mesa: Restore all the scissor rectangles in _mesa_PopAttrib
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "colormac.h"
36 #include "context.h"
37 #include "depth.h"
38 #include "enable.h"
39 #include "enums.h"
40 #include "fog.h"
41 #include "hint.h"
42 #include "light.h"
43 #include "lines.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "multisample.h"
47 #include "points.h"
48 #include "polygon.h"
49 #include "shared.h"
50 #include "scissor.h"
51 #include "stencil.h"
52 #include "texenv.h"
53 #include "texgen.h"
54 #include "texobj.h"
55 #include "texparam.h"
56 #include "texstate.h"
57 #include "varray.h"
58 #include "viewport.h"
59 #include "mtypes.h"
60 #include "main/dispatch.h"
61 #include "hash.h"
62 #include <stdbool.h>
63
64
65 /**
66 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
67 */
68 struct gl_enable_attrib
69 {
70 GLboolean AlphaTest;
71 GLboolean AutoNormal;
72 GLboolean Blend;
73 GLbitfield ClipPlanes;
74 GLboolean ColorMaterial;
75 GLboolean CullFace;
76 GLboolean DepthClamp;
77 GLboolean DepthTest;
78 GLboolean Dither;
79 GLboolean Fog;
80 GLboolean Light[MAX_LIGHTS];
81 GLboolean Lighting;
82 GLboolean LineSmooth;
83 GLboolean LineStipple;
84 GLboolean IndexLogicOp;
85 GLboolean ColorLogicOp;
86
87 GLboolean Map1Color4;
88 GLboolean Map1Index;
89 GLboolean Map1Normal;
90 GLboolean Map1TextureCoord1;
91 GLboolean Map1TextureCoord2;
92 GLboolean Map1TextureCoord3;
93 GLboolean Map1TextureCoord4;
94 GLboolean Map1Vertex3;
95 GLboolean Map1Vertex4;
96 GLboolean Map2Color4;
97 GLboolean Map2Index;
98 GLboolean Map2Normal;
99 GLboolean Map2TextureCoord1;
100 GLboolean Map2TextureCoord2;
101 GLboolean Map2TextureCoord3;
102 GLboolean Map2TextureCoord4;
103 GLboolean Map2Vertex3;
104 GLboolean Map2Vertex4;
105
106 GLboolean Normalize;
107 GLboolean PixelTexture;
108 GLboolean PointSmooth;
109 GLboolean PolygonOffsetPoint;
110 GLboolean PolygonOffsetLine;
111 GLboolean PolygonOffsetFill;
112 GLboolean PolygonSmooth;
113 GLboolean PolygonStipple;
114 GLboolean RescaleNormals;
115 GLbitfield Scissor;
116 GLboolean Stencil;
117 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
118 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
119 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
120 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
121 GLboolean SampleCoverage; /* GL_ARB_multisample */
122 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
123
124 GLbitfield Texture[MAX_TEXTURE_UNITS];
125 GLbitfield TexGen[MAX_TEXTURE_UNITS];
126
127 /* GL_ARB_vertex_program */
128 GLboolean VertexProgram;
129 GLboolean VertexProgramPointSize;
130 GLboolean VertexProgramTwoSide;
131
132 /* GL_ARB_fragment_program */
133 GLboolean FragmentProgram;
134
135 /* GL_ARB_point_sprite / GL_NV_point_sprite */
136 GLboolean PointSprite;
137 GLboolean FragmentShaderATI;
138
139 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
140 GLboolean sRGBEnabled;
141 };
142
143
144 /**
145 * Node for the attribute stack.
146 */
147 struct gl_attrib_node
148 {
149 GLbitfield kind;
150 void *data;
151 struct gl_attrib_node *next;
152 };
153
154
155
156 /**
157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
158 */
159 struct texture_state
160 {
161 struct gl_texture_attrib Texture; /**< The usual context state */
162
163 /** to save per texture object state (wrap modes, filters, etc): */
164 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
165
166 /**
167 * To save references to texture objects (so they don't get accidentally
168 * deleted while saved in the attribute stack).
169 */
170 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
171
172 /* We need to keep a reference to the shared state. That's where the
173 * default texture objects are kept. We don't want that state to be
174 * freed while the attribute stack contains pointers to any default
175 * texture objects.
176 */
177 struct gl_shared_state *SharedRef;
178 };
179
180
181 /**
182 * Allocate new attribute node of given type/kind. Attach payload data.
183 * Insert it into the linked list named by 'head'.
184 */
185 static bool
186 save_attrib_data(struct gl_attrib_node **head,
187 GLbitfield kind, void *payload)
188 {
189 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
190 if (n) {
191 n->kind = kind;
192 n->data = payload;
193 /* insert at head */
194 n->next = *head;
195 *head = n;
196 }
197 else {
198 /* out of memory! */
199 return false;
200 }
201 return true;
202 }
203
204
205 /**
206 * Helper function for_mesa_PushAttrib for simple attributes.
207 * Allocates memory for attribute data and copies the given attribute data.
