, attr); |
} |
|
if (mask & GL_STENCIL_BUFFER_BIT) { |
struct gl_stencil_attrib *attr; |
attr = MALLOC_STRUCT( gl_stencil_attrib ); |
memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); |
save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr); |
} |
|
if (mask & GL_TEXTURE_BIT) { |
struct texture_state *texstate = CALLOC_STRUCT(texture_state); |
GLuint u, tex; |
|
if (!texstate) { |
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); |
goto end; |
} |
|
_mesa_lock_context_textures(ctx); |
|
/* copy/save the bulk of texture state here */ |
memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); |
|
/* Save references to the currently bound texture objects so they don't |
* accidentally get deleted while referenced in the attribute stack. |
*/ |
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { |
_mesa_reference_texobj(&texstate->SavedTexRef[u][tex], |
ctx->Texture.Unit[u].CurrentTex[tex]); |
} |
} |
|
/* copy state/contents of the currently bound texture objects */ |
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { |
_mesa_copy_texture_object(&texstate->SavedObj[u][tex], |
ctx->Texture.Unit[u].CurrentTex[tex]); |
} |
} |
|
_mesa_unlock_context_textures(ctx); |
|
save_attrib_data(&head, GL_TEXTURE_BIT, texstate); |
} |
|
if (mask & GL_TRANSFORM_BIT) { |
struct gl_transform_attrib *attr; |
attr = MALLOC_STRUCT( gl_transform_attrib ); |
memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); |
save_attrib_data(&head, GL_TRANSFORM_BIT, attr); |
} |
|
if (mask & GL_VIEWPORT_BIT) { |
struct gl_viewport_attrib *attr; |
attr = MALLOC_STRUCT( gl_viewport_attrib ); |
memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); |
save_attrib_data(&head, GL_VIEWPORT_BIT, attr); |
} |
|
/* GL_ARB_multisample */ |
if (mask & GL_MULTISAMPLE_BIT_ARB) { |
struct gl_multisample_attrib *attr; |
attr = MALLOC_STRUCT( gl_multisample_attrib ); |
memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); |
save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr); |
} |
|
end: |
ctx->AttribStack[ctx->AttribStackDepth] = head; |
ctx->AttribStackDepth++; |
} |
|
|
|
static void |
pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable) |
{ |
const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; |
GLuint i; |
|
#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ |
if ((VALUE) != (NEWVALUE)) { \ |
_mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ |
} |
|
TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); |
if (ctx->Color.BlendEnabled != enable->Blend) { |
if (ctx->Extensions.EXT_draw_buffers2) { |
GLuint i; |
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { |
_mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1); |
} |
} |
else { |
_mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1)); |
} |
} |
|
for (i=0;i<MAX_CLIP_PLANES;i++) { |
const GLuint mask = 1 << i; |
if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) |
_mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), |
(GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE)); |
} |
|
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, |
GL_COLOR_MATERIAL); |
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); |
TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp, |
GL_DEPTH_CLAMP); |
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); |
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); |
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); |
TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); |
TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); |
TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, |
GL_LINE_STIPPLE); |
TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, |
GL_INDEX_LOGIC_OP); |
TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, |
GL_COLOR_LOGIC_OP); |
|
TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); |
TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); |
TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); |
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, |
GL_MAP1_TEXTURE_COORD_1); |
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, |
GL_MAP1_TEXTURE_COORD_2); |
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, |
GL_MAP1_TEXTURE_COORD_3); |
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, |
GL_MAP1_TEXTURE_COORD_4); |
TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, |
GL_MAP1_VERTEX_3); |
TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, |
GL_MAP1_VERTEX_4); |
for (i = 0; i < 16; i++) { |
TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], |
GL_MAP1_VERTEX_ATTRIB0_4_NV + i); |
} |
|
TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); |
TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); |
TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); |
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, |
GL_MAP2_TEXTURE_COORD_1); |
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, |
GL_MAP2_TEXTURE_COORD_2); |
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, |
GL_MAP2_TEXTURE_COORD_3); |
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, |
GL_MAP2_TEXTURE_COORD_4); |
TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, |
GL_MAP2_VERTEX_3); |
TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, |
GL_MAP2_VERTEX_4); |
for (i = 0; i < 16; i++) { |
TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], |
GL_MAP2_VERTEX_ATTRIB0_4_NV + i); |
} |
|
TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); |
TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); |
TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, |
GL_RESCALE_NORMAL_EXT); |
TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, |
enable->RasterPositionUnclipped, |
GL_RASTER_POSITION_UNCLIPPED_IBM); |
TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, |
GL_POINT_SMOOTH); |
if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { |
TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, |
GL_POINT_SPRITE_NV); |
} |
TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, |
GL_POLYGON_OFFSET_POINT); |
TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, |
GL_POLYGON_OFFSET_LINE); |
TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, |
GL_POLYGON_OFFSET_FILL); |
TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, |
GL_POLYGON_SMOOTH); |
TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, |
GL_POLYGON_STIPPLE); |
TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); |
TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); |
if (ctx->Extensions.EXT_stencil_two_side) { |
TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); |
} |
TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, |
GL_MULTISAMPLE_ARB); |
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, |
enable->SampleAlphaToCoverage, |
GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); |
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, |
enable->SampleAlphaToOne, |
GL_SAMPLE_ALPHA_TO_ONE_ARB); |
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, |
enable->SampleCoverage, |
GL_SAMPLE_COVERAGE_ARB); |
TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, |
enable->SampleCoverageInvert, |
GL_SAMPLE_COVERAGE_INVERT_ARB); |
/* GL_ARB_vertex_program, GL_NV_vertex_program */ |
TEST_AND_UPDATE(ctx->VertexProgram.Enabled, |
enable->VertexProgram, |
GL_VERTEX_PROGRAM_ARB); |
TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, |
enable->VertexProgramPointSize, |
GL_VERTEX_PROGRAM_POINT_SIZE_ARB); |
TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, |
enable->VertexProgramTwoSide, |
GL_VERTEX_PROGRAM_TWO_SIDE_ARB); |
|
#undef TEST_AND_UPDATE |
|
/* texture unit enables */ |
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { |
const GLbitfield enabled = enable->Texture[i]; |
const GLbitfield genEnabled = enable->TexGen[i]; |
|
if (ctx->Texture.Unit[i].Enabled != enabled) { |
_mesa_ActiveTextureARB(GL_TEXTURE0 + i); |
|
_mesa_set_enable(ctx, GL_TEXTURE_1D, |
(enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_2D, |
(enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_3D, |
(enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); |
if (ctx->Extensions.NV_texture_rectangle) { |
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, |
(enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); |
} |
if (ctx->Extensions.ARB_texture_cube_map) { |
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, |
(enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); |
} |
if (ctx->Extensions.MESA_texture_array) { |
_mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, |
(enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, |
(enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); |
} |
} |
|
if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { |
_mesa_ActiveTextureARB(GL_TEXTURE0 + i); |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, |
(genEnabled & S_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, |
(genEnabled & T_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, |
(genEnabled & R_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, |
(genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE); |
} |
|
/* GL_SGI_texture_color_table */ |
ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i]; |
} |
|
_mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave); |
} |
|
|
/** |
* Pop/restore texture attribute/group state. |
