📄 attrib.c
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/* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 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 texture_state *texstate = CALLOC_STRUCT(texture_state); GLuint u; if (!texstate) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); goto end; } _mesa_lock_context_textures(ctx); /* copy/save the bulk of texture state here */ _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); /* Save references to the currently bound texture objects so they don't * accidentally get deleted while referenced in the attribute stack. */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_INDEX], ctx->Texture.Unit[u].Current1D); _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_INDEX], ctx->Texture.Unit[u].Current2D); _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_3D_INDEX], ctx->Texture.Unit[u].Current3D); _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_CUBE_INDEX], ctx->Texture.Unit[u].CurrentCubeMap); _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_RECT_INDEX], ctx->Texture.Unit[u].CurrentRect); _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_ARRAY_INDEX], ctx->Texture.Unit[u].Current1DArray); _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_ARRAY_INDEX], ctx->Texture.Unit[u].Current2DArray); } /* copy state/contents of the currently bound texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_INDEX], ctx->Texture.Unit[u].Current1D); _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_INDEX], ctx->Texture.Unit[u].Current2D); _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_3D_INDEX], ctx->Texture.Unit[u].Current3D); _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_CUBE_INDEX], ctx->Texture.Unit[u].CurrentCubeMap); _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_RECT_INDEX], ctx->Texture.Unit[u].CurrentRect); _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_ARRAY_INDEX], ctx->Texture.Unit[u].Current1DArray); _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_ARRAY_INDEX], ctx->Texture.Unit[u].Current2DArray); } _mesa_unlock_context_textures(ctx); newnode = new_attrib_node( GL_TEXTURE_BIT ); newnode->data = texstate; 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; }end: 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[COLORTABLE_PRECONVOLUTION], enable->ColorTable[COLORTABLE_PRECONVOLUTION], GL_COLOR_TABLE); TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION], enable->ColorTable[COLORTABLE_POSTCONVOLUTION], GL_POST_CONVOLUTION_COLOR_TABLE); TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX], enable->ColorTable[COLORTABLE_POSTCOLORMATRIX], GL_POST_COLOR_MATRIX_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
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