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1268 lines
46 KiB
C
1268 lines
46 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.6
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <precomp.h>
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/**
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* glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
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*/
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struct gl_enable_attrib
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{
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GLboolean AlphaTest;
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GLboolean AutoNormal;
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GLboolean Blend;
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GLbitfield ClipPlanes;
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GLboolean ColorMaterial;
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GLboolean CullFace;
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GLboolean DepthTest;
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GLboolean Dither;
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GLboolean Fog;
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GLboolean Light[MAX_LIGHTS];
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GLboolean Lighting;
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GLboolean LineSmooth;
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GLboolean LineStipple;
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GLboolean IndexLogicOp;
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GLboolean ColorLogicOp;
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GLboolean Map1Color4;
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GLboolean Map1Index;
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GLboolean Map1Normal;
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GLboolean Map1TextureCoord1;
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GLboolean Map1TextureCoord2;
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GLboolean Map1TextureCoord3;
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GLboolean Map1TextureCoord4;
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GLboolean Map1Vertex3;
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GLboolean Map1Vertex4;
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GLboolean Map2Color4;
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GLboolean Map2Index;
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GLboolean Map2Normal;
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GLboolean Map2TextureCoord1;
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GLboolean Map2TextureCoord2;
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GLboolean Map2TextureCoord3;
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GLboolean Map2TextureCoord4;
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GLboolean Map2Vertex3;
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GLboolean Map2Vertex4;
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GLboolean Normalize;
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GLboolean PixelTexture;
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GLboolean PointSmooth;
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GLboolean PolygonOffsetPoint;
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GLboolean PolygonOffsetLine;
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GLboolean PolygonOffsetFill;
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GLboolean PolygonSmooth;
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GLboolean PolygonStipple;
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GLboolean RescaleNormals;
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GLboolean Scissor;
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GLboolean Stencil;
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GLboolean MultisampleEnabled; /* GL_ARB_multisample */
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GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
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GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
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GLboolean SampleCoverage; /* GL_ARB_multisample */
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GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
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GLbitfield Texture;
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GLbitfield TexGen;
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/* GL_ARB_point_sprite / GL_NV_point_sprite */
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GLboolean PointSprite;
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};
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/**
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* Node for the attribute stack.
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*/
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struct gl_attrib_node
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{
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GLbitfield kind;
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void *data;
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struct gl_attrib_node *next;
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};
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/**
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* Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
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*/
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struct texture_state
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{
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struct gl_texture_attrib Texture; /**< The usual context state */
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/** to save per texture object state (wrap modes, filters, etc): */
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struct gl_texture_object SavedObj[NUM_TEXTURE_TARGETS];
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/**
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* To save references to texture objects (so they don't get accidentally
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* deleted while saved in the attribute stack).
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*/
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struct gl_texture_object *SavedTexRef[NUM_TEXTURE_TARGETS];
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/* We need to keep a reference to the shared state. That's where the
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* default texture objects are kept. We don't want that state to be
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* freed while the attribute stack contains pointers to any default
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* texture objects.
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*/
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struct gl_shared_state *SharedRef;
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};
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#if FEATURE_attrib_stack
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/**
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* Allocate new attribute node of given type/kind. Attach payload data.
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* Insert it into the linked list named by 'head'.
