/*
* Mesa 3-D graphics library
- * Version: 7.6
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "buffers.h"
#include "bufferobj.h"
#include "clear.h"
-#include "colormac.h"
#include "context.h"
#include "depth.h"
#include "enable.h"
#include "lines.h"
#include "macros.h"
#include "matrix.h"
-#include "mfeatures.h"
#include "multisample.h"
#include "points.h"
#include "polygon.h"
+#include "shared.h"
#include "scissor.h"
#include "stencil.h"
#include "texenv.h"
#include "viewport.h"
#include "mtypes.h"
#include "main/dispatch.h"
+#include "hash.h"
+#include <stdbool.h>
/**
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
- GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
- GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
GLboolean Normalize;
GLboolean PixelTexture;
GLboolean PolygonSmooth;
GLboolean PolygonStipple;
GLboolean RescaleNormals;
- GLboolean Scissor;
+ GLbitfield Scissor;
GLboolean Stencil;
GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
GLboolean MultisampleEnabled; /* GL_ARB_multisample */
GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
GLboolean SampleCoverage; /* GL_ARB_multisample */
- GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
GLbitfield Texture[MAX_TEXTURE_UNITS];
GLbitfield TexGen[MAX_TEXTURE_UNITS];
- /* GL_ARB_vertex_program / GL_NV_vertex_program */
+ /* GL_ARB_vertex_program */
GLboolean VertexProgram;
GLboolean VertexProgramPointSize;
GLboolean VertexProgramTwoSide;
+ /* GL_ARB_fragment_program */
+ GLboolean FragmentProgram;
+
/* GL_ARB_point_sprite / GL_NV_point_sprite */
GLboolean PointSprite;
GLboolean FragmentShaderATI;
+
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ GLboolean sRGBEnabled;
};
* deleted while saved in the attribute stack).
*/
struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
+
+ /* We need to keep a reference to the shared state. That's where the
+ * default texture objects are kept. We don't want that state to be
+ * freed while the attribute stack contains pointers to any default
+ * texture objects.
+ */
+ struct gl_shared_state *SharedRef;
};
-#if FEATURE_attrib_stack
+/** An unused GL_*_BIT value */
+#define DUMMY_BIT 0x10000000
/**
* Allocate new attribute node of given type/kind. Attach payload data.
* Insert it into the linked list named by 'head'.
*/
-static void
+static bool
save_attrib_data(struct gl_attrib_node **head,
GLbitfield kind, void *payload)
{
}
else {
/* out of memory! */
+ return false;
+ }
+ return true;
+}
+
+
+/**
+ * Helper function for_mesa_PushAttrib for simple attributes.
+ * Allocates memory for attribute data and copies the given attribute data.
+ * \param head head of linked list to insert attribute data into
+ * \param attr_bit one of the GL_<attrib>_BIT flags
+ * \param attr_size number of bytes to allocate for attribute data
+ * \param attr_data the attribute data to copy
+ * \return true for success, false for out of memory
+ */
+static bool
+push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
+ GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
+{
+ void *attribute;
+
+ attribute = malloc(attr_size);
+ if (attribute == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ return false;
}
+
+ if (save_attrib_data(head, attr_bit, attribute)) {
+ memcpy(attribute, attr_data, attr_size);
+ }
+ else {
+ free(attribute);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ return false;
+ }
+ return true;
}
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
/* groups specified by the mask. */
head = NULL;
+ if (mask == 0) {
+ /* if mask is zero we still need to push something so that we
+ * don't get a GL_STACK_UNDERFLOW error in glPopAttrib().
