mesa: Update gl_scissor_attrib to support ARB_viewport_array
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "colormac.h"
36 #include "context.h"
37 #include "depth.h"
38 #include "enable.h"
39 #include "enums.h"
40 #include "fog.h"
41 #include "hint.h"
42 #include "light.h"
43 #include "lines.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "multisample.h"
47 #include "points.h"
48 #include "polygon.h"
49 #include "shared.h"
50 #include "scissor.h"
51 #include "stencil.h"
52 #include "texenv.h"
53 #include "texgen.h"
54 #include "texobj.h"
55 #include "texparam.h"
56 #include "texstate.h"
57 #include "varray.h"
58 #include "viewport.h"
59 #include "mtypes.h"
60 #include "main/dispatch.h"
61 #include "hash.h"
62 #include <stdbool.h>
63
64
65 /**
66 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
67 */
68 struct gl_enable_attrib
69 {
70 GLboolean AlphaTest;
71 GLboolean AutoNormal;
72 GLboolean Blend;
73 GLbitfield ClipPlanes;
74 GLboolean ColorMaterial;
75 GLboolean CullFace;
76 GLboolean DepthClamp;
77 GLboolean DepthTest;
78 GLboolean Dither;
79 GLboolean Fog;
80 GLboolean Light[MAX_LIGHTS];
81 GLboolean Lighting;
82 GLboolean LineSmooth;
83 GLboolean LineStipple;
84 GLboolean IndexLogicOp;
85 GLboolean ColorLogicOp;
86
87 GLboolean Map1Color4;
88 GLboolean Map1Index;
89 GLboolean Map1Normal;
90 GLboolean Map1TextureCoord1;
91 GLboolean Map1TextureCoord2;
92 GLboolean Map1TextureCoord3;
93 GLboolean Map1TextureCoord4;
94 GLboolean Map1Vertex3;
95 GLboolean Map1Vertex4;
96 GLboolean Map2Color4;
97 GLboolean Map2Index;
98 GLboolean Map2Normal;
99 GLboolean Map2TextureCoord1;
100 GLboolean Map2TextureCoord2;
101 GLboolean Map2TextureCoord3;
102 GLboolean Map2TextureCoord4;
103 GLboolean Map2Vertex3;
104 GLboolean Map2Vertex4;
105
106 GLboolean Normalize;
107 GLboolean PixelTexture;
108 GLboolean PointSmooth;
109 GLboolean PolygonOffsetPoint;
110 GLboolean PolygonOffsetLine;
111 GLboolean PolygonOffsetFill;
112 GLboolean PolygonSmooth;
113 GLboolean PolygonStipple;
114 GLboolean RescaleNormals;
115 GLbitfield Scissor;
116 GLboolean Stencil;
117 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
118 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
119 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
120 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
121 GLboolean SampleCoverage; /* GL_ARB_multisample */
122 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
123
124 GLbitfield Texture[MAX_TEXTURE_UNITS];
125 GLbitfield TexGen[MAX_TEXTURE_UNITS];
126
127 /* GL_ARB_vertex_program */
128 GLboolean VertexProgram;
129 GLboolean VertexProgramPointSize;
130 GLboolean VertexProgramTwoSide;
131
132 /* GL_ARB_fragment_program */
133 GLboolean FragmentProgram;
134
135 /* GL_ARB_point_sprite / GL_NV_point_sprite */
136 GLboolean PointSprite;
137 GLboolean FragmentShaderATI;
138
139 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
140 GLboolean sRGBEnabled;
141 };
142
143
144 /**
145 * Node for the attribute stack.
146 */
147 struct gl_attrib_node
148 {
149 GLbitfield kind;
150 void *data;
151 struct gl_attrib_node *next;
152 };
153
154
155
156 /**
157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
158 */
159 struct texture_state
160 {
161 struct gl_texture_attrib Texture; /**< The usual context state */
162
163 /** to save per texture object state (wrap modes, filters, etc): */
164 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
165
166 /**
167 * To save references to texture objects (so they don't get accidentally
168 * deleted while saved in the attribute stack).
169 */
170 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
171
172 /* We need to keep a reference to the shared state. That's where the
173 * default texture objects are kept. We don't want that state to be
174 * freed while the attribute stack contains pointers to any default
175 * texture objects.
176 */
177 struct gl_shared_state *SharedRef;
178 };
179
180
181 /**
182 * Allocate new attribute node of given type/kind. Attach payload data.
183 * Insert it into the linked list named by 'head'.
184 */
185 static bool
186 save_attrib_data(struct gl_attrib_node **head,
187 GLbitfield kind, void *payload)
188 {
189 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
190 if (n) {
191 n->kind = kind;
192 n->data = payload;
193 /* insert at head */
194 n->next = *head;
195 *head = n;
196 }
197 else {
198 /* out of memory! */
199 return false;
200 }
201 return true;
202 }
203
204
205 /**
206 * Helper function for_mesa_PushAttrib for simple attributes.
207 * Allocates memory for attribute data and copies the given attribute data.