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*/
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static void
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save_attrib_data(struct gl_attrib_node **head,
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GLbitfield kind, void *payload)
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{
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struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
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if (n) {
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n->kind = kind;
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n->data = payload;
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/* insert at head */
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n->next = *head;
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*head = n;
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}
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else {
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/* out of memory! */
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}
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}
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void GLAPIENTRY
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_mesa_PushAttrib(GLbitfield mask)
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{
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struct gl_attrib_node *head;
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (MESA_VERBOSE & VERBOSE_API)
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_mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
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if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
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_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
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return;
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}
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/* Build linked list of attribute nodes which save all attribute */
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/* groups specified by the mask. */
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head = NULL;
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if (mask & GL_ACCUM_BUFFER_BIT) {
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struct gl_accum_attrib *attr;
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attr = MALLOC_STRUCT( gl_accum_attrib );
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memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
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save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
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}
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if (mask & GL_COLOR_BUFFER_BIT) {
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struct gl_colorbuffer_attrib *attr;
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attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
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memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
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/* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
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attr->DrawBuffer = ctx->DrawBuffer->ColorDrawBuffer;
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save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
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}
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if (mask & GL_CURRENT_BIT) {
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struct gl_current_attrib *attr;
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FLUSH_CURRENT( ctx, 0 );
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attr = MALLOC_STRUCT( gl_current_attrib );
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memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
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save_attrib_data(&head, GL_CURRENT_BIT, attr);
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}
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if (mask & GL_DEPTH_BUFFER_BIT) {
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struct gl_depthbuffer_attrib *attr;
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attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
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memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
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save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
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}
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if (mask & GL_ENABLE_BIT) {
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struct gl_enable_attrib *attr;
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GLuint i;
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attr = MALLOC_STRUCT( gl_enable_attrib );
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/* Copy enable flags from all other attributes into the enable struct. */
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attr->AlphaTest = ctx->Color.AlphaEnabled;
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attr->AutoNormal = ctx->Eval.AutoNormal;
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attr->Blend = ctx->Color.BlendEnabled;
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attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
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attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
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attr->CullFace = ctx->Polygon.CullFlag;
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attr->DepthTest = ctx->Depth.Test;
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attr->Dither = ctx->Color.DitherFlag;
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attr->Fog = ctx->Fog.Enabled;
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for (i = 0; i < ctx->Const.MaxLights; i++) {
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attr->Light[i] = ctx->Light.Light[i].Enabled;
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}
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attr->Lighting = ctx->Light.Enabled;
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attr->LineSmooth = ctx->Line.SmoothFlag;
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attr->LineStipple = ctx->Line.StippleFlag;
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attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
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attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
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attr->Map1Color4 = ctx->Eval.Map1Color4;
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attr->Map1Index = ctx->Eval.Map1Index;
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attr->Map1Normal = ctx->Eval.Map1Normal;
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attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
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attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
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attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
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attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
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attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
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attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
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attr->Map2Color4 = ctx->Eval.Map2Color4;
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attr->Map2Index = ctx->Eval.Map2Index;
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attr->Map2Normal = ctx->Eval.Map2Normal;
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attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
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attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
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attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