*/ |
static void |
pop_texture_group(struct gl_context *ctx, struct texture_state *texstate) |
{ |
GLuint u; |
|
_mesa_lock_context_textures(ctx); |
|
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; |
GLuint tgt; |
|
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); |
_mesa_set_enable(ctx, GL_TEXTURE_1D, |
(unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_2D, |
(unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_3D, |
(unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE); |
if (ctx->Extensions.ARB_texture_cube_map) { |
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, |
(unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE); |
} |
if (ctx->Extensions.NV_texture_rectangle) { |
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, |
(unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE); |
} |
if (ctx->Extensions.MESA_texture_array) { |
_mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, |
(unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); |
_mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, |
(unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE); |
} |
|
if (ctx->Extensions.SGI_texture_color_table) { |
_mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI, |
unit->ColorTableEnabled); |
} |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); |
_mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); |
_mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); |
_mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); |
_mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); |
_mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); |
_mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); |
_mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); |
_mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); |
_mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); |
/* Eye plane done differently to avoid re-transformation */ |
{ |
struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; |
COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); |
COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); |
COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); |
COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); |
if (ctx->Driver.TexGen) { |
ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); |
ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); |
ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); |
ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); |
} |
} |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, |
((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE)); |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, |
((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE)); |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, |
((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE)); |
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, |
((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE)); |
if (ctx->Extensions.EXT_texture_lod_bias) { |
_mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, |
GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias); |
} |
if (ctx->Extensions.EXT_texture_env_combine || |
ctx->Extensions.ARB_texture_env_combine) { |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, |
unit->Combine.ModeRGB); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, |
unit->Combine.ModeA); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, |
unit->Combine.SourceRGB[0]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, |
unit->Combine.SourceRGB[1]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, |
unit->Combine.SourceRGB[2]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, |
unit->Combine.SourceA[0]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, |
unit->Combine.SourceA[1]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, |
unit->Combine.SourceA[2]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, |
unit->Combine.OperandRGB[0]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, |
unit->Combine.OperandRGB[1]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, |
unit->Combine.OperandRGB[2]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, |
unit->Combine.OperandA[0]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, |
unit->Combine.OperandA[1]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, |
unit->Combine.OperandA[2]); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, |
1 << unit->Combine.ScaleShiftRGB); |
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, |
1 << unit->Combine.ScaleShiftA); |
} |
|
/* Restore texture object state for each target */ |