208 * \param head head of linked list to insert attribute data into
209 * \param attr_bit one of the GL_<attrib>_BIT flags
210 * \param attr_size number of bytes to allocate for attribute data
211 * \param attr_data the attribute data to copy
212 * \return true for success, false for out of memory
213 */
214 static bool
215 push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
216 GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
217 {
218 void *attribute;
219
220 attribute = MALLOC(attr_size);
221 if (attribute == NULL) {
222 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
223 return false;
224 }
225
226 if (save_attrib_data(head, attr_bit, attribute)) {
227 memcpy(attribute, attr_data, attr_size);
228 }
229 else {
230 FREE(attribute);
231 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
232 return false;
233 }
234 return true;
235 }
236
237
238 void GLAPIENTRY
239 _mesa_PushAttrib(GLbitfield mask)
240 {
241 struct gl_attrib_node *head;
242
243 GET_CURRENT_CONTEXT(ctx);
244
245 if (MESA_VERBOSE & VERBOSE_API)
246 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
247
248 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
249 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
250 return;
251 }
252
253 /* Build linked list of attribute nodes which save all attribute */
254 /* groups specified by the mask. */
255 head = NULL;
256
257 if (mask & GL_ACCUM_BUFFER_BIT) {
258 if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
259 sizeof(struct gl_accum_attrib),
260 (void*)&ctx->Accum))
261 goto end;
262 }
263
264 if (mask & GL_COLOR_BUFFER_BIT) {
265 GLuint i;
266 struct gl_colorbuffer_attrib *attr;
267 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
268 if (attr == NULL) {
269 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
270 goto end;
271 }
272
273 if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
274 memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
275 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
276 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
277 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
278 }
279 else {
280 FREE(attr);
281 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
282 goto end;
283 }
284 }
285
286 if (mask & GL_CURRENT_BIT) {
287 FLUSH_CURRENT(ctx, 0);
288 if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
289 sizeof(struct gl_current_attrib),
290 (void*)&ctx->Current))
291 goto end;
292 }
293
294 if (mask & GL_DEPTH_BUFFER_BIT) {
295 if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
296 sizeof(struct gl_depthbuffer_attrib),
297 (void*)&ctx->Depth))
298 goto end;
299 }
300
301 if (mask & GL_ENABLE_BIT) {
302 struct gl_enable_attrib *attr;
303 GLuint i;
304 attr = MALLOC_STRUCT( gl_enable_attrib );
305 if (attr == NULL) {
306 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
307 goto end;
308 }
309
310 /* Copy enable flags from all other attributes into the enable struct. */
311 attr->AlphaTest = ctx->Color.AlphaEnabled;
312 attr->AutoNormal = ctx->Eval.AutoNormal;
313 attr->Blend = ctx->Color.BlendEnabled;
314 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
315 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
316 attr->CullFace = ctx->Polygon.CullFlag;
317 attr->DepthClamp = ctx->Transform.DepthClamp;
318 attr->DepthTest = ctx->Depth.Test;
319 attr->Dither = ctx->Color.DitherFlag;
320 attr->Fog = ctx->Fog.Enabled;
321 for (i = 0; i < ctx->Const.MaxLights; i++) {
322 attr->Light[i] = ctx->Light.Light[i].Enabled;
323 }
324 attr->Lighting = ctx->Light.Enabled;
325 attr->LineSmooth = ctx->Line.SmoothFlag;
326 attr->LineStipple = ctx->Line.StippleFlag;
327 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
328 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
329 attr->Map1Color4 = ctx->Eval.Map1Color4;
330 attr->Map1Index = ctx->Eval.Map1Index;
331 attr->Map1Normal = ctx->Eval.Map1Normal;
332 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
333 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
334 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
335 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
336 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
337 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
338 attr->Map2Color4 = ctx->Eval.Map2Color4;
339 attr->Map2Index = ctx->Eval.Map2Index;
340 attr->Map2Normal = ctx->Eval.Map2Normal;
341 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
342 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
343 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
344 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
345 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
346 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
347 attr->Normalize = ctx->Transform.Normalize;
348 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
349 attr->PointSmooth = ctx->Point.SmoothFlag;
350 attr->PointSprite = ctx->Point.PointSprite;
351 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
352 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
353 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
354 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
355 attr->PolygonStipple = ctx->Polygon.StippleFlag;
356 attr->RescaleNormals = ctx->Transform.RescaleNormals;
357 attr->Scissor = ctx->Scissor.EnableFlags;
358 attr->Stencil = ctx->Stencil.Enabled;
359 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
360 attr->MultisampleEnabled = ctx->Multisample.Enabled;
361 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
362 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
363 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
364 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
365 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
366 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
367 }
368 /* GL_ARB_vertex_program */
369 attr->VertexProgram = ctx->VertexProgram.Enabled;
370 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
371 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
372
373 /* GL_ARB_fragment_program */
374 attr->FragmentProgram = ctx->FragmentProgram.Enabled;
375
376 if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
377 FREE(attr);
378 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
379 goto end;
380 }
381
382 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
383 attr->sRGBEnabled = ctx->Color.sRGBEnabled;
384 }
385
386 if (mask & GL_EVAL_BIT) {
387 if (!push_attrib(ctx, &head, GL_EVAL_BIT,
388 sizeof(struct gl_eval_attrib),
389 (void*)&ctx->Eval))
390 goto end;
391 }
392
393 if (mask & GL_FOG_BIT) {
394 if (!push_attrib(ctx, &head, GL_FOG_BIT,
395 sizeof(struct gl_fog_attrib),
396 (void*)&ctx->Fog))
397 goto end;
398 }
399
400 if (mask & GL_HINT_BIT) {
401 if (!push_attrib(ctx, &head, GL_HINT_BIT,
402 sizeof(struct gl_hint_attrib),
403 (void*)&ctx->Hint))
404 goto end;
405 }
406
407 if (mask & GL_LIGHTING_BIT) {
408 FLUSH_CURRENT(ctx, 0); /* flush material changes */
409 if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
410 sizeof(struct gl_light_attrib),
411 (void*)&ctx->Light))
412 goto end;
413 }
414
415 if (mask & GL_LINE_BIT) {
416 if (!push_attrib(ctx, &head, GL_LINE_BIT,
417 sizeof(struct gl_line_attrib),
418 (void*)&ctx->Line))
419 goto end;
420 }
421
422 if (mask & GL_LIST_BIT) {
423 if (!push_attrib(ctx, &head, GL_LIST_BIT,
424 sizeof(struct gl_list_attrib),
425 (void*)&ctx->List))
426 goto end;
427 }
428
429 if (mask & GL_PIXEL_MODE_BIT) {
430 struct gl_pixel_attrib *attr;
431 attr = MALLOC_STRUCT( gl_pixel_attrib );
432 if (attr == NULL) {
433 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
434 goto end;
435 }
436
437 if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
438 memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
439 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
440 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
441 }
442 else {
443 FREE(attr);
444 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
445 goto end;
446 }
447 }
448
449 if (mask & GL_POINT_BIT) {
450 if (!push_attrib(ctx, &head, GL_POINT_BIT,
451 sizeof(struct gl_point_attrib),
452 (void*)&ctx->Point))
453 goto end;
454 }
455
456 if (mask & GL_POLYGON_BIT) {
457 if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
458 sizeof(struct gl_polygon_attrib),
459 (void*)&ctx->Polygon))
460 goto end;
461 }
462
463 if (mask & GL_POLYGON_STIPPLE_BIT) {
464 if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
465 sizeof(ctx->PolygonStipple),
466 (void*)&ctx->PolygonStipple))
467 goto end;
468 }
469
470 if (mask & GL_SCISSOR_BIT) {
471 if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
472 sizeof(struct gl_scissor_attrib),
473 (void*)&ctx->Scissor))
474 goto end;
475 }
476
477 if (mask & GL_STENCIL_BUFFER_BIT) {
478 if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
479 sizeof(struct gl_stencil_attrib),
480 (void*)&ctx->Stencil))
481 goto end;
482 }
483
484 if (mask & GL_TEXTURE_BIT) {
485 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
486 GLuint u, tex;
487
488 if (!texstate) {
489 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
490 goto end;
491 }
492
493 if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
494 FREE(texstate);
495 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
496 goto end;
497 }
498
499 _mesa_lock_context_textures(ctx);
500
501 /* copy/save the bulk of texture state here */
502 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
503
504 /* Save references to the currently bound texture objects so they don't
505 * accidentally get deleted while referenced in the attribute stack.
