mesa: allow drivers not to expose ARB_color_buffer_float in GL core profile
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "mfeatures.h"
47 #include "multisample.h"
48 #include "points.h"
49 #include "polygon.h"
50 #include "shared.h"
51 #include "scissor.h"
52 #include "stencil.h"
53 #include "texenv.h"
54 #include "texgen.h"
55 #include "texobj.h"
56 #include "texparam.h"
57 #include "texstate.h"
58 #include "varray.h"
59 #include "viewport.h"
60 #include "mtypes.h"
61 #include "main/dispatch.h"
62 #include "hash.h"
63 #include <stdbool.h>
64
65
66 /**
67 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
68 */
69 struct gl_enable_attrib
70 {
71 GLboolean AlphaTest;
72 GLboolean AutoNormal;
73 GLboolean Blend;
74 GLbitfield ClipPlanes;
75 GLboolean ColorMaterial;
76 GLboolean CullFace;
77 GLboolean DepthClamp;
78 GLboolean DepthTest;
79 GLboolean Dither;
80 GLboolean Fog;
81 GLboolean Light[MAX_LIGHTS];
82 GLboolean Lighting;
83 GLboolean LineSmooth;
84 GLboolean LineStipple;
85 GLboolean IndexLogicOp;
86 GLboolean ColorLogicOp;
87
88 GLboolean Map1Color4;
89 GLboolean Map1Index;
90 GLboolean Map1Normal;
91 GLboolean Map1TextureCoord1;
92 GLboolean Map1TextureCoord2;
93 GLboolean Map1TextureCoord3;
94 GLboolean Map1TextureCoord4;
95 GLboolean Map1Vertex3;
96 GLboolean Map1Vertex4;
97 GLboolean Map2Color4;
98 GLboolean Map2Index;
99 GLboolean Map2Normal;
100 GLboolean Map2TextureCoord1;
101 GLboolean Map2TextureCoord2;
102 GLboolean Map2TextureCoord3;
103 GLboolean Map2TextureCoord4;
104 GLboolean Map2Vertex3;
105 GLboolean Map2Vertex4;
106
107 GLboolean Normalize;
108 GLboolean PixelTexture;
109 GLboolean PointSmooth;
110 GLboolean PolygonOffsetPoint;
111 GLboolean PolygonOffsetLine;
112 GLboolean PolygonOffsetFill;
113 GLboolean PolygonSmooth;
114 GLboolean PolygonStipple;
115 GLboolean RescaleNormals;
116 GLboolean Scissor;
117 GLboolean Stencil;
118 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
119 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
120 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
121 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
122 GLboolean SampleCoverage; /* GL_ARB_multisample */
123 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
124
125 GLbitfield Texture[MAX_TEXTURE_UNITS];
126 GLbitfield TexGen[MAX_TEXTURE_UNITS];
127
128 /* GL_ARB_vertex_program */
129 GLboolean VertexProgram;
130 GLboolean VertexProgramPointSize;
131 GLboolean VertexProgramTwoSide;
132
133 /* GL_ARB_fragment_program */
134 GLboolean FragmentProgram;
135
136 /* GL_ARB_point_sprite / GL_NV_point_sprite */
137 GLboolean PointSprite;
138 GLboolean FragmentShaderATI;
139
140 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
141 GLboolean sRGBEnabled;
142 };
143
144
145 /**
146 * Node for the attribute stack.
147 */
148 struct gl_attrib_node
149 {
150 GLbitfield kind;
151 void *data;
152 struct gl_attrib_node *next;
153 };
154
155
156
157 /**
158 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
159 */
160 struct texture_state
161 {
162 struct gl_texture_attrib Texture; /**< The usual context state */
163
164 /** to save per texture object state (wrap modes, filters, etc): */
165 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
166
167 /**
168 * To save references to texture objects (so they don't get accidentally
169 * deleted while saved in the attribute stack).
170 */
171 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
172
173 /* We need to keep a reference to the shared state. That's where the
174 * default texture objects are kept. We don't want that state to be
175 * freed while the attribute stack contains pointers to any default
176 * texture objects.
177 */
178 struct gl_shared_state *SharedRef;
179 };
180
181
182 /**
183 * Allocate new attribute node of given type/kind. Attach payload data.
184 * Insert it into the linked list named by 'head'.