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { |
const struct gl_texture_object *obj = NULL; |
GLenum target; |
|
obj = &texstate->SavedObj[u][tgt]; |
|
/* don't restore state for unsupported targets to prevent |
* raising GL errors. |
*/ |
if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && |
!ctx->Extensions.ARB_texture_cube_map) { |
continue; |
} |
else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && |
!ctx->Extensions.NV_texture_rectangle) { |
continue; |
} |
else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || |
obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && |
!ctx->Extensions.MESA_texture_array) { |
continue; |
} |
|
target = obj->Target; |
|
_mesa_BindTexture(target, obj->Name); |
|
_mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, obj->BorderColor.f); |
_mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); |
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); |
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); |
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); |
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter); |
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter); |
_mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod); |
_mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod); |
_mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias); |
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); |
if (target != GL_TEXTURE_RECTANGLE_ARB) |
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); |
if (ctx->Extensions.EXT_texture_filter_anisotropic) { |
_mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, |
obj->MaxAnisotropy); |
} |
if (ctx->Extensions.ARB_shadow_ambient) { |
_mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, |
obj->CompareFailValue); |
} |
} |
|
/* remove saved references to the texture objects */ |
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { |
_mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); |
} |
} |
|
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); |
|
_mesa_unlock_context_textures(ctx); |
} |
|
|
/* |
* This function is kind of long just because we have to call a lot |
* of device driver functions to update device driver state. |
* |
* XXX As it is now, most of the pop-code calls immediate-mode Mesa functions |
* in order to restore GL state. This isn't terribly efficient but it |
* ensures that dirty flags and any derived state gets updated correctly. |
* We could at least check if the value to restore equals the current value |
* and then skip the Mesa call. |
*/ |
void GLAPIENTRY |
_mesa_PopAttrib(void) |
{ |
struct gl_attrib_node *attr, *next; |
GET_CURRENT_CONTEXT(ctx); |
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); |
|
if (ctx->AttribStackDepth == 0) { |
_mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); |
return; |
} |
|
ctx->AttribStackDepth--; |
attr = ctx->AttribStack[ctx->AttribStackDepth]; |
|
while (attr) { |
|
if (MESA_VERBOSE & VERBOSE_API) { |
_mesa_debug(ctx, "glPopAttrib %s\n", |
_mesa_lookup_enum_by_nr(attr->kind)); |
} |
|
switch (attr->kind) { |
case GL_ACCUM_BUFFER_BIT: |
{ |
const struct gl_accum_attrib *accum; |
accum = (const struct gl_accum_attrib *) attr->data; |
_mesa_ClearAccum(accum->ClearColor[0], |
accum->ClearColor[1], |
accum->ClearColor[2], |
accum->ClearColor[3]); |
} |
break; |
case GL_COLOR_BUFFER_BIT: |
{ |
const struct gl_colorbuffer_attrib *color; |
|
color = (const struct gl_colorbuffer_attrib *) attr->data; |
_mesa_ClearIndex((GLfloat) color->ClearIndex); |
_mesa_ClearColor(color->ClearColor[0], |
color->ClearColor[1], |
color->ClearColor[2], |
color->ClearColor[3]); |
_mesa_IndexMask(color->IndexMask); |
if (!ctx->Extensions.EXT_draw_buffers2) { |
_mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0), |
(GLboolean) (color->ColorMask[0][1] != 0), |
(GLboolean) (color->ColorMask[0][2] != 0), |
(GLboolean) (color->ColorMask[0][3] != 0)); |
} |
else { |
GLuint i; |
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { |
_mesa_ColorMaskIndexed(i, |
(GLboolean) (color->ColorMask[i][0] != 0), |
(GLboolean) (color->ColorMask[i][1] != 0), |
(GLboolean) (color->ColorMask[i][2] != 0), |
(GLboolean) (color->ColorMask[i][3] != 0)); |
} |
} |
{ |
/* Need to determine if more than one color output is |
* specified. If so, call glDrawBuffersARB, else call |
* glDrawBuffer(). This is a subtle, but essential point |
* since GL_FRONT (for example) is illegal for the former |
* function, but legal for the later. |
*/ |
GLboolean multipleBuffers = GL_FALSE; |
GLuint i; |
|
for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { |
if (color->DrawBuffer[i] != GL_NONE) { |
