📄 attrib.c
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if (mask & GL_TEXTURE_BIT) {
struct gl_texture_attrib *attr;
GLuint u;
/* Bump the texture object reference counts so that they don't
* inadvertantly get deleted.
*/
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
ctx->Texture.Unit[u].Current1D->RefCount++;
ctx->Texture.Unit[u].Current2D->RefCount++;
ctx->Texture.Unit[u].Current3D->RefCount++;
ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
ctx->Texture.Unit[u].CurrentRect->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++) {
_mesa_copy_texture_object(&attr->Unit[u].Saved1D,
attr->Unit[u].Current1D);
_mesa_copy_texture_object(&attr->Unit[u].Saved2D,
attr->Unit[u].Current2D);
_mesa_copy_texture_object(&attr->Unit[u].Saved3D,
attr->Unit[u].Current3D);
_mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
attr->Unit[u].CurrentCubeMap);
_mesa_copy_texture_object(&attr->Unit[u].SavedRect,
attr->Unit[u].CurrentRect);
}
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;
}
/* GL_ARB_multisample */
if (mask & GL_MULTISAMPLE_BIT_ARB) {
struct gl_multisample_attrib *attr;
attr = MALLOC_STRUCT( gl_multisample_attrib );
MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
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->Color.BlendEnabled, enable->Blend, GL_BLEND);
for (i=0;i<MAX_CLIP_PLANES;i++) {
const GLuint mask = 1 << i;
if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
_mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
(GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
}
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_COLOR_MATERIAL);
TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
GL_COLOR_TABLE);
TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
enable->PostColorMatrixColorTable,
GL_POST_COLOR_MATRIX_COLOR_TABLE);
TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
enable->PostConvolutionColorTable,
GL_POST_CONVOLUTION_COLOR_TABLE);
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);
for (i = 0; i < 16; i++) {
TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
}
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);
for (i = 0; i < 16; i++) {
TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
}
TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
GL_RESCALE_NORMAL_EXT);
TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
enable->RasterPositionUnclipped,
GL_RASTER_POSITION_UNCLIPPED_IBM);
TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
GL_POINT_SMOOTH);
TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
GL_POINT_SMOOTH);
if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
GL_POINT_SPRITE_NV);
}
TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
GL_POLYGON_OFFSET_POINT);
TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
GL_POLYGON_OFFSET_LINE);
TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
GL_POLYGON_OFFSET_FILL);
TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
GL_POLYGON_SMOOTH);
TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
GL_POLYGON_STIPPLE);
TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
if (ctx->Extensions.EXT_stencil_two_side) {
TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
}
TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
GL_MULTISAMPLE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
enable->SampleAlphaToCoverage,
GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
enable->SampleAlphaToOne,
GL_SAMPLE_ALPHA_TO_ONE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
enable->SampleCoverage,
GL_SAMPLE_COVERAGE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
enable->SampleCoverageInvert,
GL_SAMPLE_COVERAGE_INVERT_ARB);
/* GL_NV_vertex_program */
TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
enable->VertexProgram,
GL_VERTEX_PROGRAM_NV);
TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
enable->VertexProgramPointSize,
GL_VERTEX_PROGRAM_POINT_SIZE_NV);
TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
enable->VertexProgramTwoSide,
GL_VERTEX_PROGRAM_TWO_SIDE_NV);
#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] & TEXTURE_1D_BIT) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
(GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
(GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
if (ctx->Extensions.ARB_texture_cube_map)
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
(GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
if (ctx->Extensions.NV_texture_rectangle)
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
(GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
}
}
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);
}
}
/* GL_SGI_texture_color_table */
ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
}
if (ctx->Driver.ActiveTexture) {
(*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
}
}
static void
pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
const struct gl_texture_unit *unit = &texAttrib->Unit[u];
GLuint i;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
_mesa_set_enable(ctx, GL_TEXTURE_1D,
(GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
_mesa_set_enable(ctx, GL_TEXTURE_2D,
(GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
_mesa_set_enable(ctx, GL_TEXTURE_3D,
(GLboolean) (unit->Enabled & TEXTURE_3D_BIT ? GL_TRUE : GL_FALSE));
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
(GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
}
if (ctx->Extensions.NV_texture_rectangle) {
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
(GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
}
if (ctx->Extensions.SGI_texture_color_table) {
_mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
unit->ColorTableEnabled);
}
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
_mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
_mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
_mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
_mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
_mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
_mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
_mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
_mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
_mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
_mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
_mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
_mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
_mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
if (ctx->Extensions.EXT_texture_lod_bias) {
_mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
}
if (ctx->Extensions.EXT_texture_env_combine ||
ctx->Extensions.ARB_texture_env_combine) {
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
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