185 */
186 static void
187 save_attrib_data(struct gl_attrib_node **head,
188 GLbitfield kind, void *payload)
189 {
190 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
191 if (n) {
192 n->kind = kind;
193 n->data = payload;
194 /* insert at head */
195 n->next = *head;
196 *head = n;
197 }
198 else {
199 /* out of memory! */
200 }
201 }
202
203
204 void GLAPIENTRY
205 _mesa_PushAttrib(GLbitfield mask)
206 {
207 struct gl_attrib_node *head;
208
209 GET_CURRENT_CONTEXT(ctx);
210
211 if (MESA_VERBOSE & VERBOSE_API)
212 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
213
214 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
215 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
216 return;
217 }
218
219 /* Build linked list of attribute nodes which save all attribute */
220 /* groups specified by the mask. */
221 head = NULL;
222
223 if (mask & GL_ACCUM_BUFFER_BIT) {
224 struct gl_accum_attrib *attr;
225 attr = MALLOC_STRUCT( gl_accum_attrib );
226 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
227 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
228 }
229
230 if (mask & GL_COLOR_BUFFER_BIT) {
231 GLuint i;
232 struct gl_colorbuffer_attrib *attr;
233 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
234 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
235 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
236 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
237 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
238 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
239 }
240
241 if (mask & GL_CURRENT_BIT) {
242 struct gl_current_attrib *attr;
243 FLUSH_CURRENT( ctx, 0 );
244 attr = MALLOC_STRUCT( gl_current_attrib );
245 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
246 save_attrib_data(&head, GL_CURRENT_BIT, attr);
247 }
248
249 if (mask & GL_DEPTH_BUFFER_BIT) {
250 struct gl_depthbuffer_attrib *attr;
251 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
252 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
253 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
254 }
255
256 if (mask & GL_ENABLE_BIT) {
257 struct gl_enable_attrib *attr;
258 GLuint i;
259 attr = MALLOC_STRUCT( gl_enable_attrib );
260 /* Copy enable flags from all other attributes into the enable struct. */
261 attr->AlphaTest = ctx->Color.AlphaEnabled;
262 attr->AutoNormal = ctx->Eval.AutoNormal;
263 attr->Blend = ctx->Color.BlendEnabled;
264 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
265 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
266 attr->CullFace = ctx->Polygon.CullFlag;
267 attr->DepthClamp = ctx->Transform.DepthClamp;
268 attr->DepthTest = ctx->Depth.Test;
269 attr->Dither = ctx->Color.DitherFlag;
270 attr->Fog = ctx->Fog.Enabled;
271 for (i = 0; i < ctx->Const.MaxLights; i++) {
272 attr->Light[i] = ctx->Light.Light[i].Enabled;
273 }
274 attr->Lighting = ctx->Light.Enabled;
275 attr->LineSmooth = ctx->Line.SmoothFlag;
276 attr->LineStipple = ctx->Line.StippleFlag;
277 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
278 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
279 attr->Map1Color4 = ctx->Eval.Map1Color4;
280 attr->Map1Index = ctx->Eval.Map1Index;
281 attr->Map1Normal = ctx->Eval.Map1Normal;
282 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
283 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
284 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
285 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
286 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
287 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
288 attr->Map2Color4 = ctx->Eval.Map2Color4;
289 attr->Map2Index = ctx->Eval.Map2Index;
290 attr->Map2Normal = ctx->Eval.Map2Normal;
291 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
292 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
293 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
294 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
295 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
296 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
297 attr->Normalize = ctx->Transform.Normalize;
298 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
299 attr->PointSmooth = ctx->Point.SmoothFlag;
300 attr->PointSprite = ctx->Point.PointSprite;
301 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
302 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
303 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
304 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
305 attr->PolygonStipple = ctx->Polygon.StippleFlag;
306 attr->RescaleNormals = ctx->Transform.RescaleNormals;
307 attr->Scissor = ctx->Scissor.Enabled;
308 attr->Stencil = ctx->Stencil.Enabled;
309 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
310 attr->MultisampleEnabled = ctx->Multisample.Enabled;
311 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
312 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
313 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
314 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
315 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
316 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
317 }
318 /* GL_ARB_vertex_program */
319 attr->VertexProgram = ctx->VertexProgram.Enabled;
320 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
321 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
322
323 /* GL_ARB_fragment_program */
324 attr->FragmentProgram = ctx->FragmentProgram.Enabled;
325
326 save_attrib_data(&head, GL_ENABLE_BIT, attr);
327
328 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
329 attr->sRGBEnabled = ctx->Color.sRGBEnabled;
330 }
331
332 if (mask & GL_EVAL_BIT) {
333 struct gl_eval_attrib *attr;
334 attr = MALLOC_STRUCT( gl_eval_attrib );
335 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
336 save_attrib_data(&head, GL_EVAL_BIT, attr);
337 }
338
339 if (mask & GL_FOG_BIT) {
340 struct gl_fog_attrib *attr;
341 attr = MALLOC_STRUCT( gl_fog_attrib );
342 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
343 save_attrib_data(&head, GL_FOG_BIT, attr);
344 }
345
346 if (mask & GL_HINT_BIT) {
347 struct gl_hint_attrib *attr;
348 attr = MALLOC_STRUCT( gl_hint_attrib );
349 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
350 save_attrib_data(&head, GL_HINT_BIT, attr);
351 }
352
353 if (mask & GL_LIGHTING_BIT) {
354 struct gl_light_attrib *attr;
355 FLUSH_CURRENT(ctx, 0); /* flush material changes */
356 attr = MALLOC_STRUCT( gl_light_attrib );
357 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
358 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
359 }
360
361 if (mask & GL_LINE_BIT) {
362 struct gl_line_attrib *attr;
363 attr = MALLOC_STRUCT( gl_line_attrib );
364 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
365 save_attrib_data(&head, GL_LINE_BIT, attr);
366 }
367
368 if (mask & GL_LIST_BIT) {
369 struct gl_list_attrib *attr;
370 attr = MALLOC_STRUCT( gl_list_attrib );
371 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
372 save_attrib_data(&head, GL_LIST_BIT, attr);
373 }
374
375 if (mask & GL_PIXEL_MODE_BIT) {
376 struct gl_pixel_attrib *attr;
377 attr = MALLOC_STRUCT( gl_pixel_attrib );
378 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
379 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
380 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
381 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
382 }
383
384 if (mask & GL_POINT_BIT) {
385 struct gl_point_attrib *attr;
386 attr = MALLOC_STRUCT( gl_point_attrib );
387 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
388 save_attrib_data(&head, GL_POINT_BIT, attr);
389 }
390
391 if (mask & GL_POLYGON_BIT) {
392 struct gl_polygon_attrib *attr;
393 attr = MALLOC_STRUCT( gl_polygon_attrib );
394 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
395 save_attrib_data(&head, GL_POLYGON_BIT, attr);
396 }
397
398 if (mask & GL_POLYGON_STIPPLE_BIT) {
399 GLuint *stipple;
400 stipple = malloc( 32*sizeof(GLuint) );
401 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
402 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
403 }
404
405 if (mask & GL_SCISSOR_BIT) {
406 struct gl_scissor_attrib *attr;
407 attr = MALLOC_STRUCT( gl_scissor_attrib );
408 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
409 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
410 }
411
412 if (mask & GL_STENCIL_BUFFER_BIT) {
413 struct gl_stencil_attrib *attr;
414 attr = MALLOC_STRUCT( gl_stencil_attrib );
415 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
416 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
417 }
418
419 if (mask & GL_TEXTURE_BIT) {
420 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
421 GLuint u, tex;
422
423 if (!texstate) {
424 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
425 goto end;
426 }
427
428 _mesa_lock_context_textures(ctx);
429
430 /* copy/save the bulk of texture state here */
431 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
432
433 /* Save references to the currently bound texture objects so they don't
434 * accidentally get deleted while referenced in the attribute stack.
