2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
33 #include "bufferobj.h"
46 #include "multisample.h"
60 #include "main/dispatch.h"
66 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
68 struct gl_enable_attrib
73 GLbitfield ClipPlanes
;
74 GLboolean ColorMaterial
;
80 GLboolean Light
[MAX_LIGHTS
];
83 GLboolean LineStipple
;
84 GLboolean IndexLogicOp
;
85 GLboolean ColorLogicOp
;
90 GLboolean Map1TextureCoord1
;
91 GLboolean Map1TextureCoord2
;
92 GLboolean Map1TextureCoord3
;
93 GLboolean Map1TextureCoord4
;
94 GLboolean Map1Vertex3
;
95 GLboolean Map1Vertex4
;
99 GLboolean Map2TextureCoord1
;
100 GLboolean Map2TextureCoord2
;
101 GLboolean Map2TextureCoord3
;
102 GLboolean Map2TextureCoord4
;
103 GLboolean Map2Vertex3
;
104 GLboolean Map2Vertex4
;
107 GLboolean PixelTexture
;
108 GLboolean PointSmooth
;
109 GLboolean PolygonOffsetPoint
;
110 GLboolean PolygonOffsetLine
;
111 GLboolean PolygonOffsetFill
;
112 GLboolean PolygonSmooth
;
113 GLboolean PolygonStipple
;
114 GLboolean RescaleNormals
;
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 */
124 GLbitfield Texture
[MAX_TEXTURE_UNITS
];
125 GLbitfield TexGen
[MAX_TEXTURE_UNITS
];
127 /* GL_ARB_vertex_program */
128 GLboolean VertexProgram
;
129 GLboolean VertexProgramPointSize
;
130 GLboolean VertexProgramTwoSide
;
132 /* GL_ARB_fragment_program */
133 GLboolean FragmentProgram
;
135 /* GL_ARB_point_sprite / GL_NV_point_sprite */
136 GLboolean PointSprite
;
137 GLboolean FragmentShaderATI
;
139 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
140 GLboolean sRGBEnabled
;
145 * Node for the attribute stack.
147 struct gl_attrib_node
151 struct gl_attrib_node
*next
;
157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
161 struct gl_texture_attrib Texture
; /**< The usual context state */
163 /** to save per texture object state (wrap modes, filters, etc): */
164 struct gl_texture_object SavedObj
[MAX_TEXTURE_UNITS
][NUM_TEXTURE_TARGETS
];
167 * To save references to texture objects (so they don't get accidentally
168 * deleted while saved in the attribute stack).
170 struct gl_texture_object
*SavedTexRef
[MAX_TEXTURE_UNITS
][NUM_TEXTURE_TARGETS
];
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
177 struct gl_shared_state
*SharedRef
;
182 * Allocate new attribute node of given type/kind. Attach payload data.
183 * Insert it into the linked list named by 'head'.