208 * \param head head of linked list to insert attribute data into
209 * \param attr_bit one of the GL_<attrib>_BIT flags
210 * \param attr_size number of bytes to allocate for attribute data
211 * \param attr_data the attribute data to copy
212 * \return true for success, false for out of memory
213 */
214 static bool
215 push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
216 GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
217 {
218 void *attribute;
219
220 attribute = MALLOC(attr_size);
221 if (attribute == NULL) {
222 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
223 return false;
224 }
225
226 if (save_attrib_data(head, attr_bit, attribute)) {
227 memcpy(attribute, attr_data, attr_size);
228 }
229 else {
230 FREE(attribute);
231 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
232 return false;
233 }
234 return true;
235 }
236
237
238 void GLAPIENTRY
239 _mesa_PushAttrib(GLbitfield mask)
240 {
241 struct gl_attrib_node *head;
242
243 GET_CURRENT_CONTEXT(ctx);
244
245 if (MESA_VERBOSE & VERBOSE_API)
246 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
247
248 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
249 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
250 return;
251 }
252
253 /* Build linked list of attribute nodes which save all attribute */
254 /* groups specified by the mask. */
255 head = NULL;
256
257 if (mask & GL_ACCUM_BUFFER_BIT) {
258 if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
259 sizeof(struct gl_accum_attrib),
260 (void*)&ctx->Accum))
261 goto end;
262 }
263
264 if (mask & GL_COLOR_BUFFER_BIT) {
265 GLuint i;
266 struct gl_colorbuffer_attrib *attr;
267 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
268 if (attr == NULL) {
269 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
270 goto end;
271 }
272
273 if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
274 memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
275 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
276 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
277 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
278 }
279 else {
280 FREE(attr);
281 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
282 goto end;
283 }
284 }
285
286 if (mask & GL_CURRENT_BIT) {
287 FLUSH_CURRENT(ctx, 0);
288 if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
289 sizeof(struct gl_current_attrib),
290 (void*)&ctx->Current))
291 goto end;
292 }
293
294 if (mask & GL_DEPTH_BUFFER_BIT) {
295 if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
296 sizeof(struct gl_depthbuffer_attrib),
297 (void*)&ctx->Depth))
298 goto end;
299 }
300
301 if (mask & GL_ENABLE_BIT) {
302 struct gl_enable_attrib *attr;
303 GLuint i;
304 attr = MALLOC_STRUCT( gl_enable_attrib );
305 if (attr == NULL) {
306 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
307 goto end;
308 }
309
310 /* Copy enable flags from all other attributes into the enable struct. */
311 attr->AlphaTest = ctx->Color.AlphaEnabled;
312 attr->AutoNormal = ctx->Eval.AutoNormal;
313 attr->Blend = ctx->Color.BlendEnabled;
314 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
315 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
316 attr->CullFace = ctx->Polygon.CullFlag;
317 attr->DepthClamp = ctx->Transform.DepthClamp;
318 attr->DepthTest = ctx->Depth.Test;
319 attr->Dither = ctx->Color.DitherFlag;
320 attr->Fog = ctx->Fog.Enabled;
321 for (i = 0; i < ctx->Const.MaxLights; i++) {
322 attr->Light[i] = ctx->Light.Light[i].Enabled;
323 }
324 attr->Lighting = ctx->Light.Enabled;
325 attr->LineSmooth = ctx->Line.SmoothFlag;
326 attr->LineStipple = ctx->Line.StippleFlag;
327 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
328 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
329 attr->Map1Color4 = ctx->Eval.Map1Color4;
330 attr->Map1Index = ctx->Eval.Map1Index;
331 attr->Map1Normal = ctx->Eval.Map1Normal;
332 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
333 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
334 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
335 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
336 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
337 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
338 attr->Map2Color4 = ctx->Eval.Map2Color4;
339 attr->Map2Index = ctx->Eval.Map2Index;
340 attr->Map2Normal = ctx->Eval.Map2Normal;
341 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
342 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
343 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
344 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
345 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
346 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
347 attr->Normalize = ctx->Transform.Normalize;
348 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
349 attr->PointSmooth = ctx->Point.SmoothFlag;
350 attr->PointSprite = ctx->Point.PointSprite;
351 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
352 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
353 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
354 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
355 attr->PolygonStipple = ctx->Polygon.StippleFlag;
356 attr->RescaleNormals = ctx->Transform.RescaleNormals;
357 attr->Scissor = ctx->Scissor.EnableFlags;
358 attr->Stencil = ctx->Stencil.Enabled;
359 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
360 attr->MultisampleEnabled = ctx->Multisample.Enabled;
361 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
362 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
363 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
364 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
365 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
366 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
367 }
368 /* GL_ARB_vertex_program */
369 attr->VertexProgram = ctx->VertexProgram.Enabled;
370 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
371 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
372
373 /* GL_ARB_fragment_program */
374 attr->FragmentProgram = ctx->FragmentProgram.Enabled;
375
376 if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
377 FREE(attr);
378 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
379 goto end;
380 }
381
382 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
383 attr->sRGBEnabled = ctx->Color.sRGBEnabled;
384 }
385
386 if (mask & GL_EVAL_BIT) {
387 if (!push_attrib(ctx, &head, GL_EVAL_BIT,
388 sizeof(struct gl_eval_attrib),
389 (void*)&ctx->Eval))
390 goto end;
391 }
392
393 if (mask & GL_FOG_BIT) {
394 if (!push_attrib(ctx, &head, GL_FOG_BIT,
395 sizeof(struct gl_fog_attrib),
396 (void*)&ctx->Fog))
397 goto end;
398 }
399
400 if (mask & GL_HINT_BIT) {
401 if (!push_attrib(ctx, &head, GL_HINT_BIT,
402 sizeof(struct gl_hint_attrib),
403 (void*)&ctx->Hint))
404 goto end;
405 }
406
407 if (mask & GL_LIGHTING_BIT) {
408 FLUSH_CURRENT(ctx, 0); /* flush material changes */
409 if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
410 sizeof(struct gl_light_attrib),
411 (void*)&ctx->Light))
412 goto end;
413 }
414
415 if (mask & GL_LINE_BIT) {
416 if (!push_attrib(ctx, &head, GL_LINE_BIT,
417 sizeof(struct gl_line_attrib),
418 (void*)&ctx->Line))
419 goto end;
420 }
421
422 if (mask & GL_LIST_BIT) {
423 if (!push_attrib(ctx, &head, GL_LIST_BIT,
424 sizeof(struct gl_list_attrib),
425 (void*)&ctx->List))
426 goto end;
427 }
428
429 if (mask & GL_PIXEL_MODE_BIT) {
430 struct gl_pixel_attrib *attr;
431 attr = MALLOC_STRUCT( gl_pixel_attrib );
432 if (attr == NULL) {
433 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
434 goto end;
435 }
436
437 if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
438 memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
439 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
440 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
441 }
442 else {
443 FREE(attr);
444 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
445 goto end;
446 }
447 }
448
449 if (mask & GL_POINT_BIT) {
450 if (!push_attrib(ctx, &head, GL_POINT_BIT,
451 sizeof(struct gl_point_attrib),
452 (void*)&ctx->Point))
453 goto end;
454 }
455
456 if (mask & GL_POLYGON_BIT) {
457 if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
458 sizeof(struct gl_polygon_attrib),
459 (void*)&ctx->Polygon))
460 goto end;
461 }
462
463 if (mask & GL_POLYGON_STIPPLE_BIT) {
464 if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
465 sizeof(ctx->PolygonStipple),
466 (void*)&ctx->PolygonStipple))
467 goto end;
468 }
469
470 if (mask & GL_SCISSOR_BIT) {
471 if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
472 sizeof(struct gl_scissor_attrib),
473 (void*)&ctx->Scissor))
474 goto end;
475 }
476
477 if (mask & GL_STENCIL_BUFFER_BIT) {
478 if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
479 sizeof(struct gl_stencil_attrib),
480 (void*)&ctx->Stencil))
481 goto end;
482 }
483
484 if (mask & GL_TEXTURE_BIT) {
485 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
486 GLuint u, tex;
487
488 if (!texstate) {
489 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
490 goto end;
491 }
492
493 if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
494 FREE(texstate);
495 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
496 goto end;
497 }
498
499 _mesa_lock_context_textures(ctx);
500
501 /* copy/save the bulk of texture state here */
502 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
503
504 /* Save references to the currently bound texture objects so they don't
505 * accidentally get deleted while referenced in the attribute stack.
