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📄 attrib.c

📁 mesa-6.5-minigui源码
💻 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 voidpop_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->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_ARB_vertex_program, GL_NV_vertex_program */   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,                   enable->VertexProgram,                   GL_VERTEX_PROGRAM_ARB);   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,                   enable->VertexProgramPointSize,                   GL_VERTEX_PROGRAM_POINT_SIZE_ARB);   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,                   enable->VertexProgramTwoSide,                   GL_VERTEX_PROGRAM_TWO_SIDE_ARB);#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 voidpop_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,                       (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);      _mesa_set_enable(ctx, GL_TEXTURE_2D,                       (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);      _mesa_set_enable(ctx, GL_TEXTURE_3D,                       (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,                     (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);      }      if (ctx->Extensions.NV_texture_rectangle) {         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,                     (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);      /* Eye plane done differently to avoid re-transformation */      {         struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];         COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);         COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);         COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);         COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);         if (ctx->Driver.TexGen) {            ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);            ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);            ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);            ctx->Driver.TexGen(ctx, 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));

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