186 save_attrib_data(struct gl_attrib_node
**head
,
187 GLbitfield kind
, void *payload
)
189 struct gl_attrib_node
*n
= MALLOC_STRUCT(gl_attrib_node
);
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
215 push_attrib(struct gl_context
*ctx
, struct gl_attrib_node
**head
,
216 GLbitfield attr_bit
, GLuint attr_size
, const void *attr_data
)
220 attribute
= MALLOC(attr_size
);
221 if (attribute
== NULL
) {
222 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
226 if (save_attrib_data(head
, attr_bit
, attribute
)) {
227 memcpy(attribute
, attr_data
, attr_size
);
231 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
239 _mesa_PushAttrib(GLbitfield mask
)
241 struct gl_attrib_node
*head
;
243 GET_CURRENT_CONTEXT(ctx
);
245 if (MESA_VERBOSE
& VERBOSE_API
)
246 _mesa_debug(ctx
, "glPushAttrib %x\n", (int) mask
);
248 if (ctx
->AttribStackDepth
>= MAX_ATTRIB_STACK_DEPTH
) {
249 _mesa_error( ctx
, GL_STACK_OVERFLOW
, "glPushAttrib" );
253 /* Build linked list of attribute nodes which save all attribute */
254 /* groups specified by the mask. */
257 if (mask
& GL_ACCUM_BUFFER_BIT
) {
258 if (!push_attrib(ctx
, &head
, GL_ACCUM_BUFFER_BIT
,
259 sizeof(struct gl_accum_attrib
),
264 if (mask
& GL_COLOR_BUFFER_BIT
) {
266 struct gl_colorbuffer_attrib
*attr
;
267 attr
= MALLOC_STRUCT( gl_colorbuffer_attrib
);
269 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
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
];
281 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
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
))
294 if (mask
& GL_DEPTH_BUFFER_BIT
) {
295 if (!push_attrib(ctx
, &head
, GL_DEPTH_BUFFER_BIT
,
296 sizeof(struct gl_depthbuffer_attrib
),
301 if (mask
& GL_ENABLE_BIT
) {
302 struct gl_enable_attrib
*attr
;
304 attr
= MALLOC_STRUCT( gl_enable_attrib
);
306 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
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
;
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
;
368 /* GL_ARB_vertex_program */
369 attr
->VertexProgram
= ctx
->VertexProgram
.Enabled
;
370 attr
->VertexProgramPointSize
= ctx
->VertexProgram
.PointSizeEnabled
;
371 attr
->VertexProgramTwoSide
= ctx
->VertexProgram
.TwoSideEnabled
;
373 /* GL_ARB_fragment_program */
374 attr
->FragmentProgram
= ctx
->FragmentProgram
.Enabled
;
376 if (!save_attrib_data(&head
, GL_ENABLE_BIT
, attr
)) {
378 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
382 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
383 attr
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
386 if (mask
& GL_EVAL_BIT
) {
387 if (!push_attrib(ctx
, &head
, GL_EVAL_BIT
,
388 sizeof(struct gl_eval_attrib
),
393 if (mask
& GL_FOG_BIT
) {
394 if (!push_attrib(ctx
, &head
, GL_FOG_BIT
,
395 sizeof(struct gl_fog_attrib
),
400 if (mask
& GL_HINT_BIT
) {
401 if (!push_attrib(ctx
, &head
, GL_HINT_BIT
,
402 sizeof(struct gl_hint_attrib
),
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
),
415 if (mask
& GL_LINE_BIT
) {
416 if (!push_attrib(ctx
, &head
, GL_LINE_BIT
,
417 sizeof(struct gl_line_attrib
),
422 if (mask
& GL_LIST_BIT
) {
423 if (!push_attrib(ctx
, &head
, GL_LIST_BIT
,
424 sizeof(struct gl_list_attrib
),
429 if (mask
& GL_PIXEL_MODE_BIT
) {
430 struct gl_pixel_attrib
*attr
;
431 attr
= MALLOC_STRUCT( gl_pixel_attrib
);
433 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
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
;
444 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib");
449 if (mask
& GL_POINT_BIT
) {
450 if (!push_attrib(ctx
, &head
, GL_POINT_BIT
,
451 sizeof(struct gl_point_attrib
),
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
))
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
))
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
))
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
))
484 if (mask
& GL_TEXTURE_BIT
) {
485 struct texture_state
*texstate
= CALLOC_STRUCT(texture_state
);
489 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib(GL_TEXTURE_BIT)");
493 if (!save_attrib_data(&head
, GL_TEXTURE_BIT
, texstate
)) {
495 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushAttrib(GL_TEXTURE_BIT)");
499 _mesa_lock_context_textures(ctx
);
501 /* copy/save the bulk of texture state here */
502 memcpy(&texstate
->Texture
, &ctx
->Texture
, sizeof(ctx
->Texture
));
504 /* Save references to the currently bound texture objects so they don't
505 * accidentally get deleted while referenced in the attribute stack.