506 */
507 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
508 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
509 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
510 ctx->Texture.Unit[u].CurrentTex[tex]);
511 }
512 }
513
514 /* copy state/contents of the currently bound texture objects */
515 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
516 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
517 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
518 ctx->Texture.Unit[u].CurrentTex[tex]);
519 }
520 }
521
522 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
523
524 _mesa_unlock_context_textures(ctx);
525 }
526
527 if (mask & GL_TRANSFORM_BIT) {
528 if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
529 sizeof(struct gl_transform_attrib),
530 (void*)&ctx->Transform))
531 goto end;
532 }
533
534 if (mask & GL_VIEWPORT_BIT) {
535 if (!push_attrib(ctx, &head, GL_VIEWPORT_BIT,
536 sizeof(struct gl_viewport_attrib)
537 * ctx->Const.MaxViewports,
538 (void*)&ctx->ViewportArray))
539 goto end;
540 }
541
542 /* GL_ARB_multisample */
543 if (mask & GL_MULTISAMPLE_BIT_ARB) {
544 if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
545 sizeof(struct gl_multisample_attrib),
546 (void*)&ctx->Multisample))
547 goto end;
548 }
549
550 end:
551 if (head != NULL) {
552 ctx->AttribStack[ctx->AttribStackDepth] = head;
553 ctx->AttribStackDepth++;
554 }
555 }
556
557
558
559 static void
560 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
561 {
562 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
563 GLuint i;
564
565 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
566 if ((VALUE) != (NEWVALUE)) { \
567 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
568 }
569
570 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
571 if (ctx->Color.BlendEnabled != enable->Blend) {
572 if (ctx->Extensions.EXT_draw_buffers2) {
573 GLuint i;
574 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
575 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
576 }
577 }
578 else {
579 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
580 }
581 }
582
583 for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
584 const GLuint mask = 1 << i;
585 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
586 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
587 !!(enable->ClipPlanes & mask));
588 }
589
590 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
591 GL_COLOR_MATERIAL);
592 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
593 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
594 GL_DEPTH_CLAMP);
595 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
596 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
597 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
598 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
599 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
600 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
601 GL_LINE_STIPPLE);
602 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
603 GL_INDEX_LOGIC_OP);
604 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
605 GL_COLOR_LOGIC_OP);
606
607 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
608 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
609 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
610 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
611 GL_MAP1_TEXTURE_COORD_1);
612 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
613 GL_MAP1_TEXTURE_COORD_2);
614 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
615 GL_MAP1_TEXTURE_COORD_3);
616 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
617 GL_MAP1_TEXTURE_COORD_4);
618 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
619 GL_MAP1_VERTEX_3);
620 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
621 GL_MAP1_VERTEX_4);
622
623 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
624 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
625 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
626 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
627 GL_MAP2_TEXTURE_COORD_1);
628 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
629 GL_MAP2_TEXTURE_COORD_2);
630 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
631 GL_MAP2_TEXTURE_COORD_3);
632 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
633 GL_MAP2_TEXTURE_COORD_4);
634 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
635 GL_MAP2_VERTEX_3);
636 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
637 GL_MAP2_VERTEX_4);
638
639 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
640 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
641 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
642 GL_RESCALE_NORMAL_EXT);
643 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
644 enable->RasterPositionUnclipped,
645 GL_RASTER_POSITION_UNCLIPPED_IBM);
646 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
647 GL_POINT_SMOOTH);
648 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
649 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
650 GL_POINT_SPRITE_NV);
651 }
652 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
653 GL_POLYGON_OFFSET_POINT);
654 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
655 GL_POLYGON_OFFSET_LINE);
656 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
657 GL_POLYGON_OFFSET_FILL);
658 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
659 GL_POLYGON_SMOOTH);
660 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
661 GL_POLYGON_STIPPLE);
662 if (ctx->Scissor.EnableFlags != enable->Scissor) {
663 unsigned i;
664
665 for (i = 0; i < ctx->Const.MaxViewports; i++) {
666 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
667 }
668 }
669 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
670 if (ctx->Extensions.EXT_stencil_two_side) {
671 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
672 }
673 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
674 GL_MULTISAMPLE_ARB);
675 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
676 enable->SampleAlphaToCoverage,
677 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
678 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
679 enable->SampleAlphaToOne,
680 GL_SAMPLE_ALPHA_TO_ONE_ARB);
681 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
682 enable->SampleCoverage,
683 GL_SAMPLE_COVERAGE_ARB);
684 /* GL_ARB_vertex_program */
685 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
686 enable->VertexProgram,
687 GL_VERTEX_PROGRAM_ARB);
688 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
689 enable->VertexProgramPointSize,
690 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
691 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
692 enable->VertexProgramTwoSide,
693 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
694
695 /* GL_ARB_fragment_program */
696 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
697 enable->FragmentProgram,
698 GL_FRAGMENT_PROGRAM_ARB);
699
700 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
701 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
702 GL_FRAMEBUFFER_SRGB);
703
704 /* texture unit enables */
705 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
706 const GLbitfield enabled = enable->Texture[i];
707 const GLbitfield genEnabled = enable->TexGen[i];
708
709 if (ctx->Texture.Unit[i].Enabled != enabled) {
710 _mesa_ActiveTexture(GL_TEXTURE0 + i);
711
712 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
713 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
714 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
715 if (ctx->Extensions.NV_texture_rectangle) {
716 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
717 !!(enabled & TEXTURE_RECT_BIT));
718 }
719 if (ctx->Extensions.ARB_texture_cube_map) {
720 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
721 !!(enabled & TEXTURE_CUBE_BIT));
722 }
723 }
724
725 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
726 _mesa_ActiveTexture(GL_TEXTURE0 + i);
727 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
728 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
729 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
730 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
731 }
732 }
733
734 _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
735 }
736
737
738 /**
739 * Pop/restore texture attribute/group state.