multipleBuffers = GL_TRUE; |
break; |
} |
} |
/* Call the API_level functions, not _mesa_drawbuffers() |
* since we need to do error checking on the pop'd |
* GL_DRAW_BUFFER. |
* Ex: if GL_FRONT were pushed, but we're popping with a |
* user FBO bound, GL_FRONT will be illegal and we'll need |
* to record that error. Per OpenGL ARB decision. |
*/ |
if (multipleBuffers) |
_mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, |
color->DrawBuffer); |
else |
_mesa_DrawBuffer(color->DrawBuffer[0]); |
} |
_mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); |
_mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef); |
if (ctx->Color.BlendEnabled != color->BlendEnabled) { |
if (ctx->Extensions.EXT_draw_buffers2) { |
GLuint i; |
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { |
_mesa_set_enablei(ctx, GL_BLEND, i, |
(color->BlendEnabled >> i) & 1); |
} |
} |
else { |
_mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1)); |
} |
} |
_mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, |
color->BlendDstRGB, |
color->BlendSrcA, |
color->BlendDstA); |
/* This special case is because glBlendEquationSeparateEXT |
* cannot take GL_LOGIC_OP as a parameter. |
*/ |
if ( color->BlendEquationRGB == color->BlendEquationA ) { |
_mesa_BlendEquation(color->BlendEquationRGB); |
} |
else { |
_mesa_BlendEquationSeparateEXT(color->BlendEquationRGB, |
color->BlendEquationA); |
} |
_mesa_BlendColor(color->BlendColor[0], |
color->BlendColor[1], |
color->BlendColor[2], |
color->BlendColor[3]); |
_mesa_LogicOp(color->LogicOp); |
_mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, |
color->ColorLogicOpEnabled); |
_mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, |
color->IndexLogicOpEnabled); |
_mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); |
} |
break; |
case GL_CURRENT_BIT: |
FLUSH_CURRENT( ctx, 0 ); |
memcpy( &ctx->Current, attr->data, |
sizeof(struct gl_current_attrib) ); |
break; |
case GL_DEPTH_BUFFER_BIT: |
{ |
const struct gl_depthbuffer_attrib *depth; |
depth = (const struct gl_depthbuffer_attrib *) attr->data; |
_mesa_DepthFunc(depth->Func); |
_mesa_ClearDepth(depth->Clear); |
_mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); |
_mesa_DepthMask(depth->Mask); |
} |
break; |
case GL_ENABLE_BIT: |
{ |
const struct gl_enable_attrib *enable; |
enable = (const struct gl_enable_attrib *) attr->data; |
pop_enable_group(ctx, enable); |
ctx->NewState |= _NEW_ALL; |
} |
break; |
case GL_EVAL_BIT: |
memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); |
ctx->NewState |= _NEW_EVAL; |
break; |
case GL_FOG_BIT: |
{ |
const struct gl_fog_attrib *fog; |
fog = (const struct gl_fog_attrib *) attr->data; |
_mesa_set_enable(ctx, GL_FOG, fog->Enabled); |
_mesa_Fogfv(GL_FOG_COLOR, fog->Color); |
_mesa_Fogf(GL_FOG_DENSITY, fog->Density); |
_mesa_Fogf(GL_FOG_START, fog->Start); |
_mesa_Fogf(GL_FOG_END, fog->End); |
_mesa_Fogf(GL_FOG_INDEX, fog->Index); |
_mesa_Fogi(GL_FOG_MODE, fog->Mode); |
} |
break; |
case GL_HINT_BIT: |
{ |
const struct gl_hint_attrib *hint; |
hint = (const struct gl_hint_attrib *) attr->data; |
_mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, |
hint->PerspectiveCorrection ); |
_mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); |
_mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); |
_mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); |
_mesa_Hint(GL_FOG_HINT, hint->Fog); |
_mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, |
hint->ClipVolumeClipping); |
_mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, |
hint->TextureCompression); |
} |
break; |
case GL_LIGHTING_BIT: |
{ |
GLuint i; |
const struct gl_light_attrib *light; |
light = (const struct gl_light_attrib *) attr->data; |
/* lighting enable */ |
_mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); |
/* per-light state */ |
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) |
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); |
|
for (i = 0; i < ctx->Const.MaxLights; i++) { |
const struct gl_light *l = &light->Light[i]; |
_mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); |
_mesa_light(ctx, i, GL_AMBIENT, l->Ambient); |
_mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); |
_mesa_light(ctx, i, GL_SPECULAR, l->Specular ); |
_mesa_light(ctx, i, GL_POSITION, l->EyePosition); |
_mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); |
{ |
GLfloat p[4] = { 0 }; |
p[0] = l->SpotExponent; |
_mesa_light(ctx, i, GL_SPOT_EXPONENT, p); |
} |
{ |
GLfloat p[4] = { 0 }; |
p[0] = l->SpotCutoff; |
_mesa_light(ctx, i, GL_SPOT_CUTOFF, p); |
} |
{ |
GLfloat p[4] = { 0 }; |
p[0] = l->ConstantAttenuation; |
_mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); |