506 */
507 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
508 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
509 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
510 ctx->Texture.Unit[u].CurrentTex[tex]);
511 }
512 }
513
514 /* copy state/contents of the currently bound texture objects */
515 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
516 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
517 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
518 ctx->Texture.Unit[u].CurrentTex[tex]);
519 }
520 }
521
522 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
523
524 _mesa_unlock_context_textures(ctx);
525 }
526
527 if (mask & GL_TRANSFORM_BIT) {
528 if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
529 sizeof(struct gl_transform_attrib),
530 (void*)&ctx->Transform))
531 goto end;
532 }
533
534 if (mask & GL_VIEWPORT_BIT) {
535 if (!push_attrib(ctx, &head, GL_VIEWPORT_BIT,
536 sizeof(struct gl_viewport_attrib),
537 (void*)&ctx->Viewport))
538 goto end;
539 }
540
541 /* GL_ARB_multisample */
542 if (mask & GL_MULTISAMPLE_BIT_ARB) {
543 if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
544 sizeof(struct gl_multisample_attrib),
545 (void*)&ctx->Multisample))
546 goto end;
547 }
548
549 end:
550 if (head != NULL) {
551 ctx->AttribStack[ctx->AttribStackDepth] = head;
552 ctx->AttribStackDepth++;
553 }
554 }
555
556
557
558 static void
559 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
560 {
561 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
562 GLuint i;
563
564 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
565 if ((VALUE) != (NEWVALUE)) { \
566 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
567 }
568
569 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
570 if (ctx->Color.BlendEnabled != enable->Blend) {
571 if (ctx->Extensions.EXT_draw_buffers2) {
572 GLuint i;
573 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
574 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
575 }
576 }
577 else {
578 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
579 }
580 }
581
582 for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
583 const GLuint mask = 1 << i;
584 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
585 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
586 !!(enable->ClipPlanes & mask));
587 }
588
589 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
590 GL_COLOR_MATERIAL);
591 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
592 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
593 GL_DEPTH_CLAMP);
594 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
595 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
596 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
597 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
598 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
599 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
600 GL_LINE_STIPPLE);
601 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
602 GL_INDEX_LOGIC_OP);
603 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
604 GL_COLOR_LOGIC_OP);
605
606 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
607 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
608 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
609 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
610 GL_MAP1_TEXTURE_COORD_1);
611 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
612 GL_MAP1_TEXTURE_COORD_2);
613 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
614 GL_MAP1_TEXTURE_COORD_3);
615 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
616 GL_MAP1_TEXTURE_COORD_4);
617 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
618 GL_MAP1_VERTEX_3);
619 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
620 GL_MAP1_VERTEX_4);
621
622 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
623 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
624 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
625 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
626 GL_MAP2_TEXTURE_COORD_1);
627 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
628 GL_MAP2_TEXTURE_COORD_2);
629 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
630 GL_MAP2_TEXTURE_COORD_3);
631 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
632 GL_MAP2_TEXTURE_COORD_4);
633 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
634 GL_MAP2_VERTEX_3);
635 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
636 GL_MAP2_VERTEX_4);
637
638 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
639 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
640 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
641 GL_RESCALE_NORMAL_EXT);
642 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
643 enable->RasterPositionUnclipped,
644 GL_RASTER_POSITION_UNCLIPPED_IBM);
645 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
646 GL_POINT_SMOOTH);
647 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
648 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
649 GL_POINT_SPRITE_NV);
650 }
651 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
652 GL_POLYGON_OFFSET_POINT);
653 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
654 GL_POLYGON_OFFSET_LINE);
655 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
656 GL_POLYGON_OFFSET_FILL);
657 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
658 GL_POLYGON_SMOOTH);
659 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
660 GL_POLYGON_STIPPLE);
661 if (ctx->Scissor.EnableFlags != enable->Scissor) {
662 unsigned i;
663
664 for (i = 0; i < ctx->Const.MaxViewports; i++) {
665 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
666 }
667 }
668 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
669 if (ctx->Extensions.EXT_stencil_two_side) {
670 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
671 }
672 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
673 GL_MULTISAMPLE_ARB);
674 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
675 enable->SampleAlphaToCoverage,
676 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
677 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
678 enable->SampleAlphaToOne,
679 GL_SAMPLE_ALPHA_TO_ONE_ARB);
680 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
681 enable->SampleCoverage,
682 GL_SAMPLE_COVERAGE_ARB);
683 /* GL_ARB_vertex_program */
684 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
685 enable->VertexProgram,
686 GL_VERTEX_PROGRAM_ARB);
687 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
688 enable->VertexProgramPointSize,
689 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
690 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
691 enable->VertexProgramTwoSide,
692 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
693
694 /* GL_ARB_fragment_program */
695 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
696 enable->FragmentProgram,
697 GL_FRAGMENT_PROGRAM_ARB);
698
699 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
700 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
701 GL_FRAMEBUFFER_SRGB);
702
703 /* texture unit enables */
704 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
705 const GLbitfield enabled = enable->Texture[i];
706 const GLbitfield genEnabled = enable->TexGen[i];
707
708 if (ctx->Texture.Unit[i].Enabled != enabled) {
709 _mesa_ActiveTexture(GL_TEXTURE0 + i);
710
711 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
712 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
713 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
714 if (ctx->Extensions.NV_texture_rectangle) {
715 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
716 !!(enabled & TEXTURE_RECT_BIT));
717 }
718 if (ctx->Extensions.ARB_texture_cube_map) {
719 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
720 !!(enabled & TEXTURE_CUBE_BIT));
721 }
722 }
723
724 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
725 _mesa_ActiveTexture(GL_TEXTURE0 + i);
726 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
727 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
728 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
729 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
730 }
731 }
732
733 _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
734 }
735
736
737 /**
738 * Pop/restore texture attribute/group state.