740 */
741 static void
742 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
743 {
744 GLuint u;
745
746 _mesa_lock_context_textures(ctx);
747
748 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
749 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
750 GLuint tgt;
751
752 _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
753 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
754 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
755 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
756 if (ctx->Extensions.ARB_texture_cube_map) {
757 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
758 !!(unit->Enabled & TEXTURE_CUBE_BIT));
759 }
760 if (ctx->Extensions.NV_texture_rectangle) {
761 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
762 !!(unit->Enabled & TEXTURE_RECT_BIT));
763 }
764 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
765 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
766 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
767 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
768 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
769 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
770 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
771 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
772 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
773 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
774 /* Eye plane done differently to avoid re-transformation */
775 {
776 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
777 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
778 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
779 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
780 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
781 if (ctx->Driver.TexGen) {
782 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
783 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
784 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
785 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
786 }
787 }
788 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
789 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
790 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
791 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
792 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
793 unit->LodBias);
794 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
795 unit->Combine.ModeRGB);
796 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
797 unit->Combine.ModeA);
798 {
799 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
800 GLuint i;
801 for (i = 0; i < n; i++) {
802 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
803 unit->Combine.SourceRGB[i]);
804 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
805 unit->Combine.SourceA[i]);
806 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
807 unit->Combine.OperandRGB[i]);
808 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
809 unit->Combine.OperandA[i]);
810 }
811 }
812 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
813 1 << unit->Combine.ScaleShiftRGB);
814 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
815 1 << unit->Combine.ScaleShiftA);
816
817 /* Restore texture object state for each target */
818 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
819 const struct gl_texture_object *obj = NULL;
820 const struct gl_sampler_object *samp;
821 GLenum target;
822
823 obj = &texstate->SavedObj[u][tgt];
824
825 /* don't restore state for unsupported targets to prevent
826 * raising GL errors.
827 */
828 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
829 !ctx->Extensions.ARB_texture_cube_map) {
830 continue;
831 }
832 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
833 !ctx->Extensions.NV_texture_rectangle) {
834 continue;
835 }
836 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
837 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
838 !ctx->Extensions.EXT_texture_array) {
839 continue;
840 }
841 else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
842 !ctx->Extensions.ARB_texture_cube_map_array) {
843 continue;
844 } else if (obj->Target == GL_TEXTURE_BUFFER)
845 continue;
846 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
847 continue;
848 else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
849 obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
850 continue;
851
852 target = obj->Target;
853
854 _mesa_BindTexture(target, obj->Name);
855
856 samp = &obj->Sampler;
857
858 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
859 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
860 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
861 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
862 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
863 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
864 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
865 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
866 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
867 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
868 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
869 if (target != GL_TEXTURE_RECTANGLE_ARB)
870 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
871 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
872 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
873 samp->MaxAnisotropy);
874 }
875 if (ctx->Extensions.ARB_shadow) {
876 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
877 samp->CompareMode);
878 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
879 samp->CompareFunc);
880 }
881 if (ctx->Extensions.ARB_depth_texture)
882 _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
883 }
884
885 /* remove saved references to the texture objects */
886 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
887 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
888 }
889 }
890
891 _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
892
893 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
894
895 _mesa_unlock_context_textures(ctx);
896 }
897
898
899 /*
900 * This function is kind of long just because we have to call a lot
901 * of device driver functions to update device driver state.
902 *
903 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
904 * in order to restore GL state. This isn't terribly efficient but it
905 * ensures that dirty flags and any derived state gets updated correctly.
906 * We could at least check if the value to restore equals the current value
907 * and then skip the Mesa call.
908 */
909 void GLAPIENTRY
910 _mesa_PopAttrib(void)
911 {
912 struct gl_attrib_node *attr, *next;
913 GET_CURRENT_CONTEXT(ctx);
914 FLUSH_VERTICES(ctx, 0);
915
916 if (ctx->AttribStackDepth == 0) {
917 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
918 return;
919 }
920
921 ctx->AttribStackDepth--;
922 attr = ctx->AttribStack[ctx->AttribStackDepth];
923
924 while (attr) {
925
926 if (MESA_VERBOSE & VERBOSE_API) {
927 _mesa_debug(ctx, "glPopAttrib %s\n",
928 _mesa_lookup_enum_by_nr(attr->kind));
929 }
930
931 switch (attr->kind) {
932 case GL_ACCUM_BUFFER_BIT:
933 {
934 const struct gl_accum_attrib *accum;
935 accum = (const struct gl_accum_attrib *) attr->data;
936 _mesa_ClearAccum(accum->ClearColor[0],
937 accum->ClearColor[1],
938 accum->ClearColor[2],
939 accum->ClearColor[3]);
940 }
941 break;
942 case GL_COLOR_BUFFER_BIT:
943 {
944 const struct gl_colorbuffer_attrib *color;
945
946 color = (const struct gl_colorbuffer_attrib *) attr->data;
947 _mesa_ClearIndex((GLfloat) color->ClearIndex);
948 _mesa_ClearColor(color->ClearColor.f[0],
949 color->ClearColor.f[1],
950 color->ClearColor.f[2],
951 color->ClearColor.f[3]);
952 _mesa_IndexMask(color->IndexMask);
953 if (!ctx->Extensions.EXT_draw_buffers2) {
954 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
955 (GLboolean) (color->ColorMask[0][1] != 0),
956 (GLboolean) (color->ColorMask[0][2] != 0),
957 (GLboolean) (color->ColorMask[0][3] != 0));
958 }
959 else {
960 GLuint i;
961 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
962 _mesa_ColorMaski(i,
963 (GLboolean) (color->ColorMask[i][0] != 0),
964 (GLboolean) (color->ColorMask[i][1] != 0),
965 (GLboolean) (color->ColorMask[i][2] != 0),
966 (GLboolean) (color->ColorMask[i][3] != 0));
967 }
968 }
969 {
970 /* Need to determine if more than one color output is
971 * specified. If so, call glDrawBuffersARB, else call
972 * glDrawBuffer(). This is a subtle, but essential point
973 * since GL_FRONT (for example) is illegal for the former
974 * function, but legal for the later.