435 */
436 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
437 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
438 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
439 ctx->Texture.Unit[u].CurrentTex[tex]);
440 }
441 }
442
443 /* copy state/contents of the currently bound texture objects */
444 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
445 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
446 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
447 ctx->Texture.Unit[u].CurrentTex[tex]);
448 }
449 }
450
451 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
452
453 _mesa_unlock_context_textures(ctx);
454
455 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
456 }
457
458 if (mask & GL_TRANSFORM_BIT) {
459 struct gl_transform_attrib *attr;
460 attr = MALLOC_STRUCT( gl_transform_attrib );
461 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
462 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
463 }
464
465 if (mask & GL_VIEWPORT_BIT) {
466 struct gl_viewport_attrib *attr;
467 attr = MALLOC_STRUCT( gl_viewport_attrib );
468 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
469 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
470 }
471
472 /* GL_ARB_multisample */
473 if (mask & GL_MULTISAMPLE_BIT_ARB) {
474 struct gl_multisample_attrib *attr;
475 attr = MALLOC_STRUCT( gl_multisample_attrib );
476 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
477 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
478 }
479
480 end:
481 ctx->AttribStack[ctx->AttribStackDepth] = head;
482 ctx->AttribStackDepth++;
483 }
484
485
486
487 static void
488 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
489 {
490 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
491 GLuint i;
492
493 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
494 if ((VALUE) != (NEWVALUE)) { \
495 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
496 }
497
498 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
499 if (ctx->Color.BlendEnabled != enable->Blend) {
500 if (ctx->Extensions.EXT_draw_buffers2) {
501 GLuint i;
502 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
503 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
504 }
505 }
506 else {
507 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
508 }
509 }
510
511 for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
512 const GLuint mask = 1 << i;
513 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
514 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
515 !!(enable->ClipPlanes & mask));
516 }
517
518 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
519 GL_COLOR_MATERIAL);
520 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
521 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
522 GL_DEPTH_CLAMP);
523 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
524 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
525 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
526 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
527 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
528 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
529 GL_LINE_STIPPLE);
530 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
531 GL_INDEX_LOGIC_OP);
532 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
533 GL_COLOR_LOGIC_OP);
534
535 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
536 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
537 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
538 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
539 GL_MAP1_TEXTURE_COORD_1);
540 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
541 GL_MAP1_TEXTURE_COORD_2);
542 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
543 GL_MAP1_TEXTURE_COORD_3);
544 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
545 GL_MAP1_TEXTURE_COORD_4);
546 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
547 GL_MAP1_VERTEX_3);
548 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
549 GL_MAP1_VERTEX_4);
550
551 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
552 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
553 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
554 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
555 GL_MAP2_TEXTURE_COORD_1);
556 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
557 GL_MAP2_TEXTURE_COORD_2);
558 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
559 GL_MAP2_TEXTURE_COORD_3);
560 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
561 GL_MAP2_TEXTURE_COORD_4);
562 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
563 GL_MAP2_VERTEX_3);
564 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
565 GL_MAP2_VERTEX_4);
566
567 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
568 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
569 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
570 GL_RESCALE_NORMAL_EXT);
571 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
572 enable->RasterPositionUnclipped,
573 GL_RASTER_POSITION_UNCLIPPED_IBM);
574 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
575 GL_POINT_SMOOTH);
576 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
577 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
578 GL_POINT_SPRITE_NV);
579 }
580 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
581 GL_POLYGON_OFFSET_POINT);
582 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
583 GL_POLYGON_OFFSET_LINE);
584 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
585 GL_POLYGON_OFFSET_FILL);
586 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
587 GL_POLYGON_SMOOTH);
588 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
589 GL_POLYGON_STIPPLE);
590 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
591 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
592 if (ctx->Extensions.EXT_stencil_two_side) {
593 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
594 }
595 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
596 GL_MULTISAMPLE_ARB);
597 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
598 enable->SampleAlphaToCoverage,
599 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
600 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
601 enable->SampleAlphaToOne,
602 GL_SAMPLE_ALPHA_TO_ONE_ARB);
603 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
604 enable->SampleCoverage,
605 GL_SAMPLE_COVERAGE_ARB);
606 /* GL_ARB_vertex_program */
607 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
608 enable->VertexProgram,
609 GL_VERTEX_PROGRAM_ARB);
610 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
611 enable->VertexProgramPointSize,
612 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
613 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
614 enable->VertexProgramTwoSide,
615 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
616
617 /* GL_ARB_fragment_program */
618 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
619 enable->FragmentProgram,
620 GL_FRAGMENT_PROGRAM_ARB);
621
622 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
623 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
624 GL_FRAMEBUFFER_SRGB);
625
626 /* texture unit enables */
627 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
628 const GLbitfield enabled = enable->Texture[i];
629 const GLbitfield genEnabled = enable->TexGen[i];
630
631 if (ctx->Texture.Unit[i].Enabled != enabled) {
632 _mesa_ActiveTexture(GL_TEXTURE0 + i);
633
634 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
635 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
636 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
637 if (ctx->Extensions.NV_texture_rectangle) {
638 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
639 !!(enabled & TEXTURE_RECT_BIT));
640 }
641 if (ctx->Extensions.ARB_texture_cube_map) {
642 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
643 !!(enabled & TEXTURE_CUBE_BIT));
644 }
645 if (ctx->Extensions.MESA_texture_array) {
646 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
647 !!(enabled & TEXTURE_1D_ARRAY_BIT));
648 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
649 !!(enabled & TEXTURE_2D_ARRAY_BIT));
650 }
651 }
652
653 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
654 _mesa_ActiveTexture(GL_TEXTURE0 + i);
655 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
656 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
657 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
658 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
659 }
660 }
661
662 _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
663 }
664
665
666 /**
667 * Pop/restore texture attribute/group state.
668 */
669 static void
670 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
671 {
672 GLuint u;
673
674 _mesa_lock_context_textures(ctx);
675
676 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
677 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
678 GLuint tgt;
679
680 _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
681 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
682 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
683 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
684 if (ctx->Extensions.ARB_texture_cube_map) {
685 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
686 !!(unit->Enabled & TEXTURE_CUBE_BIT));
687 }
688 if (ctx->Extensions.NV_texture_rectangle) {
689 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
690 !!(unit->Enabled & TEXTURE_RECT_BIT));
691 }
692 if (ctx->Extensions.MESA_texture_array) {
693 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
694 !!(unit->Enabled & TEXTURE_1D_ARRAY_BIT));
695 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
696 !!(unit->Enabled & TEXTURE_2D_ARRAY_BIT));
697 }
698 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
699 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
700 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
701 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
702 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
703 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
704 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
705 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
706 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
707 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
708 /* Eye plane done differently to avoid re-transformation */
709 {
710 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
711 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
712 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
713 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
714 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
715 if (ctx->Driver.TexGen) {
716 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
717 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
718 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
719 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
720 }
721 }
722 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
723 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
724 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
725 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
726 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
727 unit->LodBias);
728 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
729 unit->Combine.ModeRGB);
730 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
731 unit->Combine.ModeA);
732 {
733 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
734 GLuint i;
735 for (i = 0; i < n; i++) {
736 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
737 unit->Combine.SourceRGB[i]);
738 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
739 unit->Combine.SourceA[i]);
740 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
741 unit->Combine.OperandRGB[i]);
742 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
743 unit->Combine.OperandA[i]);
744 }
745 }
746 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
747 1 << unit->Combine.ScaleShiftRGB);
748 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
749 1 << unit->Combine.ScaleShiftA);
750
751 /* Restore texture object state for each target */
752 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
753 const struct gl_texture_object *obj = NULL;
754 const struct gl_sampler_object *samp;
755 GLenum target;
756
757 obj = &texstate->SavedObj[u][tgt];
758
759 /* don't restore state for unsupported targets to prevent
760 * raising GL errors.
761 */
762 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
763 !ctx->Extensions.ARB_texture_cube_map) {
764 continue;
765 }
766 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
767 !ctx->Extensions.NV_texture_rectangle) {
768 continue;
769 }
770 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
771 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
772 !ctx->Extensions.MESA_texture_array) {
773 continue;
774 }
775 else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
776 !ctx->Extensions.ARB_texture_cube_map_array) {
777 continue;
778 } else if (obj->Target == GL_TEXTURE_BUFFER)
779 continue;
780 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
781 continue;
782 else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
783 obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
784 continue;
785
786 target = obj->Target;
787
788 _mesa_BindTexture(target, obj->Name);
789
790 samp = &obj->Sampler;
791
792 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
793 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
794 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
795 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
796 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
797 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
798 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
799 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
800 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
801 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
802 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
803 if (target != GL_TEXTURE_RECTANGLE_ARB)
804 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
805 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
806 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
807 samp->MaxAnisotropy);
808 }
809 if (ctx->Extensions.ARB_shadow) {
810 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
811 samp->CompareMode);
812 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
813 samp->CompareFunc);
814 }
815 if (ctx->Extensions.ARB_depth_texture)
816 _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
817 }
818
819 /* remove saved references to the texture objects */
820 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
821 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
822 }
823 }
824
825 _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
826
827 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
828
829 _mesa_unlock_context_textures(ctx);
830 }
831
832
833 /*
834 * This function is kind of long just because we have to call a lot
835 * of device driver functions to update device driver state.
836 *
837 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
838 * in order to restore GL state. This isn't terribly efficient but it
839 * ensures that dirty flags and any derived state gets updated correctly.
840 * We could at least check if the value to restore equals the current value
841 * and then skip the Mesa call.
842 */
843 void GLAPIENTRY
844 _mesa_PopAttrib(void)
845 {
846 struct gl_attrib_node *attr, *next;
847 GET_CURRENT_CONTEXT(ctx);
848 FLUSH_VERTICES(ctx, 0);
849
850 if (ctx->AttribStackDepth == 0) {
851 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
852 return;
853 }
854
855 ctx->AttribStackDepth--;
856 attr = ctx->AttribStack[ctx->AttribStackDepth];
857
858 while (attr) {
859
860 if (MESA_VERBOSE & VERBOSE_API) {
861 _mesa_debug(ctx, "glPopAttrib %s\n",
862 _mesa_lookup_enum_by_nr(attr->kind));
863 }
864
865 switch (attr->kind) {
866 case GL_ACCUM_BUFFER_BIT:
867 {
868 const struct gl_accum_attrib *accum;
869 accum = (const struct gl_accum_attrib *) attr->data;
870 _mesa_ClearAccum(accum->ClearColor[0],
871 accum->ClearColor[1],
872 accum->ClearColor[2],
873 accum->ClearColor[3]);
874 }
875 break;
876 case GL_COLOR_BUFFER_BIT:
877 {
878 const struct gl_colorbuffer_attrib *color;
879
880 color = (const struct gl_colorbuffer_attrib *) attr->data;
881 _mesa_ClearIndex((GLfloat) color->ClearIndex);
882 _mesa_ClearColor(color->ClearColor.f[0],
883 color->ClearColor.f[1],
884 color->ClearColor.f[2],
885 color->ClearColor.f[3]);
886 _mesa_IndexMask(color->IndexMask);
887 if (!ctx->Extensions.EXT_draw_buffers2) {
888 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
889 (GLboolean) (color->ColorMask[0][1] != 0),
890 (GLboolean) (color->ColorMask[0][2] != 0),
891 (GLboolean) (color->ColorMask[0][3] != 0));
892 }
893 else {
894 GLuint i;
895 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
896 _mesa_ColorMaski(i,
897 (GLboolean) (color->ColorMask[i][0] != 0),
898 (GLboolean) (color->ColorMask[i][1] != 0),
899 (GLboolean) (color->ColorMask[i][2] != 0),
900 (GLboolean) (color->ColorMask[i][3] != 0));
901 }
902 }
903 {
904 /* Need to determine if more than one color output is
905 * specified. If so, call glDrawBuffersARB, else call
906 * glDrawBuffer(). This is a subtle, but essential point
907 * since GL_FRONT (for example) is illegal for the former
908 * function, but legal for the later.