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
]);
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
]);
522 _mesa_reference_shared_state(ctx
, &texstate
->SharedRef
, ctx
->Shared
);
524 _mesa_unlock_context_textures(ctx
);
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
))
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
))
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
))
551 ctx
->AttribStack
[ctx
->AttribStackDepth
] = head
;
552 ctx
->AttribStackDepth
++;
559 pop_enable_group(struct gl_context
*ctx
, const struct gl_enable_attrib
*enable
)
561 const GLuint curTexUnitSave
= ctx
->Texture
.CurrentUnit
;
564 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
565 if ((VALUE) != (NEWVALUE)) { \
566 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
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
) {
573 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
574 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (enable
->Blend
>> i
) & 1);
578 _mesa_set_enable(ctx
, GL_BLEND
, (enable
->Blend
& 1));
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
));
589 TEST_AND_UPDATE(ctx
->Light
.ColorMaterialEnabled
, enable
->ColorMaterial
,
591 TEST_AND_UPDATE(ctx
->Polygon
.CullFlag
, enable
->CullFace
, GL_CULL_FACE
);
592 TEST_AND_UPDATE(ctx
->Transform
.DepthClamp
, enable
->DepthClamp
,
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
,
601 TEST_AND_UPDATE(ctx
->Color
.IndexLogicOpEnabled
, enable
->IndexLogicOp
,
603 TEST_AND_UPDATE(ctx
->Color
.ColorLogicOpEnabled
, enable
->ColorLogicOp
,
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
,
619 TEST_AND_UPDATE(ctx
->Eval
.Map1Vertex4
, enable
->Map1Vertex4
,
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
,
635 TEST_AND_UPDATE(ctx
->Eval
.Map2Vertex4
, enable
->Map2Vertex4
,
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
,
647 if (ctx
->Extensions
.NV_point_sprite
|| ctx
->Extensions
.ARB_point_sprite
) {
648 TEST_AND_UPDATE(ctx
->Point
.PointSprite
, enable
->PointSprite
,
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
,
659 TEST_AND_UPDATE(ctx
->Polygon
.StippleFlag
, enable
->PolygonStipple
,
661 if (ctx
->Scissor
.EnableFlags
!= enable
->Scissor
) {
664 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
665 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
, (enable
->Scissor
>> i
) & 1);
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
);
672 TEST_AND_UPDATE(ctx
->Multisample
.Enabled
, enable
->MultisampleEnabled
,
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
);
694 /* GL_ARB_fragment_program */
695 TEST_AND_UPDATE(ctx
->FragmentProgram
.Enabled
,
696 enable
->FragmentProgram
,
697 GL_FRAGMENT_PROGRAM_ARB
);
699 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
700 TEST_AND_UPDATE(ctx
->Color
.sRGBEnabled
, enable
->sRGBEnabled
,
701 GL_FRAMEBUFFER_SRGB
);
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
];
708 if (ctx
->Texture
.Unit
[i
].Enabled
!= enabled
) {
709 _mesa_ActiveTexture(GL_TEXTURE0
+ i
);
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
));
718 if (ctx
->Extensions
.ARB_texture_cube_map
) {
719 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
,
720 !!(enabled
& TEXTURE_CUBE_BIT
));
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
));
733 _mesa_ActiveTexture(GL_TEXTURE0
+ curTexUnitSave
);
738 * Pop/restore texture attribute/group state.
741 pop_texture_group(struct gl_context
*ctx
, struct texture_state
*texstate
)
745 _mesa_lock_context_textures(ctx
);
747 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
748 const struct gl_texture_unit
*unit
= &texstate
->Texture
.Unit
[u
];
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
));
759 if (ctx
->Extensions
.NV_texture_rectangle
) {
760 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE_NV
,
761 !!(unit
->Enabled
& TEXTURE_RECT_BIT
));
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 */
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
);
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
,
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
);
798 const GLuint n
= ctx
->Extensions
.NV_texture_env_combine4
? 4 : 3;
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
]);
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
);
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
;
822 obj
= &texstate
->SavedObj
[u
][tgt
];
824 /* don't restore state for unsupported targets to prevent
827 if (obj
->Target
== GL_TEXTURE_CUBE_MAP_ARB
&&
828 !ctx
->Extensions
.ARB_texture_cube_map
) {
831 else if (obj
->Target
== GL_TEXTURE_RECTANGLE_NV
&&
832 !ctx
->Extensions
.NV_texture_rectangle
) {
835 else if ((obj
->Target
== GL_TEXTURE_1D_ARRAY_EXT
||
836 obj
->Target
== GL_TEXTURE_2D_ARRAY_EXT
) &&
837 !ctx
->Extensions
.EXT_texture_array
) {
840 else if (obj
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
&&
841 !ctx
->Extensions
.ARB_texture_cube_map_array
) {
843 } else if (obj
->Target
== GL_TEXTURE_BUFFER
)
845 else if (obj
->Target
== GL_TEXTURE_EXTERNAL_OES
)
847 else if (obj
->Target
== GL_TEXTURE_2D_MULTISAMPLE
||
848 obj
->Target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
851 target
= obj
->Target
;
853 _mesa_BindTexture(target
, obj
->Name
);
855 samp
= &obj
->Sampler
;
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
);
874 if (ctx
->Extensions
.ARB_shadow
) {
875 _mesa_TexParameteri(target
, GL_TEXTURE_COMPARE_MODE
,
877 _mesa_TexParameteri(target
, GL_TEXTURE_COMPARE_FUNC
,
880 if (ctx
->Extensions
.ARB_depth_texture
)
881 _mesa_TexParameteri(target
, GL_DEPTH_TEXTURE_MODE
, obj
->DepthMode
);
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
);
890 _mesa_ActiveTexture(GL_TEXTURE0_ARB
+ texstate
->Texture
.CurrentUnit
);
892 _mesa_reference_shared_state(ctx
, &texstate
->SharedRef
, NULL
);
894 _mesa_unlock_context_textures(ctx
);
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.
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.
909 _mesa_PopAttrib(void)
911 struct gl_attrib_node
*attr
, *next
;
912 GET_CURRENT_CONTEXT(ctx
);
913 FLUSH_VERTICES(ctx
, 0);
915 if (ctx
->AttribStackDepth
== 0) {
916 _mesa_error( ctx
, GL_STACK_UNDERFLOW
, "glPopAttrib" );
920 ctx
->AttribStackDepth
--;
921 attr
= ctx
->AttribStack
[ctx
->AttribStackDepth
];
925 if (MESA_VERBOSE
& VERBOSE_API
) {
926 _mesa_debug(ctx
, "glPopAttrib %s\n",
927 _mesa_lookup_enum_by_nr(attr
->kind
));
930 switch (attr
->kind
) {
931 case GL_ACCUM_BUFFER_BIT
:
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]);
941 case GL_COLOR_BUFFER_BIT
:
943 const struct gl_colorbuffer_attrib
*color
;
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));
960 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; 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));
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.
975 GLboolean multipleBuffers
= GL_FALSE
;
978 for (i
= 1; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
979 if (color
->DrawBuffer
[i
] != GL_NONE
) {
980 multipleBuffers
= GL_TRUE
;
984 /* Call the API_level functions, not _mesa_drawbuffers()
985 * since we need to do error checking on the pop'd
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.
992 _mesa_DrawBuffers(ctx
->Const
.MaxDrawBuffers
,
995 _mesa_DrawBuffer(color
->DrawBuffer
[0]);
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
) {
1002 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
1003 _mesa_set_enablei(ctx
, GL_BLEND
, i
,
1004 (color
->BlendEnabled
>> i
) & 1);
1008 _mesa_set_enable(ctx
, GL_BLEND
, (color
->BlendEnabled
& 1));
1011 if (ctx
->Color
._BlendFuncPerBuffer
||
1012 ctx
->Color
._BlendEquationPerBuffer
) {
1013 /* set blend per buffer */
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
);
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.
1034 if (color
->Blend
[0].EquationRGB
==
1035 color
->Blend
[0].EquationA
) {
1036 _mesa_BlendEquation(color
->Blend
[0].EquationRGB
);
1039 _mesa_BlendEquationSeparate(
1040 color
->Blend
[0].EquationRGB
,
1041 color
->Blend
[0].EquationA
);
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
);
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
);
1064 case GL_CURRENT_BIT
:
1065 FLUSH_CURRENT( ctx
, 0 );
1066 memcpy( &ctx
->Current
, attr
->data
,
1067 sizeof(struct gl_current_attrib
) );
1069 case GL_DEPTH_BUFFER_BIT
:
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
);
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
;
1088 memcpy( &ctx
->Eval
, attr
->data
, sizeof(struct gl_eval_attrib
) );
1089 ctx
->NewState
|= _NEW_EVAL
;
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
);
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
);
1118 case GL_LIGHTING_BIT
:
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
);
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
);
1138 GLfloat p
[4] = { 0 };
1139 p
[0] = l
->SpotExponent
;
1140 _mesa_light(ctx
, i
, GL_SPOT_EXPONENT
, p
);
1143 GLfloat p
[4] = { 0 };
1144 p
[0] = l
->SpotCutoff
;
1145 _mesa_light(ctx
, i
, GL_SPOT_CUTOFF
, p
);
1148 GLfloat p
[4] = { 0 };
1149 p
[0] = l
->ConstantAttenuation
;
1150 _mesa_light(ctx
, i
, GL_CONSTANT_ATTENUATION
, p
);
1153 GLfloat p
[4] = { 0 };
1154 p
[0] = l
->LinearAttenuation
;
1155 _mesa_light(ctx
, i
, GL_LINEAR_ATTENUATION
, p
);
1158 GLfloat p
[4] = { 0 };
1159 p
[0] = l
->QuadraticAttenuation
;
1160 _mesa_light(ctx
, i
, GL_QUADRATIC_ATTENUATION
, p
);
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
);
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
);
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
);
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
);
1199 memcpy( &ctx
->List
, attr
->data
, sizeof(struct gl_list_attrib
) );
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
;
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
,
1216 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT
,
1218 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT
,
1220 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT
,
1223 if (ctx
->Extensions
.NV_point_sprite
1224 || ctx
->Extensions
.ARB_point_sprite
) {
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
]);
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
);
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
);
1242 case GL_POLYGON_BIT
:
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
);
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
);
1269 case GL_SCISSOR_BIT
:
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);
1282 case GL_STENCIL_BUFFER_BIT
:
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
);
1295 _mesa_StencilFuncSeparate(GL_FRONT
,
1296 stencil
->Function
[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]);
1304 _mesa_StencilFuncSeparate(GL_BACK
,
1305 stencil
->Function
[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]);
1314 case GL_TRANSFORM_BIT
:
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
);
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
);
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
);
1345 case GL_TEXTURE_BIT
:
1347 struct texture_state
*texstate
1348 = (struct texture_state
*) attr
->data
;
1349 pop_texture_group(ctx
, texstate
);
1350 ctx
->NewState
|= _NEW_TEXTURE
;
1353 case GL_VIEWPORT_BIT
:
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
);
1361 case GL_MULTISAMPLE_BIT_ARB
:
1363 const struct gl_multisample_attrib
*ms
;
1364 ms
= (const struct gl_multisample_attrib
*) attr
->data
;
1366 TEST_AND_UPDATE(ctx
->Multisample
.Enabled
,
1370 TEST_AND_UPDATE(ctx
->Multisample
.SampleCoverage
,
1372 GL_SAMPLE_COVERAGE
);
1374 TEST_AND_UPDATE(ctx
->Multisample
.SampleAlphaToCoverage
,
1375 ms
->SampleAlphaToCoverage
,
1376 GL_SAMPLE_ALPHA_TO_COVERAGE
);
1378 TEST_AND_UPDATE(ctx
->Multisample
.SampleAlphaToOne
,
1379 ms
->SampleAlphaToOne
,
1380 GL_SAMPLE_ALPHA_TO_ONE
);
1382 _mesa_SampleCoverage(ms
->SampleCoverageValue
,
1383 ms
->SampleCoverageInvert
);
1388 _mesa_problem( ctx
, "Bad attrib flag in PopAttrib");
1401 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1405 copy_pixelstore(struct gl_context
*ctx
,
1406 struct gl_pixelstore_attrib
*dst
,
1407 const struct gl_pixelstore_attrib
*src
)
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
);
1422 #define GL_CLIENT_PACK_BIT (1<<20)
1423 #define GL_CLIENT_UNPACK_BIT (1<<21)
1426 * Copy gl_array_object from src to dest.
1427 * 'dest' must be in an initialized state.
1430 copy_array_object(struct gl_context
*ctx
,
1431 struct gl_array_object
*dest
,
1432 struct gl_array_object
*src
)
1439 /* In theory must be the same anyway, but on recreate make sure it matches */
1440 dest
->ARBsemantics
= src
->ARBsemantics
;
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
]);
1448 /* _Enabled must be the same than on push */
1449 dest
->_Enabled
= src
->_Enabled
;
1450 dest
->_MaxElement
= src
->_MaxElement
;
1454 * Copy gl_array_attrib from src to dest.
1455 * 'dest' must be in an initialized state.
1458 copy_array_attrib(struct gl_context
*ctx
,
1459 struct gl_array_attrib
*dest
,
1460 struct gl_array_attrib
*src
,
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
;
1473 /* skip RebindArrays */
1476 copy_array_object(ctx
, dest
->ArrayObj
, src
->ArrayObj
);
1478 /* skip ArrayBufferObj */
1479 /* skip ElementArrayBufferObj */
1483 * Save the content of src to dest.
1486 save_array_attrib(struct gl_context
*ctx
,
1487 struct gl_array_attrib
*dest
,
1488 struct gl_array_attrib
*src
)
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);
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
);
1504 * Restore the content of src to dest.
1507 restore_array_attrib(struct gl_context
*ctx
,
1508 struct gl_array_attrib
*dest
,
1509 struct gl_array_attrib
*src
)
1511 /* The ARB_vertex_array_object spec says:
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."
1518 * Therefore popping a deleted VAO cannot magically recreate it.
1520 * The semantics of objects created using APPLE_vertex_array_objects behave
1521 * differently. These objects expect to be recreated by pop. Alas.
1523 const bool arb_vao
= (src
->ArrayObj
->Name
!= 0
1524 && src
->ArrayObj
->ARBsemantics
);
1526 if (arb_vao
&& !_mesa_IsVertexArray(src
->ArrayObj
->Name
))
1529 _mesa_BindVertexArrayAPPLE(src
->ArrayObj
->Name
);
1531 /* Restore or recreate the buffer objects by the names ... */
1533 || src
->ArrayBufferObj
->Name
== 0
1534 || _mesa_IsBuffer(src
->ArrayBufferObj
->Name
)) {
1535 /* ... and restore its content */
1536 copy_array_attrib(ctx
, dest
, src
, false);
1538 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
,
1539 src
->ArrayBufferObj
->Name
);
1541 copy_array_attrib(ctx
, dest
, src
, true);
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
);
1552 * init/alloc the fields of 'attrib'.
1553 * Needs to the init part matching free_array_attrib_data below.
1556 init_array_attrib_data(struct gl_context
*ctx
,
1557 struct gl_array_attrib
*attrib
)
1559 /* Get a non driver gl_array_object. */
1560 attrib
->ArrayObj
= CALLOC_STRUCT( gl_array_object
);
1562 if (attrib
->ArrayObj
== NULL
) {
1563 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushClientAttrib");
1567 _mesa_initialize_array_object(ctx
, attrib
->ArrayObj
, 0);
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.
1577 free_array_attrib_data(struct gl_context
*ctx
,
1578 struct gl_array_attrib
*attrib
)
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
);
1589 _mesa_PushClientAttrib(GLbitfield mask
)
1591 struct gl_attrib_node
*head
;
1593 GET_CURRENT_CONTEXT(ctx
);
1595 if (ctx
->ClientAttribStackDepth
>= MAX_CLIENT_ATTRIB_STACK_DEPTH
) {
1596 _mesa_error( ctx
, GL_STACK_OVERFLOW
, "glPushClientAttrib" );
1600 /* Build linked list of attribute nodes which save all attribute
1601 * groups specified by the mask.