975 */
976 GLboolean multipleBuffers = GL_FALSE;
977 GLuint i;
978
979 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
980 if (color->DrawBuffer[i] != GL_NONE) {
981 multipleBuffers = GL_TRUE;
982 break;
983 }
984 }
985 /* Call the API_level functions, not _mesa_drawbuffers()
986 * since we need to do error checking on the pop'd
987 * GL_DRAW_BUFFER.
988 * Ex: if GL_FRONT were pushed, but we're popping with a
989 * user FBO bound, GL_FRONT will be illegal and we'll need
990 * to record that error. Per OpenGL ARB decision.
991 */
992 if (multipleBuffers)
993 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers,
994 color->DrawBuffer);
995 else
996 _mesa_DrawBuffer(color->DrawBuffer[0]);
997 }
998 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
999 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
1000 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
1001 if (ctx->Extensions.EXT_draw_buffers2) {
1002 GLuint i;
1003 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1004 _mesa_set_enablei(ctx, GL_BLEND, i,
1005 (color->BlendEnabled >> i) & 1);
1006 }
1007 }
1008 else {
1009 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
1010 }
1011 }
1012 if (ctx->Color._BlendFuncPerBuffer ||
1013 ctx->Color._BlendEquationPerBuffer) {
1014 /* set blend per buffer */
1015 GLuint buf;
1016 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
1017 _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
1018 color->Blend[buf].DstRGB,
1019 color->Blend[buf].SrcA,
1020 color->Blend[buf].DstA);
1021 _mesa_BlendEquationSeparateiARB(buf,
1022 color->Blend[buf].EquationRGB,
1023 color->Blend[buf].EquationA);
1024 }
1025 }
1026 else {
1027 /* set same blend modes for all buffers */
1028 _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
1029 color->Blend[0].DstRGB,
1030 color->Blend[0].SrcA,
1031 color->Blend[0].DstA);
1032 /* This special case is because glBlendEquationSeparateEXT
1033 * cannot take GL_LOGIC_OP as a parameter.
1034 */
1035 if (color->Blend[0].EquationRGB ==
1036 color->Blend[0].EquationA) {
1037 _mesa_BlendEquation(color->Blend[0].EquationRGB);
1038 }
1039 else {
1040 _mesa_BlendEquationSeparate(
1041 color->Blend[0].EquationRGB,
1042 color->Blend[0].EquationA);
1043 }
1044 }
1045 _mesa_BlendColor(color->BlendColorUnclamped[0],
1046 color->BlendColorUnclamped[1],
1047 color->BlendColorUnclamped[2],
1048 color->BlendColorUnclamped[3]);
1049 _mesa_LogicOp(color->LogicOp);
1050 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1051 color->ColorLogicOpEnabled);
1052 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1053 color->IndexLogicOpEnabled);
1054 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1055 if (ctx->Extensions.ARB_color_buffer_float)
1056 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
1057 color->ClampFragmentColor);
1058 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
1059
1060 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
1061 if (ctx->Extensions.EXT_framebuffer_sRGB)
1062 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
1063 }
1064 break;
1065 case GL_CURRENT_BIT:
1066 FLUSH_CURRENT( ctx, 0 );
1067 memcpy( &ctx->Current, attr->data,
1068 sizeof(struct gl_current_attrib) );
1069 break;
1070 case GL_DEPTH_BUFFER_BIT:
1071 {
1072 const struct gl_depthbuffer_attrib *depth;
1073 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1074 _mesa_DepthFunc(depth->Func);
1075 _mesa_ClearDepth(depth->Clear);
1076 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1077 _mesa_DepthMask(depth->Mask);
1078 }
1079 break;
1080 case GL_ENABLE_BIT:
1081 {
1082 const struct gl_enable_attrib *enable;
1083 enable = (const struct gl_enable_attrib *) attr->data;
1084 pop_enable_group(ctx, enable);
1085 ctx->NewState |= _NEW_ALL;
1086 }
1087 break;
1088 case GL_EVAL_BIT:
1089 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1090 ctx->NewState |= _NEW_EVAL;
1091 break;
1092 case GL_FOG_BIT:
1093 {
1094 const struct gl_fog_attrib *fog;
1095 fog = (const struct gl_fog_attrib *) attr->data;
1096 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1097 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1098 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1099 _mesa_Fogf(GL_FOG_START, fog->Start);
1100 _mesa_Fogf(GL_FOG_END, fog->End);
1101 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1102 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1103 }
1104 break;
1105 case GL_HINT_BIT:
1106 {
1107 const struct gl_hint_attrib *hint;
1108 hint = (const struct gl_hint_attrib *) attr->data;
1109 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1110 hint->PerspectiveCorrection );
1111 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1112 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1113 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1114 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1115 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1116 hint->TextureCompression);
1117 }
1118 break;
1119 case GL_LIGHTING_BIT:
1120 {
1121 GLuint i;
1122 const struct gl_light_attrib *light;
1123 light = (const struct gl_light_attrib *) attr->data;
1124 /* lighting enable */
1125 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1126 /* per-light state */
1127 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1128 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1129
1130 for (i = 0; i < ctx->Const.MaxLights; i++) {
1131 const struct gl_light *l = &light->Light[i];
1132 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1133 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1134 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1135 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1136 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1137 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1138 {
1139 GLfloat p[4] = { 0 };
1140 p[0] = l->SpotExponent;
1141 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1142 }
1143 {
1144 GLfloat p[4] = { 0 };
1145 p[0] = l->SpotCutoff;
1146 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1147 }
1148 {
1149 GLfloat p[4] = { 0 };
1150 p[0] = l->ConstantAttenuation;
1151 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1152 }
1153 {
1154 GLfloat p[4] = { 0 };
1155 p[0] = l->LinearAttenuation;
1156 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1157 }
1158 {
1159 GLfloat p[4] = { 0 };
1160 p[0] = l->QuadraticAttenuation;
1161 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1162 }
1163 }
1164 /* light model */
1165 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1166 light->Model.Ambient);
1167 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1168 (GLfloat) light->Model.LocalViewer);
1169 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1170 (GLfloat) light->Model.TwoSide);
1171 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1172 (GLfloat) light->Model.ColorControl);
1173 /* shade model */
1174 _mesa_ShadeModel(light->ShadeModel);
1175 /* color material */
1176 _mesa_ColorMaterial(light->ColorMaterialFace,
1177 light->ColorMaterialMode);
1178 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1179 light->ColorMaterialEnabled);
1180 /* materials */
1181 memcpy(&ctx->Light.Material, &light->Material,
1182 sizeof(struct gl_material));
1183 if (ctx->Extensions.ARB_color_buffer_float) {
1184 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1185 light->ClampVertexColor);
1186 }
1187 }
1188 break;
1189 case GL_LINE_BIT:
1190 {
1191 const struct gl_line_attrib *line;
1192 line = (const struct gl_line_attrib *) attr->data;
1193 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1194 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1195 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1196 _mesa_LineWidth(line->Width);
1197 }
1198 break;
1199 case GL_LIST_BIT:
1200 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1201 break;
1202 case GL_PIXEL_MODE_BIT:
1203 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1204 /* XXX what other pixel state needs to be set by function calls? */
1205 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1206 ctx->NewState |= _NEW_PIXEL;
1207 break;
1208 case GL_POINT_BIT:
1209 {
1210 const struct gl_point_attrib *point;
1211 point = (const struct gl_point_attrib *) attr->data;
1212 _mesa_PointSize(point->Size);
1213 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1214 if (ctx->Extensions.EXT_point_parameters) {
1215 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1216 point->Params);
1217 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1218 point->MinSize);
1219 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1220 point->MaxSize);
1221 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1222 point->Threshold);
1223 }
1224 if (ctx->Extensions.NV_point_sprite
1225 || ctx->Extensions.ARB_point_sprite) {
1226 GLuint u;
1227 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1228 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1229 (GLint) point->CoordReplace[u]);
1230 }
1231 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1232 if (ctx->Extensions.NV_point_sprite)
1233 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1234 ctx->Point.SpriteRMode);
1235
1236 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1237 || ctx->API == API_OPENGL_CORE)
1238 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1239 (GLfloat)ctx->Point.SpriteOrigin);
1240 }
1241 }
1242 break;
1243 case GL_POLYGON_BIT:
1244 {
1245 const struct gl_polygon_attrib *polygon;
1246 polygon = (const struct gl_polygon_attrib *) attr->data;
1247 _mesa_CullFace(polygon->CullFaceMode);
1248 _mesa_FrontFace(polygon->FrontFace);
1249 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1250 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1251 _mesa_PolygonOffset(polygon->OffsetFactor,
1252 polygon->OffsetUnits);
1253 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1254 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1255 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1256 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1257 polygon->OffsetPoint);
1258 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1259 polygon->OffsetLine);
1260 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1261 polygon->OffsetFill);
1262 }
1263 break;
1264 case GL_POLYGON_STIPPLE_BIT:
1265 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1266 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1267 if (ctx->Driver.PolygonStipple)
1268 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1269 break;
1270 case GL_SCISSOR_BIT:
1271 {
1272 unsigned i;
1273 const struct gl_scissor_attrib *scissor;
1274 scissor = (const struct gl_scissor_attrib *) attr->data;
1275
1276 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1277 _mesa_set_scissor(ctx, i,
1278 scissor->ScissorArray[i].X,
1279 scissor->ScissorArray[i].Y,
1280 scissor->ScissorArray[i].Width,
1281 scissor->ScissorArray[i].Height);
1282 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
1283 (scissor->EnableFlags >> i) & 1);
1284 }
1285 }
1286 break;
1287 case GL_STENCIL_BUFFER_BIT:
1288 {
1289 const struct gl_stencil_attrib *stencil;
1290 stencil = (const struct gl_stencil_attrib *) attr->data;
1291 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1292 _mesa_ClearStencil(stencil->Clear);
1293 if (ctx->Extensions.EXT_stencil_two_side) {
1294 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1295 stencil->TestTwoSide);
1296 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1297 ? GL_BACK : GL_FRONT);
1298 }
1299 /* front state */
1300 _mesa_StencilFuncSeparate(GL_FRONT,
1301 stencil->Function[0],
1302 stencil->Ref[0],
1303 stencil->ValueMask[0]);
1304 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1305 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1306 stencil->ZFailFunc[0],
1307 stencil->ZPassFunc[0]);
1308 /* back state */
1309 _mesa_StencilFuncSeparate(GL_BACK,
1310 stencil->Function[1],
1311 stencil->Ref[1],
1312 stencil->ValueMask[1]);
1313 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1314 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1315 stencil->ZFailFunc[1],
1316 stencil->ZPassFunc[1]);
1317 }
1318 break;
1319 case GL_TRANSFORM_BIT:
1320 {
1321 GLuint i;
1322 const struct gl_transform_attrib *xform;
1323 xform = (const struct gl_transform_attrib *) attr->data;
1324 _mesa_MatrixMode(xform->MatrixMode);
1325 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1326 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1327
1328 /* restore clip planes */
1329 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1330 const GLuint mask = 1 << i;
1331 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1332 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1333 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1334 !!(xform->ClipPlanesEnabled & mask));
1335 if (ctx->Driver.ClipPlane)
1336 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1337 }
1338
1339 /* normalize/rescale */
1340 if (xform->Normalize != ctx->Transform.Normalize)
1341 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1342 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1343 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1344 ctx->Transform.RescaleNormals);
1345 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1346 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1347 ctx->Transform.DepthClamp);
1348 }
1349 break;
1350 case GL_TEXTURE_BIT:
1351 {
1352 struct texture_state *texstate
1353 = (struct texture_state *) attr->data;
1354 pop_texture_group(ctx, texstate);
1355 ctx->NewState |= _NEW_TEXTURE;
1356 }
1357 break;
1358 case GL_VIEWPORT_BIT:
1359 {
1360 const struct gl_viewport_attrib *vp;
1361 vp = (const struct gl_viewport_attrib *) attr->data;
1362 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1363 _mesa_DepthRange(vp->Near, vp->Far);
1364 }
1365 break;
1366 case GL_MULTISAMPLE_BIT_ARB:
1367 {
1368 const struct gl_multisample_attrib *ms;
1369 ms = (const struct gl_multisample_attrib *) attr->data;
1370
1371 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1372 ms->Enabled,
1373 GL_MULTISAMPLE);
1374
1375 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1376 ms->SampleCoverage,
1377 GL_SAMPLE_COVERAGE);
1378
1379 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1380 ms->SampleAlphaToCoverage,
1381 GL_SAMPLE_ALPHA_TO_COVERAGE);
1382
1383 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1384 ms->SampleAlphaToOne,
1385 GL_SAMPLE_ALPHA_TO_ONE);
1386
1387 _mesa_SampleCoverage(ms->SampleCoverageValue,
1388 ms->SampleCoverageInvert);
1389 }
1390 break;
1391
1392 default:
1393 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1394 break;
1395 }
1396
1397 next = attr->next;
1398 free(attr->data);
1399 free(attr);
1400 attr = next;
1401 }
1402 }
1403
1404
1405 /**
1406 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1407 * object refcounts.
