/* * Mesa 3-D graphics library * Version: 3.4.1 * * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "accum.h" #include "alpha.h" #include "attrib.h" #include "blend.h" #include "buffers.h" #include "clip.h" #include "context.h" #include "depth.h" #include "enable.h" #include "enums.h" #include "fog.h" #include "hint.h" #include "light.h" #include "lines.h" #include "logic.h" #include "masking.h" #include "matrix.h" #include "mem.h" #include "points.h" #include "polygon.h" #include "scissor.h" #include "simple_list.h" #include "stencil.h" #include "texstate.h" #include "types.h" #endif /* * Allocate a new attribute state node. These nodes have a * "kind" value and a pointer to a struct of state data. */ static struct gl_attrib_node * new_attrib_node( GLbitfield kind ) { struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node); if (an) { an->kind = kind; } return an; } /* * Copy texture object state from one texture object to another. */ static void copy_texobj_state( struct gl_texture_object *dest, const struct gl_texture_object *src ) { /* dest->Name = src->Name; dest->Dimensions = src->Dimensions; */ dest->Priority = src->Priority; dest->BorderColor[0] = src->BorderColor[0]; dest->BorderColor[1] = src->BorderColor[1]; dest->BorderColor[2] = src->BorderColor[2]; dest->BorderColor[3] = src->BorderColor[3]; dest->WrapS = src->WrapS; dest->WrapT = src->WrapT; dest->WrapR = src->WrapR; dest->MinFilter = src->MinFilter; dest->MagFilter = src->MagFilter; dest->MinLod = src->MinLod; dest->MaxLod = src->MaxLod; dest->BaseLevel = src->BaseLevel; dest->MaxLevel = src->MaxLevel; dest->P = src->P; dest->M = src->M; dest->MinMagThresh = src->MinMagThresh; dest->Palette = src->Palette; dest->Complete = src->Complete; dest->SampleFunc = src->SampleFunc; } void _mesa_PushAttrib(GLbitfield mask) { struct gl_attrib_node *newnode; struct gl_attrib_node *head; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushAttrib"); if (MESA_VERBOSE&VERBOSE_API) fprintf(stderr, "glPushAttrib %x\n", (int)mask); if (ctx->AttribStackDepth>=MAX_ATTRIB_STACK_DEPTH) { gl_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); return; } /* Build linked list of attribute nodes which save all attribute */ /* groups specified by the mask. */ head = NULL; if (mask & GL_ACCUM_BUFFER_BIT) { struct gl_accum_attrib *attr; attr = MALLOC_STRUCT( gl_accum_attrib ); MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_COLOR_BUFFER_BIT) { struct gl_colorbuffer_attrib *attr; attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); newnode = new_attrib_node( GL_COLOR_BUFFER_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_CURRENT_BIT) { struct gl_current_attrib *attr; attr = MALLOC_STRUCT( gl_current_attrib ); MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); newnode = new_attrib_node( GL_CURRENT_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_DEPTH_BUFFER_BIT) { struct gl_depthbuffer_attrib *attr; attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_ENABLE_BIT) { struct gl_enable_attrib *attr; GLuint i; attr = MALLOC_STRUCT( gl_enable_attrib ); /* Copy enable flags from all other attributes into the enable struct. */ attr->AlphaTest = ctx->Color.AlphaEnabled; attr->AutoNormal = ctx->Eval.AutoNormal; attr->Blend = ctx->Color.BlendEnabled; for (i=0;iClipPlane[i] = ctx->Transform.ClipEnabled[i]; } attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; attr->Convolution1D = ctx->Pixel.Convolution1DEnabled; attr->Convolution2D = ctx->Pixel.Convolution2DEnabled; attr->Separable2D = ctx->Pixel.Separable2DEnabled; attr->CullFace = ctx->Polygon.CullFlag; attr->DepthTest = ctx->Depth.Test; attr->Dither = ctx->Color.DitherFlag; attr->Fog = ctx->Fog.Enabled; for (i=0;iLight[i] = ctx->Light.Light[i].Enabled; } attr->Lighting = ctx->Light.Enabled; attr->LineSmooth = ctx->Line.SmoothFlag; attr->LineStipple = ctx->Line.StippleFlag; attr->Histogram = ctx->Pixel.HistogramEnabled; attr->MinMax = ctx->Pixel.MinMaxEnabled; attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; attr->Map1Color4 = ctx->Eval.Map1Color4; attr->Map1Index = ctx->Eval.Map1Index; attr->Map1Normal = ctx->Eval.Map1Normal; attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; attr->Map2Color4 = ctx->Eval.Map2Color4; attr->Map2Index = ctx->Eval.Map2Index; attr->Map2Normal = ctx->Eval.Map2Normal; attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; attr->Normalize = ctx->Transform.Normalize; attr->PixelTexture = ctx->Pixel.PixelTextureEnabled; attr->PointSmooth = ctx->Point.SmoothFlag; attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; attr->PolygonSmooth = ctx->Polygon.SmoothFlag; attr->PolygonStipple = ctx->Polygon.StippleFlag; attr->RescaleNormals = ctx->Transform.RescaleNormals; attr->Scissor = ctx->Scissor.Enabled; attr->Stencil = ctx->Stencil.Enabled; for (i=0; iTexture[i] = ctx->Texture.Unit[i].Enabled; attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; } newnode = new_attrib_node( GL_ENABLE_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_EVAL_BIT) { struct gl_eval_attrib *attr; attr = MALLOC_STRUCT( gl_eval_attrib ); MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); newnode = new_attrib_node( GL_EVAL_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_FOG_BIT) { struct gl_fog_attrib *attr; attr = MALLOC_STRUCT( gl_fog_attrib ); MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); newnode = new_attrib_node( GL_FOG_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_HINT_BIT) { struct gl_hint_attrib *attr; attr = MALLOC_STRUCT( gl_hint_attrib ); MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); newnode = new_attrib_node( GL_HINT_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_LIGHTING_BIT) { struct gl_light_attrib *attr; attr = MALLOC_STRUCT( gl_light_attrib ); MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); newnode = new_attrib_node( GL_LIGHTING_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_LINE_BIT) { struct gl_line_attrib *attr; attr = MALLOC_STRUCT( gl_line_attrib ); MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); newnode = new_attrib_node( GL_LINE_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_LIST_BIT) { struct gl_list_attrib *attr; attr = MALLOC_STRUCT( gl_list_attrib ); MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) ); newnode = new_attrib_node( GL_LIST_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_PIXEL_MODE_BIT) { struct gl_pixel_attrib *attr; attr = MALLOC_STRUCT( gl_pixel_attrib ); MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); newnode = new_attrib_node( GL_PIXEL_MODE_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_POINT_BIT) { struct gl_point_attrib *attr; attr = MALLOC_STRUCT( gl_point_attrib ); MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); newnode = new_attrib_node( GL_POINT_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_POLYGON_BIT) { struct gl_polygon_attrib *attr; attr = MALLOC_STRUCT( gl_polygon_attrib ); MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); newnode = new_attrib_node( GL_POLYGON_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_POLYGON_STIPPLE_BIT) { GLuint *stipple; stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT ); newnode->data = stipple; newnode->next = head; head = newnode; } if (mask & GL_SCISSOR_BIT) { struct gl_scissor_attrib *attr; attr = MALLOC_STRUCT( gl_scissor_attrib ); MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); newnode = new_attrib_node( GL_SCISSOR_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_STENCIL_BUFFER_BIT) { struct gl_stencil_attrib *attr; attr = MALLOC_STRUCT( gl_stencil_attrib ); MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_TEXTURE_BIT) { struct gl_texture_attrib *attr; GLuint u; /* Take care of texture object reference counters */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { ctx->Texture.Unit[u].CurrentD[1]->RefCount++; ctx->Texture.Unit[u].CurrentD[2]->RefCount++; ctx->Texture.Unit[u].CurrentD[3]->RefCount++; } attr = MALLOC_STRUCT( gl_texture_attrib ); MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) ); /* copy state of the currently bound texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].CurrentD[1]); copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].CurrentD[2]); copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].CurrentD[3]); copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap); } newnode = new_attrib_node( GL_TEXTURE_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_TRANSFORM_BIT) { struct gl_transform_attrib *attr; attr = MALLOC_STRUCT( gl_transform_attrib ); MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); newnode = new_attrib_node( GL_TRANSFORM_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_VIEWPORT_BIT) { struct gl_viewport_attrib *attr; attr = MALLOC_STRUCT( gl_viewport_attrib ); MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); newnode = new_attrib_node( GL_VIEWPORT_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } ctx->AttribStack[ctx->AttribStackDepth] = head; ctx->AttribStackDepth++; } static void pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable) { GLuint i; #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ if ((VALUE) != (NEWVALUE)) { \ _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ } TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); TEST_AND_UPDATE(ctx->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE); TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND); for (i=0;iTransform.ClipEnabled[i] != enable->ClipPlane[i]) _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), enable->ClipPlane[i]); } TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, GL_COLOR_MATERIAL); TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D, GL_CONVOLUTION_1D); TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D, GL_CONVOLUTION_2D); TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D, GL_SEPARABLE_2D); TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, GL_LINE_STIPPLE); TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, GL_INDEX_LOGIC_OP); TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, GL_COLOR_LOGIC_OP); TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, GL_MAP1_TEXTURE_COORD_1); TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, GL_MAP1_TEXTURE_COORD_2); TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, GL_MAP1_TEXTURE_COORD_3); TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, GL_MAP1_TEXTURE_COORD_4); TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, GL_MAP1_VERTEX_3); TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, GL_MAP1_VERTEX_4); TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, GL_MAP2_TEXTURE_COORD_1); TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, GL_MAP2_TEXTURE_COORD_2); TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, GL_MAP2_TEXTURE_COORD_3); TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, GL_MAP2_TEXTURE_COORD_4); TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, GL_MAP2_VERTEX_3); TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, GL_MAP2_VERTEX_4); TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, GL_RESCALE_NORMAL_EXT); TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture, GL_POINT_SMOOTH); TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, GL_POINT_SMOOTH); TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, GL_POLYGON_OFFSET_POINT); TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, GL_POLYGON_OFFSET_LINE); TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, GL_POLYGON_OFFSET_FILL); TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, GL_POLYGON_SMOOTH); TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, GL_POLYGON_STIPPLE); TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); #undef TEST_AND_UPDATE /* texture unit enables */ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) { ctx->Texture.Unit[i].Enabled = enable->Texture[i]; if (ctx->Driver.Enable) { if (ctx->Driver.ActiveTexture) { (*ctx->Driver.ActiveTexture)(ctx, i); } (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture[i] & TEXTURE0_1D) ); (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture[i] & TEXTURE0_2D) ); (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture[i] & TEXTURE0_3D) ); } } if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) { ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i]; if (ctx->Driver.Enable) { if (ctx->Driver.ActiveTexture) { (*ctx->Driver.ActiveTexture)(ctx, i); } if (enable->TexGen[i] & S_BIT) (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE); else (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE); if (enable->TexGen[i] & T_BIT) (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE); else (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE); if (enable->TexGen[i] & R_BIT) (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE); else (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE); if (enable->TexGen[i] & Q_BIT) (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE); else (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE); } } } if (ctx->Driver.ActiveTexture) { (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit); } } /* * This function is kind of long just because we have to call a lot * of device driver functions to update device driver state. */ void _mesa_PopAttrib(void) { struct gl_attrib_node *attr, *next; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopAttrib"); if (ctx->AttribStackDepth==0) { gl_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); return; } ctx->AttribStackDepth--; attr = ctx->AttribStack[ctx->AttribStackDepth]; while (attr) { if (MESA_VERBOSE&VERBOSE_API) fprintf(stderr, "glPopAttrib %s\n", gl_lookup_enum_by_nr(attr->kind)); switch (attr->kind) { case GL_ACCUM_BUFFER_BIT: { const struct gl_accum_attrib *accum; accum = (const struct gl_accum_attrib *) attr->data; _mesa_ClearAccum(accum->ClearColor[0], accum->ClearColor[1], accum->ClearColor[2], accum->ClearColor[3]); } break; case GL_COLOR_BUFFER_BIT: { const struct gl_colorbuffer_attrib *color; color = (const struct gl_colorbuffer_attrib *) attr->data; _mesa_ClearIndex(color->ClearIndex); _mesa_ClearColor(color->ClearColor[0], color->ClearColor[1], color->ClearColor[2], color->ClearColor[3]); _mesa_IndexMask(color->IndexMask); _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0), (GLboolean) (color->ColorMask[1] != 0), (GLboolean) (color->ColorMask[2] != 0), (GLboolean) (color->ColorMask[3] != 0)); _mesa_DrawBuffer(color->DrawBuffer); _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); _mesa_AlphaFunc(color->AlphaFunc, UBYTE_TO_FLOAT(color->AlphaRef)); _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled); _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB, color->BlendDstRGB, color->BlendSrcA, color->BlendDstA); _mesa_BlendEquation(color->BlendEquation); _mesa_BlendColor(color->BlendColor[0], color->BlendColor[1], color->BlendColor[2], color->BlendColor[3]); _mesa_LogicOp(color->LogicOp); _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, color->ColorLogicOpEnabled); _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, color->IndexLogicOpEnabled); _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); } break; case GL_CURRENT_BIT: MEMCPY( &ctx->Current, attr->data, sizeof(struct gl_current_attrib) ); break; case GL_DEPTH_BUFFER_BIT: { const struct gl_depthbuffer_attrib *depth; depth = (const struct gl_depthbuffer_attrib *) attr->data; _mesa_DepthFunc(depth->Func); _mesa_ClearDepth(depth->Clear); _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); _mesa_DepthMask(depth->Mask); if (ctx->Extensions.HaveHpOcclusionTest) _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP, depth->OcclusionTest); } break; case GL_ENABLE_BIT: { const struct gl_enable_attrib *enable; enable = (const struct gl_enable_attrib *) attr->data; pop_enable_group(ctx, enable); _mesa_set_enable(ctx, GL_POINT_SMOOTH, enable->PointSmooth); } break; case GL_EVAL_BIT: MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 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; /* XXX this memcpy is temporary: */ MEMCPY(&ctx->Hint, hint, sizeof(struct gl_hint_attrib)); _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, hint->PerspectiveCorrection ); _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); _mesa_Hint(GL_FOG_HINT, hint->Fog); _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, hint->ClipVolumeClipping); if (ctx->Extensions.HaveTextureCompression) _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, hint->TextureCompression); /* XXX keep PGI_misc_hints? */ } break; case GL_LIGHTING_BIT: { GLuint i; const struct gl_light_attrib *light; light = (const struct gl_light_attrib *) attr->data; /* lighting enable */ _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); /* per-light state */ for (i = 0; i < MAX_LIGHTS; i++) { GLenum lgt = (GLenum) (GL_LIGHT0 + i); _mesa_set_enable(ctx, lgt, light->Light[i].Enabled); MEMCPY(&ctx->Light.Light[i], &light->Light[i], sizeof(struct gl_light)); } /* light model */ _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, light->Model.Ambient); _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, (GLfloat) light->Model.LocalViewer); _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, (GLfloat) light->Model.TwoSide); _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, (GLfloat) light->Model.ColorControl); /* materials */ MEMCPY(ctx->Light.Material, light->Material, 2 * sizeof(struct gl_material)); /* shade model */ _mesa_ShadeModel(light->ShadeModel); /* color material */ _mesa_ColorMaterial(light->ColorMaterialFace, light->ColorMaterialMode); _mesa_set_enable(ctx, GL_COLOR_MATERIAL, light->ColorMaterialEnabled); } break; case GL_LINE_BIT: { const struct gl_line_attrib *line; line = (const struct gl_line_attrib *) attr->data; _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); _mesa_LineStipple(line->StippleFactor, line->StipplePattern); _mesa_LineWidth(line->Width); } break; case GL_LIST_BIT: MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); break; case GL_PIXEL_MODE_BIT: MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); break; case GL_POINT_BIT: { const struct gl_point_attrib *point; point = (const struct gl_point_attrib *) attr->data; _mesa_PointSize(point->Size); _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, point->Params); _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize); _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize); _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT, point->Threshold); } break; case GL_POLYGON_BIT: { const struct gl_polygon_attrib *polygon; polygon = (const struct gl_polygon_attrib *) attr->data; _mesa_CullFace(polygon->CullFaceMode); _mesa_FrontFace(polygon->FrontFace); _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); _mesa_PolygonMode(GL_BACK, polygon->BackMode); _mesa_PolygonOffset(polygon->OffsetFactor, polygon->OffsetUnits); _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, polygon->OffsetPoint); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, polygon->OffsetLine); _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, polygon->OffsetFill); } break; case GL_POLYGON_STIPPLE_BIT: MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); if (ctx->Driver.PolygonStipple) ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); break; case GL_SCISSOR_BIT: { const struct gl_scissor_attrib *scissor; scissor = (const struct gl_scissor_attrib *) attr->data; _mesa_Scissor(scissor->X, scissor->Y, scissor->Width, scissor->Height); _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); } break; case GL_STENCIL_BUFFER_BIT: { const struct gl_stencil_attrib *stencil; stencil = (const struct gl_stencil_attrib *) attr->data; _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); _mesa_ClearStencil(stencil->Clear); _mesa_StencilFunc(stencil->Function, stencil->Ref, stencil->ValueMask); _mesa_StencilMask(stencil->WriteMask); _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc, stencil->ZPassFunc); } break; case GL_TRANSFORM_BIT: { GLuint i; const struct gl_transform_attrib *xform; xform = (const struct gl_transform_attrib *) attr->data; _mesa_MatrixMode(xform->MatrixMode); /* clip planes */ MEMCPY(ctx->Transform.EyeUserPlane, xform->EyeUserPlane, sizeof(xform->EyeUserPlane)); MEMCPY(ctx->Transform.ClipUserPlane, xform->ClipUserPlane, sizeof(xform->EyeUserPlane)); /* clip plane enable flags */ for (i = 0; i < MAX_CLIP_PLANES; i++) { _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, xform->ClipEnabled[i]); } /* normalize/rescale */ _mesa_set_enable(ctx, GL_NORMALIZE, ctx->Transform.Normalize); _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals); } break; case GL_TEXTURE_BIT: /* Take care of texture object reference counters */ { /* XXX call _mesa_Tex*() functions directly? */ GLuint u; for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { ctx->Texture.Unit[u].CurrentD[1]->RefCount--; ctx->Texture.Unit[u].CurrentD[2]->RefCount--; ctx->Texture.Unit[u].CurrentD[3]->RefCount--; } MEMCPY( &ctx->Texture, attr->data, sizeof(struct gl_texture_attrib) ); /* restore state of the currently bound texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { copy_texobj_state( ctx->Texture.Unit[u].CurrentD[1], &(ctx->Texture.Unit[u].Saved1D) ); copy_texobj_state( ctx->Texture.Unit[u].CurrentD[2], &(ctx->Texture.Unit[u].Saved2D) ); copy_texobj_state( ctx->Texture.Unit[u].CurrentD[3], &(ctx->Texture.Unit[u].Saved3D) ); copy_texobj_state( ctx->Texture.Unit[u].CurrentCubeMap, &(ctx->Texture.Unit[u].SavedCubeMap) ); gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[1] ); gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[2] ); gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[3] ); gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentCubeMap ); } } break; case GL_VIEWPORT_BIT: { const struct gl_viewport_attrib *vp; vp = (const struct gl_viewport_attrib *)attr->data; _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); _mesa_DepthRange(vp->Near, vp->Far); } break; default: gl_problem( ctx, "Bad attrib flag in PopAttrib"); break; } next = attr->next; FREE( attr->data ); FREE( attr ); attr = next; } ctx->NewState = NEW_ALL; } #define GL_CLIENT_PACK_BIT (1<<20) #define GL_CLIENT_UNPACK_BIT (1<<21) void _mesa_PushClientAttrib(GLbitfield mask) { struct gl_attrib_node *newnode; struct gl_attrib_node *head; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushClientAttrib"); if (ctx->ClientAttribStackDepth>=MAX_CLIENT_ATTRIB_STACK_DEPTH) { gl_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); return; } /* Build linked list of attribute nodes which save all attribute */ /* groups specified by the mask. */ head = NULL; if (mask & GL_CLIENT_PIXEL_STORE_BIT) { struct gl_pixelstore_attrib *attr; /* packing attribs */ attr = MALLOC_STRUCT( gl_pixelstore_attrib ); MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) ); newnode = new_attrib_node( GL_CLIENT_PACK_BIT ); newnode->data = attr; newnode->next = head; head = newnode; /* unpacking attribs */ attr = MALLOC_STRUCT( gl_pixelstore_attrib ); MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) ); newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { struct gl_array_attrib *attr; attr = MALLOC_STRUCT( gl_array_attrib ); MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) ); newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT ); newnode->data = attr; newnode->next = head; head = newnode; } ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; ctx->ClientAttribStackDepth++; } void _mesa_PopClientAttrib(void) { struct gl_attrib_node *attr, *next; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopClientAttrib"); if (ctx->ClientAttribStackDepth==0) { gl_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); return; } ctx->ClientAttribStackDepth--; attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; while (attr) { switch (attr->kind) { case GL_CLIENT_PACK_BIT: MEMCPY( &ctx->Pack, attr->data, sizeof(struct gl_pixelstore_attrib) ); break; case GL_CLIENT_UNPACK_BIT: MEMCPY( &ctx->Unpack, attr->data, sizeof(struct gl_pixelstore_attrib) ); break; case GL_CLIENT_VERTEX_ARRAY_BIT: MEMCPY( &ctx->Array, attr->data, sizeof(struct gl_array_attrib) ); break; default: gl_problem( ctx, "Bad attrib flag in PopClientAttrib"); break; } next = attr->next; FREE( attr->data ); FREE( attr ); attr = next; } ctx->NewState = NEW_ALL; }