1605 if (mask
& GL_CLIENT_PIXEL_STORE_BIT
) {
1606 struct gl_pixelstore_attrib
*attr
;
1607 /* packing attribs */
1608 attr
= CALLOC_STRUCT( gl_pixelstore_attrib
);
1610 _mesa_error( ctx
, GL_OUT_OF_MEMORY
, "glPushClientAttrib" );
1613 if (save_attrib_data(&head
, GL_CLIENT_PACK_BIT
, attr
)) {
1614 copy_pixelstore(ctx
, attr
, &ctx
->Pack
);
1617 _mesa_error( ctx
, GL_OUT_OF_MEMORY
, "glPushClientAttrib" );
1622 /* unpacking attribs */
1623 attr
= CALLOC_STRUCT( gl_pixelstore_attrib
);
1625 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushClientAttrib");
1629 if (save_attrib_data(&head
, GL_CLIENT_UNPACK_BIT
, attr
)) {
1630 copy_pixelstore(ctx
, attr
, &ctx
->Unpack
);
1633 _mesa_error( ctx
, GL_OUT_OF_MEMORY
, "glPushClientAttrib" );
1639 if (mask
& GL_CLIENT_VERTEX_ARRAY_BIT
) {
1640 struct gl_array_attrib
*attr
;
1641 attr
= CALLOC_STRUCT( gl_array_attrib
);
1643 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushClientAttrib");
1647 if (!init_array_attrib_data(ctx
, attr
)) {
1652 if (save_attrib_data(&head
, GL_CLIENT_VERTEX_ARRAY_BIT
, attr
)) {
1653 save_array_attrib(ctx
, attr
, &ctx
->Array
);
1656 free_array_attrib_data(ctx
, attr
);
1657 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glPushClientAttrib");
1659 /* goto to keep safe from possible later changes */
1665 ctx
->ClientAttribStack
[ctx
->ClientAttribStackDepth
] = head
;
1666 ctx
->ClientAttribStackDepth
++;
1674 _mesa_PopClientAttrib(void)
1676 struct gl_attrib_node
*node
, *next
;
1678 GET_CURRENT_CONTEXT(ctx
);
1679 FLUSH_VERTICES(ctx
, 0);
1681 if (ctx
->ClientAttribStackDepth
== 0) {
1682 _mesa_error( ctx
, GL_STACK_UNDERFLOW
, "glPopClientAttrib" );
1686 ctx
->ClientAttribStackDepth
--;
1687 node
= ctx
->ClientAttribStack
[ctx
->ClientAttribStackDepth
];
1690 switch (node
->kind
) {
1691 case GL_CLIENT_PACK_BIT
:
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
);
1699 case GL_CLIENT_UNPACK_BIT
:
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
);
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
;
1716 _mesa_problem( ctx
, "Bad attrib flag in PopClientAttrib");
1729 * Free any attribute state data that might be attached to the context.
1732 _mesa_free_attrib_data(struct gl_context
*ctx
)
1734 while (ctx
->AttribStackDepth
> 0) {
1735 struct gl_attrib_node
*attr
, *next
;
1737 ctx
->AttribStackDepth
--;
1738 attr
= ctx
->AttribStack
[ctx
->AttribStackDepth
];
1741 if (attr
->kind
== GL_TEXTURE_BIT
) {
1742 struct texture_state
*texstate
= (struct texture_state
*)attr
->data
;
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
);
1750 _mesa_reference_shared_state(ctx
, &texstate
->SharedRef
, NULL
);
1753 /* any other chunks of state that requires special handling? */
1765 void _mesa_init_attrib( struct gl_context
*ctx
)
1767 /* Renderer and client attribute stacks */
1768 ctx
->AttribStackDepth
= 0;
1769 ctx
->ClientAttribStackDepth
= 0;