909 */
910 GLboolean multipleBuffers = GL_FALSE;
911 GLuint i;
912
913 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
914 if (color->DrawBuffer[i] != GL_NONE) {
915 multipleBuffers = GL_TRUE;
916 break;
917 }
918 }
919 /* Call the API_level functions, not _mesa_drawbuffers()
920 * since we need to do error checking on the pop'd
921 * GL_DRAW_BUFFER.
922 * Ex: if GL_FRONT were pushed, but we're popping with a
923 * user FBO bound, GL_FRONT will be illegal and we'll need
924 * to record that error. Per OpenGL ARB decision.
925 */
926 if (multipleBuffers)
927 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers,
928 color->DrawBuffer);
929 else
930 _mesa_DrawBuffer(color->DrawBuffer[0]);
931 }
932 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
933 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
934 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
935 if (ctx->Extensions.EXT_draw_buffers2) {
936 GLuint i;
937 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
938 _mesa_set_enablei(ctx, GL_BLEND, i,
939 (color->BlendEnabled >> i) & 1);
940 }
941 }
942 else {
943 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
944 }
945 }
946 if (ctx->Color._BlendFuncPerBuffer ||
947 ctx->Color._BlendEquationPerBuffer) {
948 /* set blend per buffer */
949 GLuint buf;
950 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
951 _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
952 color->Blend[buf].DstRGB,
953 color->Blend[buf].SrcA,
954 color->Blend[buf].DstA);
955 _mesa_BlendEquationSeparateiARB(buf,
956 color->Blend[buf].EquationRGB,
957 color->Blend[buf].EquationA);
958 }
959 }
960 else {
961 /* set same blend modes for all buffers */
962 _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
963 color->Blend[0].DstRGB,
964 color->Blend[0].SrcA,
965 color->Blend[0].DstA);
966 /* This special case is because glBlendEquationSeparateEXT
967 * cannot take GL_LOGIC_OP as a parameter.
968 */
969 if (color->Blend[0].EquationRGB ==
970 color->Blend[0].EquationA) {
971 _mesa_BlendEquation(color->Blend[0].EquationRGB);
972 }
973 else {
974 _mesa_BlendEquationSeparate(
975 color->Blend[0].EquationRGB,
976 color->Blend[0].EquationA);
977 }
978 }
979 _mesa_BlendColor(color->BlendColorUnclamped[0],
980 color->BlendColorUnclamped[1],
981 color->BlendColorUnclamped[2],
982 color->BlendColorUnclamped[3]);
983 _mesa_LogicOp(color->LogicOp);
984 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
985 color->ColorLogicOpEnabled);
986 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
987 color->IndexLogicOpEnabled);
988 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
989 if (ctx->Extensions.ARB_color_buffer_float)
990 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
991 color->ClampFragmentColor);
992 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
993
994 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
995 if (ctx->Extensions.EXT_framebuffer_sRGB)
996 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
997 }
998 break;
999 case GL_CURRENT_BIT:
1000 FLUSH_CURRENT( ctx, 0 );
1001 memcpy( &ctx->Current, attr->data,
1002 sizeof(struct gl_current_attrib) );
1003 break;
1004 case GL_DEPTH_BUFFER_BIT:
1005 {
1006 const struct gl_depthbuffer_attrib *depth;
1007 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1008 _mesa_DepthFunc(depth->Func);
1009 _mesa_ClearDepth(depth->Clear);
1010 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1011 _mesa_DepthMask(depth->Mask);
1012 }
1013 break;
1014 case GL_ENABLE_BIT:
1015 {
1016 const struct gl_enable_attrib *enable;
1017 enable = (const struct gl_enable_attrib *) attr->data;
1018 pop_enable_group(ctx, enable);
1019 ctx->NewState |= _NEW_ALL;
1020 }
1021 break;
1022 case GL_EVAL_BIT:
1023 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1024 ctx->NewState |= _NEW_EVAL;
1025 break;
1026 case GL_FOG_BIT:
1027 {
1028 const struct gl_fog_attrib *fog;
1029 fog = (const struct gl_fog_attrib *) attr->data;
1030 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1031 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1032 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1033 _mesa_Fogf(GL_FOG_START, fog->Start);
1034 _mesa_Fogf(GL_FOG_END, fog->End);
1035 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1036 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1037 }
1038 break;
1039 case GL_HINT_BIT:
1040 {
1041 const struct gl_hint_attrib *hint;
1042 hint = (const struct gl_hint_attrib *) attr->data;
1043 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1044 hint->PerspectiveCorrection );
1045 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1046 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1047 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1048 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1049 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1050 hint->ClipVolumeClipping);
1051 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1052 hint->TextureCompression);
1053 }
1054 break;
1055 case GL_LIGHTING_BIT:
1056 {
1057 GLuint i;
1058 const struct gl_light_attrib *light;
1059 light = (const struct gl_light_attrib *) attr->data;
1060 /* lighting enable */
1061 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1062 /* per-light state */
1063 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1064 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1065
1066 for (i = 0; i < ctx->Const.MaxLights; i++) {
1067 const struct gl_light *l = &light->Light[i];
1068 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1069 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1070 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1071 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1072 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1073 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1074 {
1075 GLfloat p[4] = { 0 };
1076 p[0] = l->SpotExponent;
1077 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1078 }
1079 {
1080 GLfloat p[4] = { 0 };
1081 p[0] = l->SpotCutoff;
1082 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1083 }
1084 {
1085 GLfloat p[4] = { 0 };
1086 p[0] = l->ConstantAttenuation;
1087 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1088 }
1089 {
1090 GLfloat p[4] = { 0 };
1091 p[0] = l->LinearAttenuation;
1092 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1093 }
1094 {
1095 GLfloat p[4] = { 0 };
1096 p[0] = l->QuadraticAttenuation;
1097 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1098 }
1099 }
1100 /* light model */
1101 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1102 light->Model.Ambient);
1103 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1104 (GLfloat) light->Model.LocalViewer);
1105 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1106 (GLfloat) light->Model.TwoSide);
1107 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1108 (GLfloat) light->Model.ColorControl);
1109 /* shade model */
1110 _mesa_ShadeModel(light->ShadeModel);
1111 /* color material */
1112 _mesa_ColorMaterial(light->ColorMaterialFace,
1113 light->ColorMaterialMode);
1114 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1115 light->ColorMaterialEnabled);
1116 /* materials */
1117 memcpy(&ctx->Light.Material, &light->Material,
1118 sizeof(struct gl_material));
1119 if (ctx->Extensions.ARB_color_buffer_float) {