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attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
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attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
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attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
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attr->Normalize = ctx->Transform.Normalize;
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attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
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attr->PointSmooth = ctx->Point.SmoothFlag;
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attr->PointSprite = ctx->Point.PointSprite;
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attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
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attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
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attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
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attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
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attr->PolygonStipple = ctx->Polygon.StippleFlag;
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attr->RescaleNormals = ctx->Transform.RescaleNormals;
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attr->Scissor = ctx->Scissor.Enabled;
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attr->Stencil = ctx->Stencil.Enabled;
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attr->MultisampleEnabled = ctx->Multisample.Enabled;
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attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
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attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
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attr->SampleCoverage = ctx->Multisample.SampleCoverage;
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attr->Texture = ctx->Texture.Unit.Enabled;
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attr->TexGen = ctx->Texture.Unit.TexGenEnabled;
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save_attrib_data(&head, GL_ENABLE_BIT, attr);
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}
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if (mask & GL_EVAL_BIT) {
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struct gl_eval_attrib *attr;
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attr = MALLOC_STRUCT( gl_eval_attrib );
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memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
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save_attrib_data(&head, GL_EVAL_BIT, attr);
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}
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if (mask & GL_FOG_BIT) {
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struct gl_fog_attrib *attr;
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attr = MALLOC_STRUCT( gl_fog_attrib );
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memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
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save_attrib_data(&head, GL_FOG_BIT, attr);
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}
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if (mask & GL_HINT_BIT) {
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struct gl_hint_attrib *attr;
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attr = MALLOC_STRUCT( gl_hint_attrib );
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memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
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save_attrib_data(&head, GL_HINT_BIT, attr);
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}
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if (mask & GL_LIGHTING_BIT) {
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struct gl_light_attrib *attr;
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FLUSH_CURRENT(ctx, 0); /* flush material changes */
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attr = MALLOC_STRUCT( gl_light_attrib );
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memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
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save_attrib_data(&head, GL_LIGHTING_BIT, attr);
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}
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if (mask & GL_LINE_BIT) {
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struct gl_line_attrib *attr;
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attr = MALLOC_STRUCT( gl_line_attrib );
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memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
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save_attrib_data(&head, GL_LINE_BIT, attr);
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}
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if (mask & GL_LIST_BIT) {
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struct gl_list_attrib *attr;
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attr = MALLOC_STRUCT( gl_list_attrib );
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memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
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save_attrib_data(&head, GL_LIST_BIT, attr);
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}
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if (mask & GL_PIXEL_MODE_BIT) {
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struct gl_pixel_attrib *attr;
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attr = MALLOC_STRUCT( gl_pixel_attrib );
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memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
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/* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
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attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
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save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
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}
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if (mask & GL_POINT_BIT) {
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struct gl_point_attrib *attr;
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attr = MALLOC_STRUCT( gl_point_attrib );
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memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
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save_attrib_data(&head, GL_POINT_BIT, attr);
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}
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if (mask & GL_POLYGON_BIT) {
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struct gl_polygon_attrib *attr;
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attr = MALLOC_STRUCT( gl_polygon_attrib );
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memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
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save_attrib_data(&head, GL_POLYGON_BIT, attr);
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}
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if (mask & GL_POLYGON_STIPPLE_BIT) {
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GLuint *stipple;
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stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
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memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
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save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
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}
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if (mask & GL_SCISSOR_BIT) {
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struct gl_scissor_attrib *attr;
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attr = MALLOC_STRUCT( gl_scissor_attrib );
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memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
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save_attrib_data(&head, GL_SCISSOR_BIT, attr);
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}
