-/* $Id: attrib.c,v 1.47 2001/03/18 08:53:49 gareth Exp $ */
+/* $Id: attrib.c,v 1.48 2001/04/11 23:22:20 brianp Exp $ */
/*
* Mesa 3-D graphics library
if (mask & GL_TEXTURE_BIT) {
struct gl_texture_attrib *attr;
GLuint u;
- /* Take care of texture object reference counters */
+ /* 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++;
}
+static void
+pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
+{
+ GLuint u;
+
+ /* "un-bump" the texture object reference counts. We did that so they
+ * wouldn'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--;
+ }
+
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ const struct gl_texture_unit *unit = &texAttrib->Unit[u];
+ GLuint numObjs, i;
+
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
+ _mesa_set_enable(ctx, GL_TEXTURE_1D, unit->Enabled & TEXTURE0_1D);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D, unit->Enabled & TEXTURE0_2D);
+ _mesa_set_enable(ctx, GL_TEXTURE_3D, unit->Enabled & TEXTURE0_3D);
+ if (ctx->Extensions.ARB_texture_cube_map) {
+ _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
+ unit->Enabled & TEXTURE0_CUBE);
+ }
+ _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);
+ 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) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
+ unit->CombineModeRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
+ unit->CombineModeA);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
+ unit->CombineSourceRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
+ unit->CombineSourceRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
+ unit->CombineSourceRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
+ unit->CombineSourceA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
+ unit->CombineSourceA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
+ unit->CombineSourceA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
+ unit->CombineOperandRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
+ unit->CombineOperandRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
+ unit->CombineOperandRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
+ unit->CombineOperandA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
+ unit->CombineOperandA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
+ unit->CombineOperandA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
+ 1 << unit->CombineScaleShiftRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
+ 1 << unit->CombineScaleShiftA);
+ }
+
+ /* Restore texture object state */
+ numObjs = ctx->Extensions.ARB_texture_cube_map ? 4 : 3;
+
+ for (i = 0; i < numObjs; i++) {
+ GLenum target = 0;
+ const struct gl_texture_object *obj = NULL;
+ GLfloat bordColor[4];
+
+ switch (i) {
+ case 0:
+ target = GL_TEXTURE_1D;
+ obj = &unit->Saved1D;
+ break;
+ case 1:
+ target = GL_TEXTURE_2D;
+ obj = &unit->Saved2D;
+ break;
+ case 2:
+ target = GL_TEXTURE_3D;
+ obj = &unit->Saved3D;
+ break;
+ case 3:
+ target = GL_TEXTURE_CUBE_MAP_ARB;
+ obj = &unit->SavedCubeMap;
+ break;
+ default:
+ ; /* silence warnings */
+ }
+
+ bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
+ bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
+ bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
+ bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
+
+ _mesa_TexParameteri(target, GL_TEXTURE_PRIORITY, obj->Priority);
+ _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
+ _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
+ _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
+ _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
+ if (ctx->Extensions.EXT_texture_filter_anisotropic) {
+ _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ obj->MaxAnisotropy);
+ }
+ if (ctx->Extensions.SGIX_shadow) {
+ _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
+ obj->CompareFlag);
+ _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
+ obj->CompareOperator);
+ }
+ if (ctx->Extensions.SGIX_shadow_ambient) {
+ _mesa_TexParameteri(target, GL_SHADOW_AMBIENT_SGIX,
+ CHAN_TO_FLOAT(obj->ShadowAmbient));
+ }
+
+ }
+ }
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ + texAttrib->CurrentUnit);
+}
+
/*
* This function is kind of long just because we have to call a lot
while (attr) {
- if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPopAttrib %s\n", _mesa_lookup_enum_by_nr(attr->kind));
+ if (MESA_VERBOSE&VERBOSE_API) {
+ fprintf(stderr, "glPopAttrib %s\n",
+ _mesa_lookup_enum_by_nr(attr->kind));
+ }
switch (attr->kind) {
case GL_ACCUM_BUFFER_BIT:
{
const struct gl_hint_attrib *hint;
hint = (const struct gl_hint_attrib *) attr->data;
- /* XXX this memcpy is temporary: */
- MEMCPY(&ctx->Hint, hint, sizeof(struct gl_hint_attrib));
_mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
hint->PerspectiveCorrection );
_mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
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].Current1D->RefCount--;
- ctx->Texture.Unit[u].Current2D->RefCount--;
- ctx->Texture.Unit[u].Current3D->RefCount--;
- ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
- }
- MEMCPY( &ctx->Texture, attr->data,
- sizeof(struct gl_texture_attrib) );
+ const struct gl_texture_attrib *texture;
+ texture = (const struct gl_texture_attrib *) attr->data;
+ pop_texture_group(ctx, texture);
ctx->NewState |= _NEW_TEXTURE;
- /* restore state of the currently bound texture objects */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- copy_texobj_state( ctx->Texture.Unit[u].Current1D,
- &(ctx->Texture.Unit[u].Saved1D) );
- copy_texobj_state( ctx->Texture.Unit[u].Current2D,
- &(ctx->Texture.Unit[u].Saved2D) );
- copy_texobj_state( ctx->Texture.Unit[u].Current3D,
- &(ctx->Texture.Unit[u].Saved3D) );
- copy_texobj_state( ctx->Texture.Unit[u].CurrentCubeMap,
- &(ctx->Texture.Unit[u].SavedCubeMap) );
-
- ctx->Texture.Unit[u].Current1D->Complete = GL_FALSE;
- ctx->Texture.Unit[u].Current2D->Complete = GL_FALSE;
- ctx->Texture.Unit[u].Current3D->Complete = GL_FALSE;
- ctx->Texture.Unit[u].CurrentCubeMap->Complete = GL_FALSE;
- }
}
break;
case GL_VIEWPORT_BIT: