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