} |
{ |
GLfloat p[4] = { 0 }; |
p[0] = l->LinearAttenuation; |
_mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); |
} |
{ |
GLfloat p[4] = { 0 }; |
p[0] = l->QuadraticAttenuation; |
_mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); |
} |
} |
/* light model */ |
_mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, |
light->Model.Ambient); |
_mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, |
(GLfloat) light->Model.LocalViewer); |
_mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, |
(GLfloat) light->Model.TwoSide); |
_mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, |
(GLfloat) light->Model.ColorControl); |
/* shade model */ |
_mesa_ShadeModel(light->ShadeModel); |
/* color material */ |
_mesa_ColorMaterial(light->ColorMaterialFace, |
light->ColorMaterialMode); |
_mesa_set_enable(ctx, GL_COLOR_MATERIAL, |
light->ColorMaterialEnabled); |
/* materials */ |
memcpy(&ctx->Light.Material, &light->Material, |
sizeof(struct gl_material)); |
} |
break; |
case GL_LINE_BIT: |
{ |
const struct gl_line_attrib *line; |
line = (const struct gl_line_attrib *) attr->data; |
_mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); |
_mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); |
_mesa_LineStipple(line->StippleFactor, line->StipplePattern); |
_mesa_LineWidth(line->Width); |
} |
break; |
case GL_LIST_BIT: |
memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); |
break; |
case GL_PIXEL_MODE_BIT: |
memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); |
/* XXX what other pixel state needs to be set by function calls? */ |
_mesa_ReadBuffer(ctx->Pixel.ReadBuffer); |
ctx->NewState |= _NEW_PIXEL; |
break; |
case GL_POINT_BIT: |
{ |
const struct gl_point_attrib *point; |
point = (const struct gl_point_attrib *) attr->data; |
_mesa_PointSize(point->Size); |
_mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); |
if (ctx->Extensions.EXT_point_parameters) { |
_mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, |
point->Params); |
_mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, |
point->MinSize); |
_mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, |
point->MaxSize); |
_mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, |
point->Threshold); |
} |
if (ctx->Extensions.NV_point_sprite |
|| ctx->Extensions.ARB_point_sprite) { |
GLuint u; |
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
_mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, |
(GLint) point->CoordReplace[u]); |
} |
_mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); |
if (ctx->Extensions.NV_point_sprite) |
_mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, |
ctx->Point.SpriteRMode); |
_mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, |
(GLfloat)ctx->Point.SpriteOrigin); |
} |
} |
break; |
case GL_POLYGON_BIT: |
{ |
const struct gl_polygon_attrib *polygon; |
polygon = (const struct gl_polygon_attrib *) attr->data; |
_mesa_CullFace(polygon->CullFaceMode); |
_mesa_FrontFace(polygon->FrontFace); |
_mesa_PolygonMode(GL_FRONT, polygon->FrontMode); |
_mesa_PolygonMode(GL_BACK, polygon->BackMode); |
_mesa_PolygonOffset(polygon->OffsetFactor, |
polygon->OffsetUnits); |
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); |
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); |
_mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); |
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, |
polygon->OffsetPoint); |
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, |
polygon->OffsetLine); |
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, |
polygon->OffsetFill); |
} |
break; |
case GL_POLYGON_STIPPLE_BIT: |
memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); |
ctx->NewState |= _NEW_POLYGONSTIPPLE; |
if (ctx->Driver.PolygonStipple) |
ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); |
break; |
case GL_SCISSOR_BIT: |
{ |
const struct gl_scissor_attrib *scissor; |
scissor = (const struct gl_scissor_attrib *) attr->data; |
_mesa_Scissor(scissor->X, scissor->Y, |
scissor->Width, scissor->Height); |
_mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); |
} |
break; |
case GL_STENCIL_BUFFER_BIT: |
{ |
const struct gl_stencil_attrib *stencil; |
stencil = (const struct gl_stencil_attrib *) attr->data; |
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); |
_mesa_ClearStencil(stencil->Clear); |
if (ctx->Extensions.EXT_stencil_two_side) { |
_mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, |
stencil->TestTwoSide); |
_mesa_ActiveStencilFaceEXT(stencil->ActiveFace |
? GL_BACK : GL_FRONT); |
} |
/* front state */ |
_mesa_StencilFuncSeparate(GL_FRONT, |
stencil->Function[0], |
stencil->Ref[0], |
stencil->ValueMask[0]); |
_mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); |
_mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], |
stencil->ZFailFunc[0], |
stencil->ZPassFunc[0]); |
/* back state */ |
_mesa_StencilFuncSeparate(GL_BACK, |
stencil->Function[1], |
stencil->Ref[1], |
stencil->ValueMask[1]); |
_mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); |
_mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], |
stencil->ZFailFunc[1], |
stencil->ZPassFunc[1]); |
} |
break; |
case GL_TRANSFORM_BIT: |
{ |
GLuint i; |
const struct gl_transform_attrib *xform; |
xform = (const struct gl_transform_attrib *) attr->data; |
_mesa_MatrixMode(xform->MatrixMode); |
if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) |
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); |
|
/* restore clip planes */ |
for (i = 0; i < MAX_CLIP_PLANES; i++) { |
const GLuint mask = 1 << i; |
const GLfloat *eyePlane = xform->EyeUserPlane[i]; |
COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); |
if (xform->ClipPlanesEnabled & mask) { |
_mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE); |
} |
else { |
_mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE); |
} |
if (ctx->Driver.ClipPlane) |
ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); |
} |
|
/* normalize/rescale */ |
if (xform->Normalize != ctx->Transform.Normalize) |
_mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); |
if (xform->RescaleNormals != ctx->Transform.RescaleNormals) |
_mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, |
ctx->Transform.RescaleNormals); |
if (xform->DepthClamp != ctx->Transform.DepthClamp) |
_mesa_set_enable(ctx, GL_DEPTH_CLAMP, |
ctx->Transform.DepthClamp); |
} |
break; |
case GL_TEXTURE_BIT: |
/* Take care of texture object reference counters */ |
{ |
struct texture_state *texstate |
= (struct texture_state *) attr->data; |
pop_texture_group(ctx, texstate); |
ctx->NewState |= _NEW_TEXTURE; |
} |
break; |
case GL_VIEWPORT_BIT: |
{ |
const struct gl_viewport_attrib *vp; |
vp = (const struct gl_viewport_attrib *) attr->data; |
_mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); |
_mesa_DepthRange(vp->Near, vp->Far); |
} |
break; |
case GL_MULTISAMPLE_BIT_ARB: |
{ |
const struct gl_multisample_attrib *ms; |
ms = (const struct gl_multisample_attrib *) attr->data; |
_mesa_SampleCoverageARB(ms->SampleCoverageValue, |
ms->SampleCoverageInvert); |
} |
break; |
|
default: |
_mesa_problem( ctx, "Bad attrib flag in PopAttrib"); |
break; |
} |
|
next = attr->next; |
FREE( attr->data ); |
FREE( attr ); |
attr = next; |
} |
} |
|
|
/** |
* Helper for incrementing/decrementing vertex buffer object reference |
* counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group. |
*/ |
static void |
adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step) |
{ |
GLuint i; |
|
arrayObj->Vertex.BufferObj->RefCount += step; |
arrayObj->Weight.BufferObj->RefCount += step; |
arrayObj->Normal.BufferObj->RefCount += step; |
arrayObj->Color.BufferObj->RefCount += step; |
arrayObj->SecondaryColor.BufferObj->RefCount += step; |
arrayObj->FogCoord.BufferObj->RefCount += step; |
arrayObj->Index.BufferObj->RefCount += step; |
arrayObj->EdgeFlag.BufferObj->RefCount += step; |
for (i = 0; i < Elements(arrayObj->TexCoord); i++) |
arrayObj->TexCoord[i].BufferObj->RefCount += step; |
for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) |
arrayObj->VertexAttrib[i].BufferObj->RefCount += step; |
} |
|
|
/** |
* Copy gl_pixelstore_attrib from src to dst, updating buffer |
* object refcounts. |
*/ |
static void |
copy_pixelstore(struct gl_context *ctx, |
struct gl_pixelstore_attrib *dst, |
const struct gl_pixelstore_attrib *src) |
{ |
dst->Alignment = src->Alignment; |
dst->RowLength = src->RowLength; |
dst->SkipPixels = src->SkipPixels; |
dst->SkipRows = src->SkipRows; |
dst->ImageHeight = src->ImageHeight; |
dst->SkipImages = src->SkipImages; |
dst->SwapBytes = src->SwapBytes; |
dst->LsbFirst = src->LsbFirst; |
dst->ClientStorage = src->ClientStorage; |
dst->Invert = src->Invert; |
_mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); |
} |
|
|
#define GL_CLIENT_PACK_BIT (1<<20) |
#define GL_CLIENT_UNPACK_BIT (1<<21) |
|
|
void GLAPIENTRY |
_mesa_PushClientAttrib(GLbitfield mask) |
{ |
struct gl_attrib_node *head; |
|
GET_CURRENT_CONTEXT(ctx); |
ASSERT_OUTSIDE_BEGIN_END(ctx); |
|
if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { |
_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); |
return; |
} |
|
/* Build linked list of attribute nodes which save all attribute |
* groups specified by the mask. |
*/ |
head = NULL; |
|
if (mask & GL_CLIENT_PIXEL_STORE_BIT) { |
struct gl_pixelstore_attrib *attr; |