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if (mask & GL_STENCIL_BUFFER_BIT) {
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struct gl_stencil_attrib *attr;
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attr = MALLOC_STRUCT( gl_stencil_attrib );
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memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
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save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
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}
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if (mask & GL_TEXTURE_BIT) {
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struct texture_state *texstate = CALLOC_STRUCT(texture_state);
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GLuint tex;
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if (!texstate) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
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goto end;
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}
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_mesa_lock_context_textures(ctx);
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/* copy/save the bulk of texture state here */
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memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
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/* Save references to the currently bound texture objects so they don't
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* accidentally get deleted while referenced in the attribute stack.
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*/
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for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
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_mesa_reference_texobj(&texstate->SavedTexRef[tex],
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ctx->Texture.Unit.CurrentTex[tex]);
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}
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/* copy state/contents of the currently bound texture objects */
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for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
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_mesa_copy_texture_object(&texstate->SavedObj[tex],
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ctx->Texture.Unit.CurrentTex[tex]);
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}
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_mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
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_mesa_unlock_context_textures(ctx);
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save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
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}
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if (mask & GL_TRANSFORM_BIT) {
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struct gl_transform_attrib *attr;
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attr = MALLOC_STRUCT( gl_transform_attrib );
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memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
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save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
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}
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if (mask & GL_VIEWPORT_BIT) {
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struct gl_viewport_attrib *attr;
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attr = MALLOC_STRUCT( gl_viewport_attrib );
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memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
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save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
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}
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/* GL_ARB_multisample */
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if (mask & GL_MULTISAMPLE_BIT_ARB) {
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struct gl_multisample_attrib *attr;
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attr = MALLOC_STRUCT( gl_multisample_attrib );
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memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
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save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
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}
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end:
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ctx->AttribStack[ctx->AttribStackDepth] = head;
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ctx->AttribStackDepth++;
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}
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static void
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pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
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{
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GLuint i;
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#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
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if ((VALUE) != (NEWVALUE)) { \
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_mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
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}
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TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
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if (ctx->Color.BlendEnabled != enable->Blend) {
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_mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
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}
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for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
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const GLuint mask = 1 << i;
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if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
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_mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
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!!(enable->ClipPlanes & mask));
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}
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TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
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GL_COLOR_MATERIAL);
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TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
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TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
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TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
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TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
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TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
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TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
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TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
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GL_LINE_STIPPLE);
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TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
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GL_INDEX_LOGIC_OP);
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TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
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GL_COLOR_LOGIC_OP);
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TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
|
|
GL_MAP1_TEXTURE_COORD_1);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
|
|
GL_MAP1_TEXTURE_COORD_2);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
|
|
GL_MAP1_TEXTURE_COORD_3);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
|
|
GL_MAP1_TEXTURE_COORD_4);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
|
|
GL_MAP1_VERTEX_3);
|
|
TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
|
|
GL_MAP1_VERTEX_4);
|
|
|
|
TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
|
|