739 */
740 static void
741 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
742 {
743 GLuint u;
744
745 _mesa_lock_context_textures(ctx);
746
747 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
748 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
749 GLuint tgt;
750
751 _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
752 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
753 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
754 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
755 if (ctx->Extensions.ARB_texture_cube_map) {
756 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
757 !!(unit->Enabled & TEXTURE_CUBE_BIT));
758 }
759 if (ctx->Extensions.NV_texture_rectangle) {
760 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
761 !!(unit->Enabled & TEXTURE_RECT_BIT));
762 }
763 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
764 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
765 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
766 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
767 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
768 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
769 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
770 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
771 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
772 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
773 /* Eye plane done differently to avoid re-transformation */
774 {
775 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
776 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
777 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
778 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
779 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
780 if (ctx->Driver.TexGen) {
781 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
782 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
783 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
784 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
785 }
786 }
787 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
788 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
789 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
790 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
791 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
792 unit->LodBias);
793 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
794 unit->Combine.ModeRGB);
795 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
796 unit->Combine.ModeA);
797 {
798 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
799 GLuint i;
800 for (i = 0; i < n; i++) {
801 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
802 unit->Combine.SourceRGB[i]);
803 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
804 unit->Combine.SourceA[i]);
805 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
806 unit->Combine.OperandRGB[i]);
807 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
808 unit->Combine.OperandA[i]);
809 }
810 }
811 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
812 1 << unit->Combine.ScaleShiftRGB);
813 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
814 1 << unit->Combine.ScaleShiftA);
815
816 /* Restore texture object state for each target */
817 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
818 const struct gl_texture_object *obj = NULL;
819 const struct gl_sampler_object *samp;
820 GLenum target;
821
822 obj = &texstate->SavedObj[u][tgt];
823
824 /* don't restore state for unsupported targets to prevent
825 * raising GL errors.
826 */
827 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
828 !ctx->Extensions.ARB_texture_cube_map) {
829 continue;
830 }
831 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
832 !ctx->Extensions.NV_texture_rectangle) {
833 continue;
834 }
835 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
836 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
837 !ctx->Extensions.EXT_texture_array) {
838 continue;
839 }
840 else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
841 !ctx->Extensions.ARB_texture_cube_map_array) {
842 continue;
843 } else if (obj->Target == GL_TEXTURE_BUFFER)
844 continue;
845 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
846 continue;
847 else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
848 obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
849 continue;
850
851 target = obj->Target;
852
853 _mesa_BindTexture(target, obj->Name);
854
855 samp = &obj->Sampler;
856
857 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
858 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
859 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
860 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
861 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
862 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
863 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
864 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
865 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
866 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
867 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
868 if (target != GL_TEXTURE_RECTANGLE_ARB)
869 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
870 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
871 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
872 samp->MaxAnisotropy);
873 }
874 if (ctx->Extensions.ARB_shadow) {
875 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
876 samp->CompareMode);
877 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
878 samp->CompareFunc);
879 }
880 if (ctx->Extensions.ARB_depth_texture)
881 _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
882 }
883
884 /* remove saved references to the texture objects */
885 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
886 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
887 }
888 }
889
890 _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
891
892 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
893
894 _mesa_unlock_context_textures(ctx);
895 }
896
897
898 /*
899 * This function is kind of long just because we have to call a lot
900 * of device driver functions to update device driver state.
901 *
902 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
903 * in order to restore GL state. This isn't terribly efficient but it
904 * ensures that dirty flags and any derived state gets updated correctly.
905 * We could at least check if the value to restore equals the current value
906 * and then skip the Mesa call.
907 */
908 void GLAPIENTRY
909 _mesa_PopAttrib(void)
910 {
911 struct gl_attrib_node *attr, *next;
912 GET_CURRENT_CONTEXT(ctx);
913 FLUSH_VERTICES(ctx, 0);
914
915 if (ctx->AttribStackDepth == 0) {
916 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
917 return;
918 }
919
920 ctx->AttribStackDepth--;
921 attr = ctx->AttribStack[ctx->AttribStackDepth];
922
923 while (attr) {
924
925 if (MESA_VERBOSE & VERBOSE_API) {
926 _mesa_debug(ctx, "glPopAttrib %s\n",
927 _mesa_lookup_enum_by_nr(attr->kind));
928 }
929
930 switch (attr->kind) {
931 case GL_ACCUM_BUFFER_BIT:
932 {
933 const struct gl_accum_attrib *accum;
934 accum = (const struct gl_accum_attrib *) attr->data;
935 _mesa_ClearAccum(accum->ClearColor[0],
936 accum->ClearColor[1],
937 accum->ClearColor[2],
938 accum->ClearColor[3]);
939 }
940 break;
941 case GL_COLOR_BUFFER_BIT:
942 {
943 const struct gl_colorbuffer_attrib *color;
944
945 color = (const struct gl_colorbuffer_attrib *) attr->data;
946 _mesa_ClearIndex((GLfloat) color->ClearIndex);
947 _mesa_ClearColor(color->ClearColor.f[0],
948 color->ClearColor.f[1],
949 color->ClearColor.f[2],
950 color->ClearColor.f[3]);
951 _mesa_IndexMask(color->IndexMask);
952 if (!ctx->Extensions.EXT_draw_buffers2) {
953 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
954 (GLboolean) (color->ColorMask[0][1] != 0),
955 (GLboolean) (color->ColorMask[0][2] != 0),
956 (GLboolean) (color->ColorMask[0][3] != 0));
957 }
958 else {
959 GLuint i;
960 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
961 _mesa_ColorMaski(i,
962 (GLboolean) (color->ColorMask[i][0] != 0),
963 (GLboolean) (color->ColorMask[i][1] != 0),
964 (GLboolean) (color->ColorMask[i][2] != 0),
965 (GLboolean) (color->ColorMask[i][3] != 0));
966 }
967 }
968 {
969 /* Need to determine if more than one color output is
970 * specified. If so, call glDrawBuffersARB, else call
971 * glDrawBuffer(). This is a subtle, but essential point
972 * since GL_FRONT (for example) is illegal for the former
973 * function, but legal for the later.
