/* * Mesa 3-D graphics library * Version: 3.1 * * 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 "attrib.h" #include "buffers.h" #include "context.h" #include "enable.h" #include "enums.h" #include "mem.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; 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", 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->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->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; iTexGen[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 _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: 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) { _mesa_DrawBuffer( 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)) { \ _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); { GLuint i; 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->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; iTexture.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; _mesa_Viewport( v->X, v->Y, v->Width, v->Height ); _mesa_DepthRange( 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 _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; }