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/* $Id: attrib.c,v 1.1 1999/08/19 00:55:41 jtg 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.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "attrib.h"
#include "context.h"
#include "enable.h"
#include "enums.h"
#include "macros.h"
#include "misc.h"
#include "simple_list.h"
#include "texstate.h"
#include "types.h"
#ifdef XFree86Server
#undef MISC_H
#include "GL/xf86glx.h"
#endif
#endif
#define MALLOC_STRUCT(T) (struct T *) malloc( sizeof(struct T) )
/*
* 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;
an = (struct gl_attrib_node *) malloc( sizeof(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->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 = (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 = 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 );
}
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 );
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:
MEMCPY( &ctx->Viewport, attr->data,
sizeof(struct gl_viewport_attrib) );
if (ctx->Driver.Viewport) {
(*ctx->Driver.Viewport)( ctx, ctx->Viewport.X, ctx->Viewport.Y,
ctx->Viewport.Width, ctx->Viewport.Height );
}
if (ctx->Driver.DepthRange) {
(*ctx->Driver.DepthRange)( ctx, ctx->Viewport.Near,
ctx->Viewport.Far );
}
break;
default:
gl_problem( ctx, "Bad attrib flag in PopAttrib");
break;
}
next = attr->next;
free( (void *) attr->data );
free( (void *) 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( (void *) attr->data );
free( (void *) attr );
attr = next;
}
ctx->NewState = NEW_ALL;
}