974 */
975 GLboolean multipleBuffers = GL_FALSE;
976 GLuint i;
977
978 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
979 if (color->DrawBuffer[i] != GL_NONE) {
980 multipleBuffers = GL_TRUE;
981 break;
982 }
983 }
984 /* Call the API_level functions, not _mesa_drawbuffers()
985 * since we need to do error checking on the pop'd
986 * GL_DRAW_BUFFER.
987 * Ex: if GL_FRONT were pushed, but we're popping with a
988 * user FBO bound, GL_FRONT will be illegal and we'll need
989 * to record that error. Per OpenGL ARB decision.
990 */
991 if (multipleBuffers)
992 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers,
993 color->DrawBuffer);
994 else
995 _mesa_DrawBuffer(color->DrawBuffer[0]);
996 }
997 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
998 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
999 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
1000 if (ctx->Extensions.EXT_draw_buffers2) {
1001 GLuint i;
1002 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1003 _mesa_set_enablei(ctx, GL_BLEND, i,
1004 (color->BlendEnabled >> i) & 1);
1005 }
1006 }
1007 else {
1008 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
1009 }
1010 }
1011 if (ctx->Color._BlendFuncPerBuffer ||
1012 ctx->Color._BlendEquationPerBuffer) {
1013 /* set blend per buffer */
1014 GLuint buf;
1015 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
1016 _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
1017 color->Blend[buf].DstRGB,
1018 color->Blend[buf].SrcA,
1019 color->Blend[buf].DstA);
1020 _mesa_BlendEquationSeparateiARB(buf,
1021 color->Blend[buf].EquationRGB,
1022 color->Blend[buf].EquationA);
1023 }
1024 }
1025 else {
1026 /* set same blend modes for all buffers */
1027 _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
1028 color->Blend[0].DstRGB,
1029 color->Blend[0].SrcA,
1030 color->Blend[0].DstA);
1031 /* This special case is because glBlendEquationSeparateEXT
1032 * cannot take GL_LOGIC_OP as a parameter.
1033 */
1034 if (color->Blend[0].EquationRGB ==
1035 color->Blend[0].EquationA) {
1036 _mesa_BlendEquation(color->Blend[0].EquationRGB);
1037 }
1038 else {
1039 _mesa_BlendEquationSeparate(
1040 color->Blend[0].EquationRGB,
1041 color->Blend[0].EquationA);
1042 }
1043 }
1044 _mesa_BlendColor(color->BlendColorUnclamped[0],
1045 color->BlendColorUnclamped[1],
1046 color->BlendColorUnclamped[2],
1047 color->BlendColorUnclamped[3]);
1048 _mesa_LogicOp(color->LogicOp);
1049 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1050 color->ColorLogicOpEnabled);
1051 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1052 color->IndexLogicOpEnabled);
1053 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1054 if (ctx->Extensions.ARB_color_buffer_float)
1055 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
1056 color->ClampFragmentColor);
1057 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
1058
1059 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
1060 if (ctx->Extensions.EXT_framebuffer_sRGB)
1061 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
1062 }
1063 break;
1064 case GL_CURRENT_BIT:
1065 FLUSH_CURRENT( ctx, 0 );
1066 memcpy( &ctx->Current, attr->data,
1067 sizeof(struct gl_current_attrib) );
1068 break;
1069 case GL_DEPTH_BUFFER_BIT:
1070 {
1071 const struct gl_depthbuffer_attrib *depth;
1072 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1073 _mesa_DepthFunc(depth->Func);
1074 _mesa_ClearDepth(depth->Clear);
1075 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1076 _mesa_DepthMask(depth->Mask);
1077 }
1078 break;
1079 case GL_ENABLE_BIT:
1080 {
1081 const struct gl_enable_attrib *enable;
1082 enable = (const struct gl_enable_attrib *) attr->data;
1083 pop_enable_group(ctx, enable);
1084 ctx->NewState |= _NEW_ALL;
1085 }
1086 break;
1087 case GL_EVAL_BIT:
1088 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1089 ctx->NewState |= _NEW_EVAL;
1090 break;
1091 case GL_FOG_BIT:
1092 {
1093 const struct gl_fog_attrib *fog;
1094 fog = (const struct gl_fog_attrib *) attr->data;
1095 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1096 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1097 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1098 _mesa_Fogf(GL_FOG_START, fog->Start);
1099 _mesa_Fogf(GL_FOG_END, fog->End);
1100 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1101 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1102 }
1103 break;
1104 case GL_HINT_BIT:
1105 {
1106 const struct gl_hint_attrib *hint;
1107 hint = (const struct gl_hint_attrib *) attr->data;
1108 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1109 hint->PerspectiveCorrection );
1110 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1111 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1112 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1113 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1114 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1115 hint->TextureCompression);
1116 }
1117 break;
1118 case GL_LIGHTING_BIT:
1119 {
1120 GLuint i;
1121 const struct gl_light_attrib *light;
1122 light = (const struct gl_light_attrib *) attr->data;
1123 /* lighting enable */
1124 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1125 /* per-light state */
1126 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1127 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1128
1129 for (i = 0; i < ctx->Const.MaxLights; i++) {
1130 const struct gl_light *l = &light->Light[i];
1131 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1132 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1133 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1134 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1135 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1136 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1137 {
1138 GLfloat p[4] = { 0 };
1139 p[0] = l->SpotExponent;
1140 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1141 }
1142 {
1143 GLfloat p[4] = { 0 };
1144 p[0] = l->SpotCutoff;
1145 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1146 }
1147 {
1148 GLfloat p[4] = { 0 };
1149 p[0] = l->ConstantAttenuation;
1150 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1151 }
1152 {
1153 GLfloat p[4] = { 0 };
1154 p[0] = l->LinearAttenuation;
1155 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1156 }
1157 {
1158 GLfloat p[4] = { 0 };
1159 p[0] = l->QuadraticAttenuation;
1160 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1161 }
1162 }
1163 /* light model */
1164 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1165 light->Model.Ambient);
1166 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1167 (GLfloat) light->Model.LocalViewer);
1168 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1169 (GLfloat) light->Model.TwoSide);
1170 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1171 (GLfloat) light->Model.ColorControl);
1172 /* shade model */
1173 _mesa_ShadeModel(light->ShadeModel);
1174 /* color material */
1175 _mesa_ColorMaterial(light->ColorMaterialFace,
1176 light->ColorMaterialMode);
1177 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1178 light->ColorMaterialEnabled);
1179 /* materials */
1180 memcpy(&ctx->Light.Material, &light->Material,
1181 sizeof(struct gl_material));
1182 if (ctx->Extensions.ARB_color_buffer_float) {
1183 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1184 light->ClampVertexColor);