GL_MAP2_TEXTURE_COORD_1);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
|
|
GL_MAP2_TEXTURE_COORD_2);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
|
|
GL_MAP2_TEXTURE_COORD_3);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
|
|
GL_MAP2_TEXTURE_COORD_4);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
|
|
GL_MAP2_VERTEX_3);
|
|
TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
|
|
GL_MAP2_VERTEX_4);
|
|
|
|
TEST_AND_UPDATE(ctx->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);
|
|
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);
|
|
|
|
/* texture unit enables */
|
|
{
|
|
const GLbitfield enabled = enable->Texture;
|
|
const GLbitfield genEnabled = enable->TexGen;
|
|
|
|
if (ctx->Texture.Unit.Enabled != enabled) {
|
|
_mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
|
|
if (ctx->Extensions.ARB_texture_cube_map) {
|
|
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
|
|
!!(enabled & TEXTURE_CUBE_BIT));
|
|
}
|
|
}
|
|
|
|
if (ctx->Texture.Unit.TexGenEnabled != genEnabled) {
|
|
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Pop/restore texture attribute/group state.
|
|
*/
|
|
static void
|
|
pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
|
|
{
|
|
const struct gl_texture_unit *unit;
|
|
GLuint tgt;
|
|
|
|
_mesa_lock_context_textures(ctx);
|
|
|
|
unit = &texstate->Texture.Unit;
|
|
|
|
_mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
|
|
|
|
_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;
|
|
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));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
|
|
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
|
|
_mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
|
|
unit->LodBias);
|
|
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
|
|
unit->Combine.ModeRGB);
|
|
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
|
|
unit->Combine.ModeA);
|
|
{
|
|
const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
|
|
GLuint i;
|
|
for (i = 0; i < n; i++) {
|
|
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
|
|
unit->Combine.SourceRGB[i]);
|
|
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
|
|
unit->Combine.SourceA[i]);
|
|
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
|
|
unit->Combine.OperandRGB[i]);
|
|
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
|
|
unit->Combine.OperandA[i]);
|
|
}
|
|
}
|
|
_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;
|
|
const struct gl_sampler_object *samp;
|
|
GLenum target;
|
|
|
|
obj = &texstate->SavedObj[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;
|
|
}
|
|
|
|
target = obj->Target;
|
|
|
|
_mesa_BindTexture(target, obj->Name);
|
|
|
|
samp = &obj->Sampler;
|
|
|
|
_mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
|
|
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
|
|
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
|
|
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
|
|
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
|
|
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
|
|
_mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
|
|
if (ctx->Extensions.EXT_texture_filter_anisotropic) {
|
|
_mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
samp->MaxAnisotropy);
|
|
}
|
|
}
|
|
|
|
/* remove saved references to the texture objects */
|
|
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
|
|
_mesa_reference_texobj(&texstate->SavedTexRef[tgt], NULL);
|
|
}
|
|
|
|
_mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
|
|
|
|
_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.f[0],
|
|
color->ClearColor.f[1],
|
|
color->ClearColor.f[2],
|
|
color->ClearColor.f[3]);
|
|
_mesa_IndexMask(color->IndexMask);
|
|
_mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
|
|
(GLboolean) (color->ColorMask[1] != 0),
|
|
(GLboolean) (color->ColorMask[2] != 0),
|
|
(GLboolean) (color->ColorMask[3] != 0));
|
|
_mesa_DrawBuffer(color->DrawBuffer);
|
|
_mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
|
|
_mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
|
|
if (ctx->Color.BlendEnabled != color->BlendEnabled) {
|
|
_mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
|
|
}
|
|
/* set same blend modes for all buffers */
|
|
_mesa_BlendFunc(color->SrcFactor, color->DstFactor);
|
|
_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);
|
|
}
|
|
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);
|
|
/* 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);
|
|
}
|
|
break;
|
|
case GL_POLYGON_BIT:
|
|
{
|
|
const struct gl_polygon_attrib *polygon;
|
|
polygon = (const struct gl_polygon_attrib *) attr->data;
|
|
_mesa_CullFace(polygon->CullFaceMode);
|
|
_mesa_FrontFace(polygon->FrontFace);
|
|
_mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
|
|
_mesa_PolygonMode(GL_BACK, polygon->BackMode);
|
|
_mesa_PolygonOffset(polygon->OffsetFactor,
|
|
polygon->OffsetUnits);
|
|
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
|
|
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
|
|
_mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
|
|
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
|
|
polygon->OffsetPoint);
|
|
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
|
|
polygon->OffsetLine);
|
|
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
|
|
polygon->OffsetFill);
|
|
}
|
|
break;
|
|
case GL_POLYGON_STIPPLE_BIT:
|
|
memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
|
|
ctx->NewState |= _NEW_POLYGONSTIPPLE;
|
|
if (ctx->Driver.PolygonStipple)
|
|
ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
|
|
break;
|
|
case GL_SCISSOR_BIT:
|
|
{
|
|
const struct gl_scissor_attrib *scissor;
|
|
scissor = (const struct gl_scissor_attrib *) attr->data;
|
|
_mesa_Scissor(scissor->X, scissor->Y,
|
|
scissor->Width, scissor->Height);
|
|
_mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
|
|
}
|
|
break;
|
|
case GL_STENCIL_BUFFER_BIT:
|
|
{
|
|
const struct gl_stencil_attrib *stencil;
|
|
stencil = (const struct gl_stencil_attrib *) attr->data;
|
|
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
|
|
_mesa_ClearStencil(stencil->Clear);
|
|
_mesa_StencilFunc(stencil->Function,
|
|
stencil->Ref,
|
|
stencil->ValueMask);
|
|
_mesa_StencilMask(stencil->WriteMask);
|
|
_mesa_StencilOp(stencil->FailFunc,
|
|
stencil->ZFailFunc,
|
|
stencil->ZPassFunc);
|
|
}
|
|
break;
|
|
case GL_TRANSFORM_BIT:
|
|
{
|
|
GLuint i;
|
|
const struct gl_transform_attrib *xform;
|
|
xform = (const struct gl_transform_attrib *) attr->data;
|
|
_mesa_MatrixMode(xform->MatrixMode);
|
|
if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
|
|
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
|
|
|
|
/* restore clip planes */
|
|
for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
|
|
const GLuint mask = 1 << i;
|
|
const GLfloat *eyePlane = xform->EyeUserPlane[i];
|
|
COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
|
|
_mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
|
|
!!(xform->ClipPlanesEnabled & mask));
|
|
if (ctx->Driver.ClipPlane)
|
|
ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
|
|
}
|
|
|
|
/* normalize/rescale */
|
|
if (xform->Normalize != ctx->Transform.Normalize)
|
|
_mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
|
|
if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
|
|
_mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
|
|
ctx->Transform.RescaleNormals);
|
|
}
|
|
break;
|
|
case GL_TEXTURE_BIT:
|
|
/* Take care of texture object reference counters */
|
|
{
|
|
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;
|
|
|
|
TEST_AND_UPDATE(ctx->Multisample.Enabled,
|
|
ms->Enabled,
|
|
GL_MULTISAMPLE);
|
|
|
|
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
|
|
ms->SampleCoverage,
|
|
GL_SAMPLE_COVERAGE);
|
|
|
|
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
|
|
ms->SampleAlphaToCoverage,
|
|
GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
|
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
|
|
ms->SampleAlphaToOne,
|
|
GL_SAMPLE_ALPHA_TO_ONE);
|
|
|
|
_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;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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->Invert = src->Invert;
|
|
}
|
|
|
|
|
|
#define GL_CLIENT_PACK_BIT (1<<20)
|
|
#define GL_CLIENT_UNPACK_BIT (1<<21)
|
|
|
|
/**
|
|
* Copy gl_array_attrib from src to dest.
