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