1185 }
1186 }
1187 break;
1188 case GL_LINE_BIT:
1189 {
1190 const struct gl_line_attrib *line;
1191 line = (const struct gl_line_attrib *) attr->data;
1192 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1193 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1194 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1195 _mesa_LineWidth(line->Width);
1196 }
1197 break;
1198 case GL_LIST_BIT:
1199 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1200 break;
1201 case GL_PIXEL_MODE_BIT:
1202 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1203 /* XXX what other pixel state needs to be set by function calls? */
1204 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1205 ctx->NewState |= _NEW_PIXEL;
1206 break;
1207 case GL_POINT_BIT:
1208 {
1209 const struct gl_point_attrib *point;
1210 point = (const struct gl_point_attrib *) attr->data;
1211 _mesa_PointSize(point->Size);
1212 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1213 if (ctx->Extensions.EXT_point_parameters) {
1214 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1215 point->Params);
1216 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1217 point->MinSize);
1218 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1219 point->MaxSize);
1220 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1221 point->Threshold);
1222 }
1223 if (ctx->Extensions.NV_point_sprite
1224 || ctx->Extensions.ARB_point_sprite) {
1225 GLuint u;
1226 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1227 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1228 (GLint) point->CoordReplace[u]);
1229 }
1230 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1231 if (ctx->Extensions.NV_point_sprite)
1232 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1233 ctx->Point.SpriteRMode);
1234
1235 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1236 || ctx->API == API_OPENGL_CORE)
1237 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1238 (GLfloat)ctx->Point.SpriteOrigin);
1239 }
1240 }
1241 break;
1242 case GL_POLYGON_BIT:
1243 {
1244 const struct gl_polygon_attrib *polygon;
1245 polygon = (const struct gl_polygon_attrib *) attr->data;
1246 _mesa_CullFace(polygon->CullFaceMode);
1247 _mesa_FrontFace(polygon->FrontFace);
1248 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1249 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1250 _mesa_PolygonOffset(polygon->OffsetFactor,
1251 polygon->OffsetUnits);
1252 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1253 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1254 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1255 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1256 polygon->OffsetPoint);
1257 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1258 polygon->OffsetLine);
1259 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1260 polygon->OffsetFill);
1261 }
1262 break;
1263 case GL_POLYGON_STIPPLE_BIT:
1264 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1265 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1266 if (ctx->Driver.PolygonStipple)
1267 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1268 break;
1269 case GL_SCISSOR_BIT:
1270 {
1271 const struct gl_scissor_attrib *scissor;
1272 scissor = (const struct gl_scissor_attrib *) attr->data;
1273 _mesa_set_scissor(ctx,
1274 scissor->ScissorArray[0].X,
1275 scissor->ScissorArray[0].Y,
1276 scissor->ScissorArray[0].Width,
1277 scissor->ScissorArray[0].Height);
1278 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->EnableFlags & 1);
1279
1280 }
1281 break;
1282 case GL_STENCIL_BUFFER_BIT:
1283 {
1284 const struct gl_stencil_attrib *stencil;
1285 stencil = (const struct gl_stencil_attrib *) attr->data;
1286 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1287 _mesa_ClearStencil(stencil->Clear);
1288 if (ctx->Extensions.EXT_stencil_two_side) {
1289 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1290 stencil->TestTwoSide);
1291 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1292 ? GL_BACK : GL_FRONT);
1293 }
1294 /* front state */
1295 _mesa_StencilFuncSeparate(GL_FRONT,
1296 stencil->Function[0],
1297 stencil->Ref[0],
1298 stencil->ValueMask[0]);
1299 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1300 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1301 stencil->ZFailFunc[0],
1302 stencil->ZPassFunc[0]);
1303 /* back state */
1304 _mesa_StencilFuncSeparate(GL_BACK,
1305 stencil->Function[1],
1306 stencil->Ref[1],
1307 stencil->ValueMask[1]);
1308 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1309 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1310 stencil->ZFailFunc[1],
1311 stencil->ZPassFunc[1]);
1312 }
1313 break;
1314 case GL_TRANSFORM_BIT:
1315 {
1316 GLuint i;
1317 const struct gl_transform_attrib *xform;
1318 xform = (const struct gl_transform_attrib *) attr->data;
1319 _mesa_MatrixMode(xform->MatrixMode);
1320 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1321 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1322
1323 /* restore clip planes */
1324 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1325 const GLuint mask = 1 << i;
1326 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1327 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1328 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1329 !!(xform->ClipPlanesEnabled & mask));
1330 if (ctx->Driver.ClipPlane)
1331 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1332 }
1333
1334 /* normalize/rescale */
1335 if (xform->Normalize != ctx->Transform.Normalize)
1336 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1337 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1338 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1339 ctx->Transform.RescaleNormals);
1340 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1341 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1342 ctx->Transform.DepthClamp);
1343 }
1344 break;
1345 case GL_TEXTURE_BIT:
1346 {
1347 struct texture_state *texstate
1348 = (struct texture_state *) attr->data;
1349 pop_texture_group(ctx, texstate);
1350 ctx->NewState |= _NEW_TEXTURE;
1351 }
1352 break;
1353 case GL_VIEWPORT_BIT:
1354 {
1355 const struct gl_viewport_attrib *vp;
1356 vp = (const struct gl_viewport_attrib *) attr->data;
1357 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1358 _mesa_DepthRange(vp->Near, vp->Far);
1359 }
1360 break;
1361 case GL_MULTISAMPLE_BIT_ARB:
1362 {
1363 const struct gl_multisample_attrib *ms;
1364 ms = (const struct gl_multisample_attrib *) attr->data;
1365
1366 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1367 ms->Enabled,
1368 GL_MULTISAMPLE);
1369
1370 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1371 ms->SampleCoverage,
1372 GL_SAMPLE_COVERAGE);
1373
1374 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1375 ms->SampleAlphaToCoverage,
1376 GL_SAMPLE_ALPHA_TO_COVERAGE);
1377
1378 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1379 ms->SampleAlphaToOne,
1380 GL_SAMPLE_ALPHA_TO_ONE);
1381
1382 _mesa_SampleCoverage(ms->SampleCoverageValue,
1383 ms->SampleCoverageInvert);
1384 }
1385 break;
1386
1387 default:
1388 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1389 break;
1390 }
1391
1392 next = attr->next;
1393 free(attr->data);
1394 free(attr);
1395 attr = next;
1396 }
1397 }
1398
1399
1400 /**
1401 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1402 * object refcounts.
