diff options
Diffstat (limited to 'xc/extras/Mesa/src/attrib.c')
-rw-r--r-- | xc/extras/Mesa/src/attrib.c | 865 |
1 files changed, 865 insertions, 0 deletions
diff --git a/xc/extras/Mesa/src/attrib.c b/xc/extras/Mesa/src/attrib.c new file mode 100644 index 000000000..454017cab --- /dev/null +++ b/xc/extras/Mesa/src/attrib.c @@ -0,0 +1,865 @@ +/* $Id: attrib.c,v 1.1.1.1 2000/01/06 13:26:44 faith Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 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. + */ + + + +#include <stdlib.h> + +#ifdef PC_HEADER +#include "all.h" +#else +#ifndef XFree86Server +#include <stdio.h> +#else +#include "GL/xf86glx.h" +#endif +#include "attrib.h" +#include "context.h" +#include "glmisc.h" +#include "enable.h" +#include "enums.h" +#include "macros.h" +#include "simple_list.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; + memcpy( dest->Palette, src->Palette, + sizeof(GLubyte) * MAX_TEXTURE_PALETTE_SIZE * 4 ); + dest->PaletteSize = src->PaletteSize; + dest->PaletteIntFormat = src->PaletteIntFormat; + dest->PaletteFormat = src->PaletteFormat; + dest->Complete = src->Complete; + dest->SampleFunc = src->SampleFunc; +} + + + +void gl_PushAttrib( GLcontext* ctx, GLbitfield mask ) +{ + struct gl_attrib_node *newnode; + struct gl_attrib_node *head; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushAttrib"); + + if (MESA_VERBOSE&VERBOSE_API) + fprintf(stderr, "glPushAttrib %x\n", 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;i<MAX_CLIP_PLANES;i++) { + attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i]; + } + 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<MAX_LIGHTS;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->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; + attr->Texture = ctx->Texture.Enabled; + for (i=0; i<MAX_TEXTURE_UNITS; i++) { + 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]); + } + 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++; +} + + + +/* + * This function is kind of long just because we have to call a lot + * of device driver functions to update device driver state. + */ +void gl_PopAttrib( GLcontext* ctx ) +{ + struct gl_attrib_node *attr, *next; + + 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: + MEMCPY( &ctx->Accum, attr->data, sizeof(struct gl_accum_attrib) ); + break; + case GL_COLOR_BUFFER_BIT: + { + GLenum oldDrawBuffer = ctx->Color.DrawBuffer; + GLenum oldAlphaFunc = ctx->Color.AlphaFunc; + GLubyte oldAlphaRef = ctx->Color.AlphaRef; + GLenum oldBlendSrc = ctx->Color.BlendSrcRGB; + GLenum oldBlendDst = ctx->Color.BlendDstRGB; + MEMCPY( &ctx->Color, attr->data, + sizeof(struct gl_colorbuffer_attrib) ); + if (ctx->Color.DrawBuffer != oldDrawBuffer) { + gl_DrawBuffer(ctx, ctx->Color.DrawBuffer); + } + if ((ctx->Color.AlphaFunc != oldAlphaFunc || + ctx->Color.AlphaRef != oldAlphaRef) && + ctx->Driver.AlphaFunc) + (*ctx->Driver.AlphaFunc)( ctx, ctx->Color.AlphaFunc, + ctx->Color.AlphaRef / 255.0F); + if ((ctx->Color.BlendSrcRGB != oldBlendSrc || + ctx->Color.BlendSrcRGB != oldBlendDst) && + ctx->Driver.BlendFunc) + (*ctx->Driver.BlendFunc)( ctx, ctx->Color.BlendSrcRGB, + ctx->Color.BlendDstRGB); + } + break; + case GL_CURRENT_BIT: + MEMCPY( &ctx->Current, attr->data, + sizeof(struct gl_current_attrib) ); + break; + case GL_DEPTH_BUFFER_BIT: + { + GLenum oldDepthFunc = ctx->Depth.Func; + GLboolean oldDepthMask = ctx->Depth.Mask; + GLfloat oldDepthClear = ctx->Depth.Clear; + MEMCPY( &ctx->Depth, attr->data, + sizeof(struct gl_depthbuffer_attrib) ); + if (ctx->Depth.Func != oldDepthFunc && ctx->Driver.DepthFunc) + (*ctx->Driver.DepthFunc)( ctx, ctx->Depth.Func ); + if (ctx->Depth.Mask != oldDepthMask && ctx->Driver.DepthMask) + (*ctx->Driver.DepthMask)( ctx, ctx->Depth.Mask ); + if (ctx->Depth.Clear != oldDepthClear && ctx->Driver.ClearDepth) + (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear ); + } + break; + case GL_ENABLE_BIT: + { + const struct gl_enable_attrib *enable; + enable = (const struct gl_enable_attrib *) attr->data; + +#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ + if ((VALUE) != (NEWVALUE)) { \ + gl_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); + { + GLuint i; + for (i=0;i<MAX_CLIP_PLANES;i++) { + if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i]) + gl_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->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->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); + if (ctx->Texture.Enabled != enable->Texture) { + ctx->Texture.Enabled = enable->Texture; + if (ctx->Driver.Enable) { + if (ctx->Driver.ActiveTexture) + (*ctx->Driver.ActiveTexture)( ctx, 0 ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE0_1D) ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE0_2D) ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE0_3D) ); + if (ctx->Driver.ActiveTexture) + (*ctx->Driver.ActiveTexture)( ctx, 1 ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE1_1D) ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE1_2D) ); + (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE1_3D) ); + if (ctx->Driver.ActiveTexture) + (*ctx->Driver.ActiveTexture)( ctx, ctx->Texture.CurrentUnit ); + } + } +#undef TEST_AND_UPDATE + { + GLuint i; + for (i=0; i<MAX_TEXTURE_UNITS; i++) { + if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) { + ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i]; + + /* ctx->Enabled recalculated in state change + processing */ + + 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 ); + } + } + break; + case GL_EVAL_BIT: + MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); + break; + case GL_FOG_BIT: + { + GLboolean anyChange = (GLboolean) (memcmp( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) ) != 0); + MEMCPY( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) ); + if (anyChange && ctx->Driver.Fogfv) { + const GLfloat mode = (GLfloat) ctx->Fog.Mode; + const GLfloat density = ctx->Fog.Density; + const GLfloat start = ctx->Fog.Start; + const GLfloat end = ctx->Fog.End; + const GLfloat index = ctx->Fog.Index; + (*ctx->Driver.Fogfv)( ctx, GL_FOG_MODE, &mode); + (*ctx->Driver.Fogfv)( ctx, GL_FOG_DENSITY, &density ); + (*ctx->Driver.Fogfv)( ctx, GL_FOG_START, &start ); + (*ctx->Driver.Fogfv)( ctx, GL_FOG_END, &end ); + (*ctx->Driver.Fogfv)( ctx, GL_FOG_INDEX, &index ); + (*ctx->Driver.Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color ); + } + ctx->Enabled &= ~ENABLE_FOG; + if (ctx->Fog.Enabled) ctx->Enabled |= ENABLE_FOG; + } + break; + case GL_HINT_BIT: + MEMCPY( &ctx->Hint, attr->data, sizeof(struct gl_hint_attrib) ); + if (ctx->Driver.Hint) { + (*ctx->Driver.Hint)( ctx, GL_PERSPECTIVE_CORRECTION_HINT, + ctx->Hint.PerspectiveCorrection ); + (*ctx->Driver.Hint)( ctx, GL_POINT_SMOOTH_HINT, + ctx->Hint.PointSmooth); + (*ctx->Driver.Hint)( ctx, GL_LINE_SMOOTH_HINT, + ctx->Hint.LineSmooth ); + (*ctx->Driver.Hint)( ctx, GL_POLYGON_SMOOTH_HINT, + ctx->Hint.PolygonSmooth ); + (*ctx->Driver.Hint)( ctx, GL_FOG_HINT, ctx->Hint.Fog ); + } + break; + case GL_LIGHTING_BIT: + MEMCPY( &ctx->Light, attr->data, sizeof(struct gl_light_attrib) ); + if (ctx->Driver.Enable) { + GLuint i; + for (i = 0; i < MAX_LIGHTS; i++) { + GLenum light = (GLenum) (GL_LIGHT0 + i); + (*ctx->Driver.Enable)( ctx, light, ctx->Light.Light[i].Enabled ); + } + (*ctx->Driver.Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled ); + } + if (ctx->Light.ShadeModel == GL_FLAT) + ctx->TriangleCaps |= DD_FLATSHADE; + else + ctx->TriangleCaps &= ~DD_FLATSHADE; + if (ctx->Driver.ShadeModel) + (*ctx->Driver.ShadeModel)(ctx, ctx->Light.ShadeModel); + ctx->Enabled &= ~ENABLE_LIGHT; + if (ctx->Light.Enabled && !is_empty_list(&ctx->Light.EnabledList)) + ctx->Enabled |= ENABLE_LIGHT; + break; + case GL_LINE_BIT: + MEMCPY( &ctx->Line, attr->data, sizeof(struct gl_line_attrib) ); + if (ctx->Driver.Enable) { + (*ctx->Driver.Enable)( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag ); + (*ctx->Driver.Enable)( ctx, GL_LINE_STIPPLE, ctx->Line.StippleFlag ); + } + 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: + MEMCPY( &ctx->Point, attr->data, sizeof(struct gl_point_attrib) ); + if (ctx->Driver.Enable) + (*ctx->Driver.Enable)( ctx, GL_POINT_SMOOTH, ctx->Point.SmoothFlag ); + break; + case GL_POLYGON_BIT: + { + GLenum oldFrontMode = ctx->Polygon.FrontMode; + GLenum oldBackMode = ctx->Polygon.BackMode; + MEMCPY( &ctx->Polygon, attr->data, + sizeof(struct gl_polygon_attrib) ); + if ((ctx->Polygon.FrontMode != oldFrontMode || + ctx->Polygon.BackMode != oldBackMode) && + ctx->Driver.PolygonMode) { + (*ctx->Driver.PolygonMode)( ctx, GL_FRONT, ctx->Polygon.FrontMode); + (*ctx->Driver.PolygonMode)( ctx, GL_BACK, ctx->Polygon.BackMode); + } + if (ctx->Driver.CullFace) + ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode ); + + if (ctx->Driver.FrontFace) + ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace ); + + if (ctx->Driver.Enable) + (*ctx->Driver.Enable)( ctx, GL_POLYGON_SMOOTH, ctx->Polygon.SmoothFlag ); + } + break; + case GL_POLYGON_STIPPLE_BIT: + MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); + break; + case GL_SCISSOR_BIT: + MEMCPY( &ctx->Scissor, attr->data, + sizeof(struct gl_scissor_attrib) ); + if (ctx->Driver.Enable) + (*ctx->Driver.Enable)( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled ); + if (ctx->Driver.Scissor) + ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y, + ctx->Scissor.Width, ctx->Scissor.Height ); + break; + case GL_STENCIL_BUFFER_BIT: + MEMCPY( &ctx->Stencil, attr->data, + sizeof(struct gl_stencil_attrib) ); + if (ctx->Driver.StencilFunc) + (*ctx->Driver.StencilFunc)( ctx, ctx->Stencil.Function, + ctx->Stencil.Ref, ctx->Stencil.ValueMask); + if (ctx->Driver.StencilMask) + (*ctx->Driver.StencilMask)( ctx, ctx->Stencil.WriteMask ); + if (ctx->Driver.StencilOp) + (*ctx->Driver.StencilOp)( ctx, ctx->Stencil.FailFunc, + ctx->Stencil.ZFailFunc, ctx->Stencil.ZPassFunc); + if (ctx->Driver.ClearStencil) + (*ctx->Driver.ClearStencil)( ctx, ctx->Stencil.Clear ); + if (ctx->Driver.Enable) + (*ctx->Driver.Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled ); + ctx->TriangleCaps &= ~DD_STENCIL; + if (ctx->Stencil.Enabled) + ctx->TriangleCaps |= DD_STENCIL; + + break; + case GL_TRANSFORM_BIT: + MEMCPY( &ctx->Transform, attr->data, + sizeof(struct gl_transform_attrib) ); + if (ctx->Driver.Enable) { + (*ctx->Driver.Enable)( ctx, GL_NORMALIZE, ctx->Transform.Normalize ); + (*ctx->Driver.Enable)( ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals ); + } + ctx->Enabled &= ~(ENABLE_NORMALIZE|ENABLE_RESCALE); + if (ctx->Transform.Normalize) ctx->Enabled |= ENABLE_NORMALIZE; + if (ctx->Transform.RescaleNormals) ctx->Enabled |= ENABLE_RESCALE; + break; + case GL_TEXTURE_BIT: + /* Take care of texture object reference counters */ + { + 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) ); + 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] ); + + } + } + break; + case GL_VIEWPORT_BIT: + { + struct gl_viewport_attrib *v = + (struct gl_viewport_attrib *)attr->data; + + gl_Viewport( ctx, v->X, v->Y, v->Width, v->Height ); + gl_DepthRange( ctx, v->Near, v->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 gl_PushClientAttrib( GLcontext *ctx, GLbitfield mask ) +{ + struct gl_attrib_node *newnode; + struct gl_attrib_node *head; + + 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 gl_PopClientAttrib( GLcontext *ctx ) +{ + struct gl_attrib_node *attr, *next; + + 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; +} + |