+ */
+ GLuint dummy = 0;
+ if (!push_attrib(ctx, &head, DUMMY_BIT, sizeof(dummy), &dummy))
+ goto end;
+ }
+
if (mask & GL_ACCUM_BUFFER_BIT) {
- struct gl_accum_attrib *attr;
- attr = MALLOC_STRUCT( gl_accum_attrib );
- memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
- save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
+ sizeof(struct gl_accum_attrib),
+ (void*)&ctx->Accum))
+ goto end;
}
if (mask & GL_COLOR_BUFFER_BIT) {
GLuint i;
struct gl_colorbuffer_attrib *attr;
attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
- memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
- /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
- for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
- attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
- save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
+ if (attr == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ goto end;
+ }
+
+ if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
+ memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
+ /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
+ for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
+ attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
+ }
+ else {
+ free(attr);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ goto end;
+ }
}
if (mask & GL_CURRENT_BIT) {
- struct gl_current_attrib *attr;
- FLUSH_CURRENT( ctx, 0 );
- attr = MALLOC_STRUCT( gl_current_attrib );
- memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
- save_attrib_data(&head, GL_CURRENT_BIT, attr);
+ FLUSH_CURRENT(ctx, 0);
+ if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
+ sizeof(struct gl_current_attrib),
+ (void*)&ctx->Current))
+ goto end;
}
if (mask & GL_DEPTH_BUFFER_BIT) {
- struct gl_depthbuffer_attrib *attr;
- attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
- memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
- save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
+ sizeof(struct gl_depthbuffer_attrib),
+ (void*)&ctx->Depth))
+ goto end;
}
if (mask & GL_ENABLE_BIT) {
struct gl_enable_attrib *attr;
GLuint i;
attr = MALLOC_STRUCT( gl_enable_attrib );
+ if (attr == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ goto end;
+ }
+
/* Copy enable flags from all other attributes into the enable struct. */
attr->AlphaTest = ctx->Color.AlphaEnabled;
attr->AutoNormal = ctx->Eval.AutoNormal;
attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
- memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
attr->Map2Color4 = ctx->Eval.Map2Color4;
attr->Map2Index = ctx->Eval.Map2Index;
attr->Map2Normal = ctx->Eval.Map2Normal;
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
- memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
attr->Normalize = ctx->Transform.Normalize;
attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
attr->PointSmooth = ctx->Point.SmoothFlag;
attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
attr->PolygonStipple = ctx->Polygon.StippleFlag;
attr->RescaleNormals = ctx->Transform.RescaleNormals;
- attr->Scissor = ctx->Scissor.Enabled;
+ attr->Scissor = ctx->Scissor.EnableFlags;
attr->Stencil = ctx->Stencil.Enabled;
attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
attr->MultisampleEnabled = ctx->Multisample.Enabled;
attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
attr->SampleCoverage = ctx->Multisample.SampleCoverage;
- attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
}
- /* GL_NV_vertex_program */
+ /* GL_ARB_vertex_program */
attr->VertexProgram = ctx->VertexProgram.Enabled;
attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
- save_attrib_data(&head, GL_ENABLE_BIT, attr);
+
+ /* GL_ARB_fragment_program */
+ attr->FragmentProgram = ctx->FragmentProgram.Enabled;
+
+ if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
+ free(attr);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ goto end;
+ }
+
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ attr->sRGBEnabled = ctx->Color.sRGBEnabled;
}
if (mask & GL_EVAL_BIT) {
- struct gl_eval_attrib *attr;
- attr = MALLOC_STRUCT( gl_eval_attrib );
- memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
- save_attrib_data(&head, GL_EVAL_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_EVAL_BIT,
+ sizeof(struct gl_eval_attrib),
+ (void*)&ctx->Eval))
+ goto end;
}
if (mask & GL_FOG_BIT) {
- struct gl_fog_attrib *attr;
- attr = MALLOC_STRUCT( gl_fog_attrib );
- memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