1403 */
1404 static void
1405 copy_pixelstore(struct gl_context *ctx,
1406 struct gl_pixelstore_attrib *dst,
1407 const struct gl_pixelstore_attrib *src)
1408 {
1409 dst->Alignment = src->Alignment;
1410 dst->RowLength = src->RowLength;
1411 dst->SkipPixels = src->SkipPixels;
1412 dst->SkipRows = src->SkipRows;
1413 dst->ImageHeight = src->ImageHeight;
1414 dst->SkipImages = src->SkipImages;
1415 dst->SwapBytes = src->SwapBytes;
1416 dst->LsbFirst = src->LsbFirst;
1417 dst->Invert = src->Invert;
1418 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1419 }
1420
1421
1422 #define GL_CLIENT_PACK_BIT (1<<20)
1423 #define GL_CLIENT_UNPACK_BIT (1<<21)
1424
1425 /**
1426 * Copy gl_array_object from src to dest.
1427 * 'dest' must be in an initialized state.
1428 */
1429 static void
1430 copy_array_object(struct gl_context *ctx,
1431 struct gl_array_object *dest,
1432 struct gl_array_object *src)
1433 {
1434 GLuint i;
1435
1436 /* skip Name */
1437 /* skip RefCount */
1438
1439 /* In theory must be the same anyway, but on recreate make sure it matches */
1440 dest->ARBsemantics = src->ARBsemantics;
1441
1442 for (i = 0; i < Elements(src->_VertexAttrib); i++) {
1443 _mesa_copy_client_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]);
1444 _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1445 _mesa_copy_vertex_buffer_binding(ctx, &dest->VertexBinding[i], &src->VertexBinding[i]);
1446 }
1447
1448 /* _Enabled must be the same than on push */
1449 dest->_Enabled = src->_Enabled;
1450 dest->_MaxElement = src->_MaxElement;
1451 }
1452
1453 /**
1454 * Copy gl_array_attrib from src to dest.
1455 * 'dest' must be in an initialized state.
1456 */
1457 static void
1458 copy_array_attrib(struct gl_context *ctx,
1459 struct gl_array_attrib *dest,
1460 struct gl_array_attrib *src,
1461 bool vbo_deleted)
1462 {
1463 /* skip ArrayObj */
1464 /* skip DefaultArrayObj, Objects */
1465 dest->ActiveTexture = src->ActiveTexture;
1466 dest->LockFirst = src->LockFirst;
1467 dest->LockCount = src->LockCount;
1468 dest->PrimitiveRestart = src->PrimitiveRestart;
1469 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1470 dest->_PrimitiveRestart = src->_PrimitiveRestart;
1471 dest->RestartIndex = src->RestartIndex;
1472 /* skip NewState */
1473 /* skip RebindArrays */
1474
1475 if (!vbo_deleted)
1476 copy_array_object(ctx, dest->ArrayObj, src->ArrayObj);
1477
1478 /* skip ArrayBufferObj */
1479 /* skip ElementArrayBufferObj */
1480 }
1481
1482 /**
1483 * Save the content of src to dest.
1484 */
1485 static void
1486 save_array_attrib(struct gl_context *ctx,
1487 struct gl_array_attrib *dest,
1488 struct gl_array_attrib *src)
1489 {
1490 /* Set the Name, needed for restore, but do never overwrite.
1491 * Needs to match value in the object hash. */
1492 dest->ArrayObj->Name = src->ArrayObj->Name;
1493 /* And copy all of the rest. */
1494 copy_array_attrib(ctx, dest, src, false);
1495
1496 /* Just reference them here */
1497 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1498 src->ArrayBufferObj);
1499 _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj,
1500 src->ArrayObj->ElementArrayBufferObj);
1501 }
1502
1503 /**
1504 * Restore the content of src to dest.
1505 */
1506 static void
1507 restore_array_attrib(struct gl_context *ctx,
1508 struct gl_array_attrib *dest,
1509 struct gl_array_attrib *src)
1510 {
1511 /* The ARB_vertex_array_object spec says:
1512 *
1513 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1514 * if array is not a name returned from a previous call to
1515 * GenVertexArrays, or if such a name has since been deleted with
1516 * DeleteVertexArrays."
1517 *
1518 * Therefore popping a deleted VAO cannot magically recreate it.
1519 *
1520 * The semantics of objects created using APPLE_vertex_array_objects behave
1521 * differently. These objects expect to be recreated by pop. Alas.
1522 */
1523 const bool arb_vao = (src->ArrayObj->Name != 0
1524 && src->ArrayObj->ARBsemantics);
1525
1526 if (arb_vao && !_mesa_IsVertexArray(src->ArrayObj->Name))
1527 return;
1528
1529 _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name);
1530
1531 /* Restore or recreate the buffer objects by the names ... */
1532 if (!arb_vao
1533 || src->ArrayBufferObj->Name == 0
1534 || _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1535 /* ... and restore its content */
1536 copy_array_attrib(ctx, dest, src, false);
1537
1538 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1539 src->ArrayBufferObj->Name);
1540 } else {
1541 copy_array_attrib(ctx, dest, src, true);
1542 }
1543
1544 if (!arb_vao
1545 || src->ArrayObj->ElementArrayBufferObj->Name == 0
1546 || _mesa_IsBuffer(src->ArrayObj->ElementArrayBufferObj->Name))
1547 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1548 src->ArrayObj->ElementArrayBufferObj->Name);
1549 }
1550
1551 /**
1552 * init/alloc the fields of 'attrib'.