1120 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1121 light->ClampVertexColor);
1122 }
1123 }
1124 break;
1125 case GL_LINE_BIT:
1126 {
1127 const struct gl_line_attrib *line;
1128 line = (const struct gl_line_attrib *) attr->data;
1129 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1130 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1131 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1132 _mesa_LineWidth(line->Width);
1133 }
1134 break;
1135 case GL_LIST_BIT:
1136 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1137 break;
1138 case GL_PIXEL_MODE_BIT:
1139 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1140 /* XXX what other pixel state needs to be set by function calls? */
1141 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1142 ctx->NewState |= _NEW_PIXEL;
1143 break;
1144 case GL_POINT_BIT:
1145 {
1146 const struct gl_point_attrib *point;
1147 point = (const struct gl_point_attrib *) attr->data;
1148 _mesa_PointSize(point->Size);
1149 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1150 if (ctx->Extensions.EXT_point_parameters) {
1151 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1152 point->Params);
1153 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1154 point->MinSize);
1155 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1156 point->MaxSize);
1157 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1158 point->Threshold);
1159 }
1160 if (ctx->Extensions.NV_point_sprite
1161 || ctx->Extensions.ARB_point_sprite) {
1162 GLuint u;
1163 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1164 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1165 (GLint) point->CoordReplace[u]);
1166 }
1167 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1168 if (ctx->Extensions.NV_point_sprite)
1169 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1170 ctx->Point.SpriteRMode);
1171
1172 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1173 || ctx->API == API_OPENGL_CORE)
1174 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1175 (GLfloat)ctx->Point.SpriteOrigin);
1176 }
1177 }
1178 break;
1179 case GL_POLYGON_BIT:
1180 {
1181 const struct gl_polygon_attrib *polygon;
1182 polygon = (const struct gl_polygon_attrib *) attr->data;
1183 _mesa_CullFace(polygon->CullFaceMode);
1184 _mesa_FrontFace(polygon->FrontFace);
1185 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1186 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1187 _mesa_PolygonOffset(polygon->OffsetFactor,
1188 polygon->OffsetUnits);
1189 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1190 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1191 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1192 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1193 polygon->OffsetPoint);
1194 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1195 polygon->OffsetLine);
1196 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1197 polygon->OffsetFill);
1198 }
1199 break;
1200 case GL_POLYGON_STIPPLE_BIT:
1201 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1202 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1203 if (ctx->Driver.PolygonStipple)
1204 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1205 break;
1206 case GL_SCISSOR_BIT:
1207 {
1208 const struct gl_scissor_attrib *scissor;
1209 scissor = (const struct gl_scissor_attrib *) attr->data;
1210 _mesa_Scissor(scissor->X, scissor->Y,
1211 scissor->Width, scissor->Height);
1212 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1213 }
1214 break;
1215 case GL_STENCIL_BUFFER_BIT:
1216 {
1217 const struct gl_stencil_attrib *stencil;
1218 stencil = (const struct gl_stencil_attrib *) attr->data;
1219 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1220 _mesa_ClearStencil(stencil->Clear);
1221 if (ctx->Extensions.EXT_stencil_two_side) {
1222 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1223 stencil->TestTwoSide);
1224 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1225 ? GL_BACK : GL_FRONT);
1226 }
1227 /* front state */
1228 _mesa_StencilFuncSeparate(GL_FRONT,
1229 stencil->Function[0],
1230 stencil->Ref[0],
1231 stencil->ValueMask[0]);
1232 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1233 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1234 stencil->ZFailFunc[0],
1235 stencil->ZPassFunc[0]);
1236 /* back state */
1237 _mesa_StencilFuncSeparate(GL_BACK,
1238 stencil->Function[1],
1239 stencil->Ref[1],
1240 stencil->ValueMask[1]);
1241 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1242 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1243 stencil->ZFailFunc[1],
1244 stencil->ZPassFunc[1]);
1245 }
1246 break;
1247 case GL_TRANSFORM_BIT:
1248 {
1249 GLuint i;
1250 const struct gl_transform_attrib *xform;
1251 xform = (const struct gl_transform_attrib *) attr->data;
1252 _mesa_MatrixMode(xform->MatrixMode);
1253 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1254 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1255
1256 /* restore clip planes */
1257 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1258 const GLuint mask = 1 << i;
1259 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1260 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1261 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1262 !!(xform->ClipPlanesEnabled & mask));
1263 if (ctx->Driver.ClipPlane)
1264 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1265 }
1266
1267 /* normalize/rescale */
1268 if (xform->Normalize != ctx->Transform.Normalize)
1269 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1270 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1271 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1272 ctx->Transform.RescaleNormals);
1273 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1274 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1275 ctx->Transform.DepthClamp);
1276 }
1277 break;
1278 case GL_TEXTURE_BIT:
1279 {
1280 struct texture_state *texstate
1281 = (struct texture_state *) attr->data;
1282 pop_texture_group(ctx, texstate);
1283 ctx->NewState |= _NEW_TEXTURE;
1284 }
1285 break;
1286 case GL_VIEWPORT_BIT:
1287 {
1288 const struct gl_viewport_attrib *vp;
1289 vp = (const struct gl_viewport_attrib *) attr->data;
1290 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1291 _mesa_DepthRange(vp->Near, vp->Far);
1292 }
1293 break;
1294 case GL_MULTISAMPLE_BIT_ARB:
1295 {
1296 const struct gl_multisample_attrib *ms;
1297 ms = (const struct gl_multisample_attrib *) attr->data;
1298
1299 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1300 ms->Enabled,
1301 GL_MULTISAMPLE);
1302
1303 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1304 ms->SampleCoverage,
1305 GL_SAMPLE_COVERAGE);
1306
1307 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1308 ms->SampleAlphaToCoverage,
1309 GL_SAMPLE_ALPHA_TO_COVERAGE);
1310
1311 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1312 ms->SampleAlphaToOne,
1313 GL_SAMPLE_ALPHA_TO_ONE);
1314
1315 _mesa_SampleCoverage(ms->SampleCoverageValue,
1316 ms->SampleCoverageInvert);
1317 }
1318 break;
1319
1320 default:
1321 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1322 break;
1323 }
1324
1325 next = attr->next;
1326 free(attr->data);
1327 free(attr);
1328 attr = next;
1329 }
1330 }
1331
1332
1333 /**
1334 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1335 * object refcounts.
