reactos/dll/opengl/mesa/main/attrib.c

1268 lines
46 KiB
C

/*
* 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 <precomp.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 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 Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean Normalize;
GLboolean PixelTexture;
GLboolean PointSmooth;
GLboolean PolygonOffsetPoint;
GLboolean PolygonOffsetLine;
GLboolean PolygonOffsetFill;
GLboolean PolygonSmooth;
GLboolean PolygonStipple;
GLboolean RescaleNormals;
GLboolean Scissor;
GLboolean Stencil;
GLboolean MultisampleEnabled; /* GL_ARB_multisample */
GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
GLboolean SampleCoverage; /* GL_ARB_multisample */
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
GLbitfield Texture;
GLbitfield TexGen;
/* GL_ARB_point_sprite / GL_NV_point_sprite */
GLboolean PointSprite;
};
/**
* 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[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[NUM_TEXTURE_TARGETS];
/* We need to keep a reference to the shared state. That's where the
* default texture objects are kept. We don't want that state to be
* freed while the attribute stack contains pointers to any default
* texture objects.
*/
struct gl_shared_state *SharedRef;
};
#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) {
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[] */
attr->DrawBuffer = ctx->DrawBuffer->ColorDrawBuffer;
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->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;
attr->Map2Color4 = ctx->Eval.Map2Color4;
attr->Map2Index = ctx->Eval.Map2Index;
attr->Map2Normal = ctx->Eval.Map2Normal;
attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
attr->Normalize = ctx->Transform.Normalize;
attr->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->MultisampleEnabled = ctx->Multisample.Enabled;
attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
attr->SampleCoverage = ctx->Multisample.SampleCoverage;
attr->Texture = ctx->Texture.Unit.Enabled;
attr->TexGen = ctx->Texture.Unit.TexGenEnabled;
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 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 (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&texstate->SavedTexRef[tex],
ctx->Texture.Unit.CurrentTex[tex]);
}
/* copy state/contents of the currently bound texture objects */
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_copy_texture_object(&texstate->SavedObj[tex],
ctx->Texture.Unit.CurrentTex[tex]);
}
_mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
_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)
{
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) {
_mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
}
for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
const GLuint mask = 1 << i;
if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
_mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
!!(enable->ClipPlanes & mask));
}
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_COLOR_MATERIAL);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
GL_LINE_STIPPLE);
TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
GL_INDEX_LOGIC_OP);
TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
GL_COLOR_LOGIC_OP);
TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
GL_MAP1_TEXTURE_COORD_1);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
GL_MAP1_TEXTURE_COORD_2);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
GL_MAP1_TEXTURE_COORD_3);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
GL_MAP1_TEXTURE_COORD_4);
TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
GL_MAP1_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
GL_MAP1_VERTEX_4);
TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
GL_MAP2_TEXTURE_COORD_1);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
GL_MAP2_TEXTURE_COORD_2);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
GL_MAP2_TEXTURE_COORD_3);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
GL_MAP2_TEXTURE_COORD_4);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
GL_MAP2_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
GL_MAP2_VERTEX_4);
TEST_AND_UPDATE(ctx->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;
}