|
|
* 'dest' must be in an initialized state.
|
|
*/
|
|
static void
|
|
copy_array_attrib(struct gl_context *ctx,
|
|
struct gl_array_attrib *dest,
|
|
struct gl_array_attrib *src)
|
|
{
|
|
GLuint i;
|
|
|
|
/* skip ArrayObj */
|
|
/* skip DefaultArrayObj, Objects */
|
|
dest->LockFirst = src->LockFirst;
|
|
dest->LockCount = src->LockCount;
|
|
/* skip NewState */
|
|
/* skip RebindArrays */
|
|
|
|
|
|
/* skip Name */
|
|
/* skip RefCount */
|
|
|
|
for (i = 0; i < Elements(src->VertexAttrib); i++)
|
|
_mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
|
|
|
|
/* _Enabled must be the same than on push */
|
|
dest->_Enabled = src->_Enabled;
|
|
dest->_MaxElement = src->_MaxElement;
|
|
|
|
/* skip ArrayBufferObj */
|
|
/* skip ElementArrayBufferObj */
|
|
}
|
|
|
|
/**
|
|
* Save the content of src to dest.
|
|
*/
|
|
static void
|
|
save_array_attrib(struct gl_context *ctx,
|
|
struct gl_array_attrib *dest,
|
|
struct gl_array_attrib *src)
|
|
{
|
|
/* And copy all of the rest. */
|
|
copy_array_attrib(ctx, dest, src);
|
|
|
|
/* Just reference them here */
|
|
_mesa_reference_buffer_object(ctx, &dest->ElementArrayBufferObj,
|
|
src->ElementArrayBufferObj);
|
|
}
|
|
|
|
/**
|
|
* Restore the content of src to dest.
|
|
*/
|
|
static void
|
|
restore_array_attrib(struct gl_context *ctx,
|
|
struct gl_array_attrib *dest,
|
|
struct gl_array_attrib *src)
|
|
{
|
|
copy_array_attrib(ctx, dest, src);
|
|
|
|
if (src->ElementArrayBufferObj->Name == 0
|
|
|| _mesa_IsBufferARB(src->ElementArrayBufferObj->Name))
|
|
_mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
|
|
src->ElementArrayBufferObj->Name);
|
|
|
|
/* Better safe than sorry?! */
|
|
dest->RebindArrays = GL_TRUE;
|
|
|
|
/* 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.
|
|
* ... just do it.
|
|
*/
|
|
dest->NewState |= src->_Enabled | dest->_Enabled;
|
|
}
|
|
|
|
|
|
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;
|
|
attr = CALLOC_STRUCT( gl_array_attrib );
|
|
_mesa_init_varray(ctx, attr);
|
|
save_array_attrib(ctx, attr, &ctx->Array);
|
|
save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
|
|
}
|
|
|
|
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);
|
|
}
|
|
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);
|
|
}
|
|
ctx->NewState |= _NEW_PACKUNPACK;
|
|
break;
|
|
case GL_CLIENT_VERTEX_ARRAY_BIT: {
|
|
struct gl_array_attrib * attr =
|
|
(struct gl_array_attrib *) node->data;
|
|
restore_array_attrib(ctx, &ctx->Array, attr);
|
|
_mesa_free_varray_data(ctx, attr);
|
|
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 tgt;
|
|
/* clear references to the saved texture objects */
|
|
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
|
|
_mesa_reference_texobj(&texstate->SavedTexRef[tgt], NULL);
|
|
}
|
|
_mesa_reference_shared_state(ctx, &texstate->SharedRef, 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;
|
|
}
|