1408 */
1409 static void
1410 copy_pixelstore(struct gl_context *ctx,
1411 struct gl_pixelstore_attrib *dst,
1412 const struct gl_pixelstore_attrib *src)
1413 {
1414 dst->Alignment = src->Alignment;
1415 dst->RowLength = src->RowLength;
1416 dst->SkipPixels = src->SkipPixels;
1417 dst->SkipRows = src->SkipRows;
1418 dst->ImageHeight = src->ImageHeight;
1419 dst->SkipImages = src->SkipImages;
1420 dst->SwapBytes = src->SwapBytes;
1421 dst->LsbFirst = src->LsbFirst;
1422 dst->Invert = src->Invert;
1423 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1424 }
1425
1426
1427 #define GL_CLIENT_PACK_BIT (1<<20)
1428 #define GL_CLIENT_UNPACK_BIT (1<<21)
1429
1430 /**
1431 * Copy gl_array_object from src to dest.
1432 * 'dest' must be in an initialized state.
1433 */
1434 static void
1435 copy_array_object(struct gl_context *ctx,
1436 struct gl_array_object *dest,
1437 struct gl_array_object *src)
1438 {
1439 GLuint i;
1440
1441 /* skip Name */
1442 /* skip RefCount */
1443
1444 /* In theory must be the same anyway, but on recreate make sure it matches */
1445 dest->ARBsemantics = src->ARBsemantics;
1446
1447 for (i = 0; i < Elements(src->_VertexAttrib); i++) {
1448 _mesa_copy_client_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]);
1449 _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1450 _mesa_copy_vertex_buffer_binding(ctx, &dest->VertexBinding[i], &src->VertexBinding[i]);
1451 }
1452
1453 /* _Enabled must be the same than on push */
1454 dest->_Enabled = src->_Enabled;
1455 dest->_MaxElement = src->_MaxElement;
1456 }
1457
1458 /**
1459 * Copy gl_array_attrib from src to dest.
1460 * 'dest' must be in an initialized state.
1461 */
1462 static void
1463 copy_array_attrib(struct gl_context *ctx,
1464 struct gl_array_attrib *dest,
1465 struct gl_array_attrib *src,
1466 bool vbo_deleted)
1467 {
1468 /* skip ArrayObj */
1469 /* skip DefaultArrayObj, Objects */
1470 dest->ActiveTexture = src->ActiveTexture;
1471 dest->LockFirst = src->LockFirst;
1472 dest->LockCount = src->LockCount;
1473 dest->PrimitiveRestart = src->PrimitiveRestart;
1474 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1475 dest->_PrimitiveRestart = src->_PrimitiveRestart;
1476 dest->RestartIndex = src->RestartIndex;
1477 /* skip NewState */
1478 /* skip RebindArrays */
1479
1480 if (!vbo_deleted)
1481 copy_array_object(ctx, dest->ArrayObj, src->ArrayObj);
1482
1483 /* skip ArrayBufferObj */
1484 /* skip ElementArrayBufferObj */
1485 }
1486
1487 /**
1488 * Save the content of src to dest.
1489 */
1490 static void
1491 save_array_attrib(struct gl_context *ctx,
1492 struct gl_array_attrib *dest,
1493 struct gl_array_attrib *src)
1494 {
1495 /* Set the Name, needed for restore, but do never overwrite.
1496 * Needs to match value in the object hash. */
1497 dest->ArrayObj->Name = src->ArrayObj->Name;
1498 /* And copy all of the rest. */
1499 copy_array_attrib(ctx, dest, src, false);
1500
1501 /* Just reference them here */
1502 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1503 src->ArrayBufferObj);
1504 _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj,
1505 src->ArrayObj->ElementArrayBufferObj);
1506 }
1507
1508 /**
1509 * Restore the content of src to dest.
1510 */
1511 static void
1512 restore_array_attrib(struct gl_context *ctx,
1513 struct gl_array_attrib *dest,
1514 struct gl_array_attrib *src)
1515 {
1516 /* The ARB_vertex_array_object spec says:
1517 *
1518 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1519 * if array is not a name returned from a previous call to
1520 * GenVertexArrays, or if such a name has since been deleted with
1521 * DeleteVertexArrays."
1522 *
1523 * Therefore popping a deleted VAO cannot magically recreate it.
1524 *
1525 * The semantics of objects created using APPLE_vertex_array_objects behave
1526 * differently. These objects expect to be recreated by pop. Alas.
1527 */
1528 const bool arb_vao = (src->ArrayObj->Name != 0
1529 && src->ArrayObj->ARBsemantics);
1530
1531 if (arb_vao && !_mesa_IsVertexArray(src->ArrayObj->Name))
1532 return;
1533
1534 _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name);
1535
1536 /* Restore or recreate the buffer objects by the names ... */
1537 if (!arb_vao
1538 || src->ArrayBufferObj->Name == 0
1539 || _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1540 /* ... and restore its content */
1541 copy_array_attrib(ctx, dest, src, false);
1542
1543 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1544 src->ArrayBufferObj->Name);
1545 } else {
1546 copy_array_attrib(ctx, dest, src, true);
1547 }
1548
1549 if (!arb_vao
1550 || src->ArrayObj->ElementArrayBufferObj->Name == 0
1551 || _mesa_IsBuffer(src->ArrayObj->ElementArrayBufferObj->Name))
1552 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1553 src->ArrayObj->ElementArrayBufferObj->Name);
1554 }
1555
1556 /**
1557 * init/alloc the fields of 'attrib'.