1553 * Needs to the init part matching free_array_attrib_data below.
1554 */
1555 static bool
1556 init_array_attrib_data(struct gl_context *ctx,
1557 struct gl_array_attrib *attrib)
1558 {
1559 /* Get a non driver gl_array_object. */
1560 attrib->ArrayObj = CALLOC_STRUCT( gl_array_object );
1561
1562 if (attrib->ArrayObj == NULL) {
1563 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1564 return false;
1565 }
1566
1567 _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0);
1568 return true;
1569 }
1570
1571 /**
1572 * Free/unreference the fields of 'attrib' but don't delete it (that's
1573 * done later in the calling code).
1574 * Needs to the cleanup part matching init_array_attrib_data above.
1575 */
1576 static void
1577 free_array_attrib_data(struct gl_context *ctx,
1578 struct gl_array_attrib *attrib)
1579 {
1580 /* We use a non driver array object, so don't just unref since we would
1581 * end up using the drivers DeleteArrayObject function for deletion. */
1582 _mesa_delete_array_object(ctx, attrib->ArrayObj);
1583 attrib->ArrayObj = 0;
1584 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1585 }
1586
1587
1588 void GLAPIENTRY
1589 _mesa_PushClientAttrib(GLbitfield mask)
1590 {
1591 struct gl_attrib_node *head;
1592
1593 GET_CURRENT_CONTEXT(ctx);
1594
1595 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1596 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1597 return;
1598 }
1599
1600 /* Build linked list of attribute nodes which save all attribute
1601 * groups specified by the mask.
1602 */
1603 head = NULL;
1604
1605 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1606 struct gl_pixelstore_attrib *attr;
1607 /* packing attribs */
1608 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1609 if (attr == NULL) {
1610 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1611 goto end;
1612 }
1613 if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) {
1614 copy_pixelstore(ctx, attr, &ctx->Pack);
1615 }
1616 else {
1617 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1618 FREE(attr);
1619 goto end;
1620 }
1621
1622 /* unpacking attribs */
1623 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1624 if (attr == NULL) {
1625 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1626 goto end;
1627 }
1628
1629 if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) {
1630 copy_pixelstore(ctx, attr, &ctx->Unpack);
1631 }
1632 else {
1633 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1634 FREE(attr);
1635 goto end;
1636 }
1637 }
1638
1639 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1640 struct gl_array_attrib *attr;
1641 attr = CALLOC_STRUCT( gl_array_attrib );
1642 if (attr == NULL) {
1643 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1644 goto end;
1645 }
1646
1647 if (!init_array_attrib_data(ctx, attr)) {
1648 FREE(attr);
1649 goto end;
1650 }
1651
1652 if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) {
1653 save_array_attrib(ctx, attr, &ctx->Array);
1654 }
1655 else {
1656 free_array_attrib_data(ctx, attr);
1657 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1658 FREE(attr);
1659 /* goto to keep safe from possible later changes */
1660 goto end;
1661 }
1662 }
1663 end:
1664 if (head != NULL) {
1665 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1666 ctx->ClientAttribStackDepth++;
1667 }
1668 }
1669
1670
1671
1672
1673 void GLAPIENTRY
1674 _mesa_PopClientAttrib(void)
1675 {
1676 struct gl_attrib_node *node, *next;
1677
1678 GET_CURRENT_CONTEXT(ctx);
1679 FLUSH_VERTICES(ctx, 0);
1680
1681 if (ctx->ClientAttribStackDepth == 0) {
1682 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1683 return;
1684 }
1685
1686 ctx->ClientAttribStackDepth--;
1687 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1688
1689 while (node) {
1690 switch (node->kind) {
1691 case GL_CLIENT_PACK_BIT:
1692 {
1693 struct gl_pixelstore_attrib *store =
1694 (struct gl_pixelstore_attrib *) node->data;
1695 copy_pixelstore(ctx, &ctx->Pack, store);
1696 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1697 }
1698 break;
1699 case GL_CLIENT_UNPACK_BIT:
1700 {
1701 struct gl_pixelstore_attrib *store =
1702 (struct gl_pixelstore_attrib *) node->data;
1703 copy_pixelstore(ctx, &ctx->Unpack, store);
1704 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1705 }
1706 break;
1707 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1708 struct gl_array_attrib * attr =
1709 (struct gl_array_attrib *) node->data;
1710 restore_array_attrib(ctx, &ctx->Array, attr);
1711 free_array_attrib_data(ctx, attr);
1712 ctx->NewState |= _NEW_ARRAY;
1713 break;
1714 }
1715 default:
1716 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1717 break;
1718 }
1719
1720 next = node->next;
1721 free(node->data);
1722 free(node);
1723 node = next;
1724 }
1725 }
1726
1727
1728 /**
1729 * Free any attribute state data that might be attached to the context.
1730 */
1731 void
1732 _mesa_free_attrib_data(struct gl_context *ctx)
1733 {
1734 while (ctx->AttribStackDepth > 0) {
1735 struct gl_attrib_node *attr, *next;
1736
1737 ctx->AttribStackDepth--;
1738 attr = ctx->AttribStack[ctx->AttribStackDepth];
1739
1740 while (attr) {
1741 if (attr->kind == GL_TEXTURE_BIT) {
1742 struct texture_state *texstate = (struct texture_state*)attr->data;
1743 GLuint u, tgt;
1744 /* clear references to the saved texture objects */
1745 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1746 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1747 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1748 }
1749 }
1750 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1751 }
1752 else {
1753 /* any other chunks of state that requires special handling? */
1754 }
1755
1756 next = attr->next;
1757 free(attr->data);
1758 free(attr);
1759 attr = next;
1760 }
1761 }
1762 }
1763
1764
1765 void _mesa_init_attrib( struct gl_context *ctx )
1766 {
1767 /* Renderer and client attribute stacks */
1768 ctx->AttribStackDepth = 0;
1769 ctx->ClientAttribStackDepth = 0;
1770 }