1336 */
1337 static void
1338 copy_pixelstore(struct gl_context *ctx,
1339 struct gl_pixelstore_attrib *dst,
1340 const struct gl_pixelstore_attrib *src)
1341 {
1342 dst->Alignment = src->Alignment;
1343 dst->RowLength = src->RowLength;
1344 dst->SkipPixels = src->SkipPixels;
1345 dst->SkipRows = src->SkipRows;
1346 dst->ImageHeight = src->ImageHeight;
1347 dst->SkipImages = src->SkipImages;
1348 dst->SwapBytes = src->SwapBytes;
1349 dst->LsbFirst = src->LsbFirst;
1350 dst->Invert = src->Invert;
1351 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1352 }
1353
1354
1355 #define GL_CLIENT_PACK_BIT (1<<20)
1356 #define GL_CLIENT_UNPACK_BIT (1<<21)
1357
1358 /**
1359 * Copy gl_array_object from src to dest.
1360 * 'dest' must be in an initialized state.
1361 */
1362 static void
1363 copy_array_object(struct gl_context *ctx,
1364 struct gl_array_object *dest,
1365 struct gl_array_object *src)
1366 {
1367 GLuint i;
1368
1369 /* skip Name */
1370 /* skip RefCount */
1371
1372 /* In theory must be the same anyway, but on recreate make sure it matches */
1373 dest->ARBsemantics = src->ARBsemantics;
1374
1375 for (i = 0; i < Elements(src->VertexAttrib); i++)
1376 _mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1377
1378 /* _Enabled must be the same than on push */
1379 dest->_Enabled = src->_Enabled;
1380 dest->_MaxElement = src->_MaxElement;
1381 }
1382
1383 /**
1384 * Copy gl_array_attrib from src to dest.
1385 * 'dest' must be in an initialized state.
1386 */
1387 static void
1388 copy_array_attrib(struct gl_context *ctx,
1389 struct gl_array_attrib *dest,
1390 struct gl_array_attrib *src,
1391 bool vbo_deleted)
1392 {
1393 /* skip ArrayObj */
1394 /* skip DefaultArrayObj, Objects */
1395 dest->ActiveTexture = src->ActiveTexture;
1396 dest->LockFirst = src->LockFirst;
1397 dest->LockCount = src->LockCount;
1398 dest->PrimitiveRestart = src->PrimitiveRestart;
1399 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1400 dest->_PrimitiveRestart = src->_PrimitiveRestart;
1401 dest->RestartIndex = src->RestartIndex;
1402 dest->_RestartIndex = src->_RestartIndex;
1403 /* skip NewState */
1404 /* skip RebindArrays */
1405
1406 if (!vbo_deleted)
1407 copy_array_object(ctx, dest->ArrayObj, src->ArrayObj);
1408
1409 /* skip ArrayBufferObj */
1410 /* skip ElementArrayBufferObj */
1411 }
1412
1413 /**
1414 * Save the content of src to dest.
1415 */
1416 static void
1417 save_array_attrib(struct gl_context *ctx,
1418 struct gl_array_attrib *dest,
1419 struct gl_array_attrib *src)
1420 {
1421 /* Set the Name, needed for restore, but do never overwrite.
1422 * Needs to match value in the object hash. */
1423 dest->ArrayObj->Name = src->ArrayObj->Name;
1424 /* And copy all of the rest. */
1425 copy_array_attrib(ctx, dest, src, false);
1426
1427 /* Just reference them here */
1428 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1429 src->ArrayBufferObj);
1430 _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj,
1431 src->ArrayObj->ElementArrayBufferObj);
1432 }
1433
1434 /**
1435 * Restore the content of src to dest.
1436 */
1437 static void
1438 restore_array_attrib(struct gl_context *ctx,
1439 struct gl_array_attrib *dest,
1440 struct gl_array_attrib *src)
1441 {
1442 /* The ARB_vertex_array_object spec says:
1443 *
1444 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1445 * if array is not a name returned from a previous call to
1446 * GenVertexArrays, or if such a name has since been deleted with
1447 * DeleteVertexArrays."
1448 *
1449 * Therefore popping a deleted VAO cannot magically recreate it.
1450 *
1451 * The semantics of objects created using APPLE_vertex_array_objects behave
1452 * differently. These objects expect to be recreated by pop. Alas.