1558 * Needs to the init part matching free_array_attrib_data below.
1559 */
1560 static bool
1561 init_array_attrib_data(struct gl_context *ctx,
1562 struct gl_array_attrib *attrib)
1563 {
1564 /* Get a non driver gl_array_object. */
1565 attrib->ArrayObj = CALLOC_STRUCT( gl_array_object );
1566
1567 if (attrib->ArrayObj == NULL) {
1568 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1569 return false;
1570 }
1571
1572 _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0);
1573 return true;
1574 }
1575
1576 /**
1577 * Free/unreference the fields of 'attrib' but don't delete it (that's
1578 * done later in the calling code).
1579 * Needs to the cleanup part matching init_array_attrib_data above.
1580 */
1581 static void
1582 free_array_attrib_data(struct gl_context *ctx,
1583 struct gl_array_attrib *attrib)
1584 {
1585 /* We use a non driver array object, so don't just unref since we would
1586 * end up using the drivers DeleteArrayObject function for deletion. */
1587 _mesa_delete_array_object(ctx, attrib->ArrayObj);
1588 attrib->ArrayObj = 0;
1589 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1590 }
1591
1592
1593 void GLAPIENTRY
1594 _mesa_PushClientAttrib(GLbitfield mask)
1595 {
1596 struct gl_attrib_node *head;
1597
1598 GET_CURRENT_CONTEXT(ctx);
1599
1600 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1601 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1602 return;
1603 }
1604
1605 /* Build linked list of attribute nodes which save all attribute
1606 * groups specified by the mask.
1607 */
1608 head = NULL;
1609
1610 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1611 struct gl_pixelstore_attrib *attr;
1612 /* packing attribs */
1613 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1614 if (attr == NULL) {
1615 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1616 goto end;
1617 }
1618 if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) {
1619 copy_pixelstore(ctx, attr, &ctx->Pack);
1620 }
1621 else {
1622 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1623 FREE(attr);
1624 goto end;
1625 }
1626
1627 /* unpacking attribs */
1628 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1629 if (attr == NULL) {
1630 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1631 goto end;
1632 }
1633
1634 if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) {
1635 copy_pixelstore(ctx, attr, &ctx->Unpack);
1636 }
1637 else {
1638 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1639 FREE(attr);
1640 goto end;
1641 }
1642 }
1643
1644 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1645 struct gl_array_attrib *attr;
1646 attr = CALLOC_STRUCT( gl_array_attrib );
1647 if (attr == NULL) {
1648 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1649 goto end;
1650 }
1651
1652 if (!init_array_attrib_data(ctx, attr)) {
1653 FREE(attr);
1654 goto end;
1655 }
1656
1657 if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) {
1658 save_array_attrib(ctx, attr, &ctx->Array);
1659 }
1660 else {
1661 free_array_attrib_data(ctx, attr);
1662 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1663 FREE(attr);
1664 /* goto to keep safe from possible later changes */
1665 goto end;
1666 }
1667 }
1668 end:
1669 if (head != NULL) {
1670 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1671 ctx->ClientAttribStackDepth++;
1672 }
1673 }
1674
1675
1676
1677
1678 void GLAPIENTRY
1679 _mesa_PopClientAttrib(void)
1680 {
1681 struct gl_attrib_node *node, *next;
1682
1683 GET_CURRENT_CONTEXT(ctx);
1684 FLUSH_VERTICES(ctx, 0);
1685
1686 if (ctx->ClientAttribStackDepth == 0) {
1687 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1688 return;
1689 }
1690
1691 ctx->ClientAttribStackDepth--;
1692 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1693
1694 while (node) {
1695 switch (node->kind) {
1696 case GL_CLIENT_PACK_BIT:
1697 {
1698 struct gl_pixelstore_attrib *store =
1699 (struct gl_pixelstore_attrib *) node->data;
1700 copy_pixelstore(ctx, &ctx->Pack, store);
1701 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1702 }
1703 break;
1704 case GL_CLIENT_UNPACK_BIT:
1705 {
1706 struct gl_pixelstore_attrib *store =
1707 (struct gl_pixelstore_attrib *) node->data;
1708 copy_pixelstore(ctx, &ctx->Unpack, store);
1709 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1710 }
1711 break;
1712 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1713 struct gl_array_attrib * attr =
1714 (struct gl_array_attrib *) node->data;
1715 restore_array_attrib(ctx, &ctx->Array, attr);
1716 free_array_attrib_data(ctx, attr);
1717 ctx->NewState |= _NEW_ARRAY;
1718 break;
1719 }
1720 default:
1721 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1722 break;
1723 }
1724
1725 next = node->next;
1726 free(node->data);
1727 free(node);
1728 node = next;
1729 }
1730 }
1731
1732
1733 /**
1734 * Free any attribute state data that might be attached to the context.
1735 */
1736 void
1737 _mesa_free_attrib_data(struct gl_context *ctx)
1738 {
1739 while (ctx->AttribStackDepth > 0) {
1740 struct gl_attrib_node *attr, *next;
1741
1742 ctx->AttribStackDepth--;
1743 attr = ctx->AttribStack[ctx->AttribStackDepth];
1744
1745 while (attr) {
1746 if (attr->kind == GL_TEXTURE_BIT) {
1747 struct texture_state *texstate = (struct texture_state*)attr->data;
1748 GLuint u, tgt;
1749 /* clear references to the saved texture objects */
1750 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1751 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1752 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1753 }
1754 }
1755 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1756 }
1757 else {
1758 /* any other chunks of state that requires special handling? */
1759 }
1760
1761 next = attr->next;
1762 free(attr->data);
1763 free(attr);
1764 attr = next;
1765 }
1766 }
1767 }
1768
1769
1770 void _mesa_init_attrib( struct gl_context *ctx )
1771 {
1772 /* Renderer and client attribute stacks */
1773 ctx->AttribStackDepth = 0;
1774 ctx->ClientAttribStackDepth = 0;
1775 }