/* packing attribs */ |
attr = CALLOC_STRUCT( gl_pixelstore_attrib ); |
copy_pixelstore(ctx, attr, &ctx->Pack); |
save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr); |
/* unpacking attribs */ |
attr = CALLOC_STRUCT( gl_pixelstore_attrib ); |
copy_pixelstore(ctx, attr, &ctx->Unpack); |
save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr); |
} |
|
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { |
struct gl_array_attrib *attr; |
struct gl_array_object *obj; |
|
attr = MALLOC_STRUCT( gl_array_attrib ); |
obj = MALLOC_STRUCT( gl_array_object ); |
|
#if FEATURE_ARB_vertex_buffer_object |
/* increment ref counts since we're copying pointers to these objects */ |
ctx->Array.ArrayBufferObj->RefCount++; |
ctx->Array.ElementArrayBufferObj->RefCount++; |
#endif |
|
memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); |
memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) ); |
|
attr->ArrayObj = obj; |
|
save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr); |
|
/* bump reference counts on buffer objects */ |
adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1); |
} |
|
ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; |
ctx->ClientAttribStackDepth++; |
} |
|
|
|
|
void GLAPIENTRY |
_mesa_PopClientAttrib(void) |
{ |
struct gl_attrib_node *node, *next; |
|
GET_CURRENT_CONTEXT(ctx); |
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); |
|
if (ctx->ClientAttribStackDepth == 0) { |
_mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); |
return; |
} |
|
ctx->ClientAttribStackDepth--; |
node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; |
|
while (node) { |
switch (node->kind) { |
case GL_CLIENT_PACK_BIT: |
{ |
struct gl_pixelstore_attrib *store = |
(struct gl_pixelstore_attrib *) node->data; |
copy_pixelstore(ctx, &ctx->Pack, store); |
_mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); |
} |
ctx->NewState |= _NEW_PACKUNPACK; |
break; |
case GL_CLIENT_UNPACK_BIT: |
{ |
struct gl_pixelstore_attrib *store = |
(struct gl_pixelstore_attrib *) node->data; |
copy_pixelstore(ctx, &ctx->Unpack, store); |
_mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); |
} |
ctx->NewState |= _NEW_PACKUNPACK; |
break; |
case GL_CLIENT_VERTEX_ARRAY_BIT: { |
struct gl_array_attrib * data = |
(struct gl_array_attrib *) node->data; |
|
adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1); |
|
ctx->Array.ActiveTexture = data->ActiveTexture; |
if (data->LockCount != 0) |
_mesa_LockArraysEXT(data->LockFirst, data->LockCount); |
else if (ctx->Array.LockCount) |
_mesa_UnlockArraysEXT(); |
|
_mesa_BindVertexArrayAPPLE( data->ArrayObj->Name ); |
|
#if FEATURE_ARB_vertex_buffer_object |
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, |
data->ArrayBufferObj->Name); |
_mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, |
data->ElementArrayBufferObj->Name); |
#endif |
|
memcpy( ctx->Array.ArrayObj, data->ArrayObj, |
sizeof( struct gl_array_object ) ); |
|
FREE( data->ArrayObj ); |
|
/* FIXME: Should some bits in ctx->Array->NewState also be set |
* FIXME: here? It seems like it should be set to inclusive-or |
* FIXME: of the old ArrayObj->_Enabled and the new _Enabled. |
*/ |
|
ctx->NewState |= _NEW_ARRAY; |
break; |
} |
default: |
_mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); |
break; |
} |
|
next = node->next; |
FREE( node->data ); |
FREE( node ); |
node = next; |
} |
} |
|
|
void |
_mesa_init_attrib_dispatch(struct _glapi_table *disp) |
{ |
SET_PopAttrib(disp, _mesa_PopAttrib); |
SET_PushAttrib(disp, _mesa_PushAttrib); |
SET_PopClientAttrib(disp, _mesa_PopClientAttrib); |
SET_PushClientAttrib(disp, _mesa_PushClientAttrib); |
} |
|
|
#endif /* FEATURE_attrib_stack */ |
|
|
/** |
* Free any attribute state data that might be attached to the context. |
*/ |
void |
_mesa_free_attrib_data(struct gl_context *ctx) |
{ |
while (ctx->AttribStackDepth > 0) { |
struct gl_attrib_node *attr, *next; |
|
ctx->AttribStackDepth--; |
attr = ctx->AttribStack[ctx->AttribStackDepth]; |
|
while (attr) { |
if (attr->kind == GL_TEXTURE_BIT) { |
struct texture_state *texstate = (struct texture_state*)attr->data; |
GLuint u, tgt; |
/* clear references to the saved texture objects */ |
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { |
_mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); |
} |
} |
} |
else { |
/* any other chunks of state that requires special handling? */ |
} |
|
next = attr->next; |
free(attr->data); |
free(attr); |
attr = next; |
} |
} |
} |
|
|
void _mesa_init_attrib( struct gl_context *ctx ) |
{ |
/* Renderer and client attribute stacks */ |
ctx->AttribStackDepth = 0; |
ctx->ClientAttribStackDepth = 0; |
} |