1453 */
1454 const bool arb_vao = (src->ArrayObj->Name != 0
1455 && src->ArrayObj->ARBsemantics);
1456
1457 if (arb_vao && !_mesa_IsVertexArray(src->ArrayObj->Name))
1458 return;
1459
1460 _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name);
1461
1462 /* Restore or recreate the buffer objects by the names ... */
1463 if (!arb_vao
1464 || src->ArrayBufferObj->Name == 0
1465 || _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1466 /* ... and restore its content */
1467 copy_array_attrib(ctx, dest, src, false);
1468
1469 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1470 src->ArrayBufferObj->Name);
1471 } else {
1472 copy_array_attrib(ctx, dest, src, true);
1473 }
1474
1475 if (!arb_vao
1476 || src->ArrayObj->ElementArrayBufferObj->Name == 0
1477 || _mesa_IsBuffer(src->ArrayObj->ElementArrayBufferObj->Name))
1478 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1479 src->ArrayObj->ElementArrayBufferObj->Name);
1480 }
1481
1482 /**
1483 * init/alloc the fields of 'attrib'.
1484 * Needs to the init part matching free_array_attrib_data below.
1485 */
1486 static void
1487 init_array_attrib_data(struct gl_context *ctx,
1488 struct gl_array_attrib *attrib)
1489 {
1490 /* Get a non driver gl_array_object. */
1491 attrib->ArrayObj = CALLOC_STRUCT( gl_array_object );
1492 _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0);
1493 }
1494
1495 /**
1496 * Free/unreference the fields of 'attrib' but don't delete it (that's
1497 * done later in the calling code).
1498 * Needs to the cleanup part matching init_array_attrib_data above.
1499 */
1500 static void
1501 free_array_attrib_data(struct gl_context *ctx,
1502 struct gl_array_attrib *attrib)
1503 {
1504 /* We use a non driver array object, so don't just unref since we would
1505 * end up using the drivers DeleteArrayObject function for deletion. */
1506 _mesa_delete_array_object(ctx, attrib->ArrayObj);
1507 attrib->ArrayObj = 0;
1508 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1509 }
1510
1511
1512 void GLAPIENTRY
1513 _mesa_PushClientAttrib(GLbitfield mask)
1514 {
1515 struct gl_attrib_node *head;
1516
1517 GET_CURRENT_CONTEXT(ctx);
1518
1519 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1520 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1521 return;
1522 }
1523
1524 /* Build linked list of attribute nodes which save all attribute
1525 * groups specified by the mask.
1526 */
1527 head = NULL;
1528
1529 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1530 struct gl_pixelstore_attrib *attr;
1531 /* packing attribs */
1532 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1533 copy_pixelstore(ctx, attr, &ctx->Pack);
1534 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1535 /* unpacking attribs */
1536 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1537 copy_pixelstore(ctx, attr, &ctx->Unpack);
1538 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1539 }
1540
1541 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1542 struct gl_array_attrib *attr;
1543 attr = CALLOC_STRUCT( gl_array_attrib );
1544 init_array_attrib_data(ctx, attr);
1545 save_array_attrib(ctx, attr, &ctx->Array);
1546 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1547 }
1548
1549 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1550 ctx->ClientAttribStackDepth++;
1551 }
1552
1553
1554
1555
1556 void GLAPIENTRY
1557 _mesa_PopClientAttrib(void)
1558 {
1559 struct gl_attrib_node *node, *next;
1560
1561 GET_CURRENT_CONTEXT(ctx);
1562 FLUSH_VERTICES(ctx, 0);
1563
1564 if (ctx->ClientAttribStackDepth == 0) {
1565 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1566 return;
1567 }
1568
1569 ctx->ClientAttribStackDepth--;
1570 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1571
1572 while (node) {
1573 switch (node->kind) {
1574 case GL_CLIENT_PACK_BIT:
1575 {
1576 struct gl_pixelstore_attrib *store =
1577 (struct gl_pixelstore_attrib *) node->data;
1578 copy_pixelstore(ctx, &ctx->Pack, store);
1579 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1580 }
1581 ctx->NewState |= _NEW_PACKUNPACK;
1582 break;
1583 case GL_CLIENT_UNPACK_BIT:
1584 {
1585 struct gl_pixelstore_attrib *store =
1586 (struct gl_pixelstore_attrib *) node->data;
1587 copy_pixelstore(ctx, &ctx->Unpack, store);
1588 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1589 }
1590 ctx->NewState |= _NEW_PACKUNPACK;
1591 break;
1592 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1593 struct gl_array_attrib * attr =
1594 (struct gl_array_attrib *) node->data;
1595 restore_array_attrib(ctx, &ctx->Array, attr);
1596 free_array_attrib_data(ctx, attr);
1597 ctx->NewState |= _NEW_ARRAY;
1598 break;
1599 }
1600 default:
1601 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1602 break;
1603 }
1604
1605 next = node->next;
1606 free(node->data);
1607 free(node);
1608 node = next;
1609 }
1610 }
1611
1612
1613 /**
1614 * Free any attribute state data that might be attached to the context.
1615 */
1616 void
1617 _mesa_free_attrib_data(struct gl_context *ctx)
1618 {
1619 while (ctx->AttribStackDepth > 0) {
1620 struct gl_attrib_node *attr, *next;
1621
1622 ctx->AttribStackDepth--;
1623 attr = ctx->AttribStack[ctx->AttribStackDepth];
1624
1625 while (attr) {
1626 if (attr->kind == GL_TEXTURE_BIT) {
1627 struct texture_state *texstate = (struct texture_state*)attr->data;
1628 GLuint u, tgt;
1629 /* clear references to the saved texture objects */
1630 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1631 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1632 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1633 }
1634 }
1635 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1636 }
1637 else {
1638 /* any other chunks of state that requires special handling? */
1639 }
1640
1641 next = attr->next;
1642 free(attr->data);
1643 free(attr);
1644 attr = next;
1645 }
1646 }
1647 }
1648
1649
1650 void _mesa_init_attrib( struct gl_context *ctx )
1651 {
1652 /* Renderer and client attribute stacks */
1653 ctx->AttribStackDepth = 0;
1654 ctx->ClientAttribStackDepth = 0;
1655 }