- save_attrib_data(&head, GL_FOG_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_FOG_BIT,
+ sizeof(struct gl_fog_attrib),
+ (void*)&ctx->Fog))
+ goto end;
}
if (mask & GL_HINT_BIT) {
- struct gl_hint_attrib *attr;
- attr = MALLOC_STRUCT( gl_hint_attrib );
- memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
- save_attrib_data(&head, GL_HINT_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_HINT_BIT,
+ sizeof(struct gl_hint_attrib),
+ (void*)&ctx->Hint))
+ goto end;
}
if (mask & GL_LIGHTING_BIT) {
- struct gl_light_attrib *attr;
- FLUSH_CURRENT(ctx, 0); /* flush material changes */
- attr = MALLOC_STRUCT( gl_light_attrib );
- memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
- save_attrib_data(&head, GL_LIGHTING_BIT, attr);
+ FLUSH_CURRENT(ctx, 0); /* flush material changes */
+ if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
+ sizeof(struct gl_light_attrib),
+ (void*)&ctx->Light))
+ goto end;
}
if (mask & GL_LINE_BIT) {
- struct gl_line_attrib *attr;
- attr = MALLOC_STRUCT( gl_line_attrib );
- memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
- save_attrib_data(&head, GL_LINE_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_LINE_BIT,
+ sizeof(struct gl_line_attrib),
+ (void*)&ctx->Line))
+ goto end;
}
if (mask & GL_LIST_BIT) {
- struct gl_list_attrib *attr;
- attr = MALLOC_STRUCT( gl_list_attrib );
- memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
- save_attrib_data(&head, GL_LIST_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_LIST_BIT,
+ sizeof(struct gl_list_attrib),
+ (void*)&ctx->List))
+ goto end;
}
if (mask & GL_PIXEL_MODE_BIT) {
struct gl_pixel_attrib *attr;
attr = MALLOC_STRUCT( gl_pixel_attrib );
- memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
- /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
- attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
- save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
+ if (attr == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ goto end;
+ }
+
+ if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
+ memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
+ /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
+ attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
+ }
+ else {
+ free(attr);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
+ goto end;
+ }
}
if (mask & GL_POINT_BIT) {
- struct gl_point_attrib *attr;
- attr = MALLOC_STRUCT( gl_point_attrib );
- memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
- save_attrib_data(&head, GL_POINT_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_POINT_BIT,
+ sizeof(struct gl_point_attrib),
+ (void*)&ctx->Point))
+ goto end;
}
if (mask & GL_POLYGON_BIT) {
- struct gl_polygon_attrib *attr;
- attr = MALLOC_STRUCT( gl_polygon_attrib );
- memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
- save_attrib_data(&head, GL_POLYGON_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
+ sizeof(struct gl_polygon_attrib),
+ (void*)&ctx->Polygon))
+ goto end;
}
if (mask & GL_POLYGON_STIPPLE_BIT) {
- GLuint *stipple;
- stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
- memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
- save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
+ if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
+ sizeof(ctx->PolygonStipple),
+ (void*)&ctx->PolygonStipple))
+ goto end;
}
if (mask & GL_SCISSOR_BIT) {
- struct gl_scissor_attrib *attr;
- attr = MALLOC_STRUCT( gl_scissor_attrib );
- memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
- save_attrib_data(&head, GL_SCISSOR_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
+ sizeof(struct gl_scissor_attrib),
+ (void*)&ctx->Scissor))
+ goto end;
}
if (mask & GL_STENCIL_BUFFER_BIT) {
- struct gl_stencil_attrib *attr;
- attr = MALLOC_STRUCT( gl_stencil_attrib );
- memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
- save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
+ sizeof(struct gl_stencil_attrib),
+ (void*)&ctx->Stencil))
+ goto end;
}
if (mask & GL_TEXTURE_BIT) {
goto end;
}
+ if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
+ free(texstate);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
+ goto end;
+ }
+
_mesa_lock_context_textures(ctx);
/* copy/save the bulk of texture state here */
}
}
- _mesa_unlock_context_textures(ctx);
+ _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
- save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
+ _mesa_unlock_context_textures(ctx);
}
if (mask & GL_TRANSFORM_BIT) {
- struct gl_transform_attrib *attr;
- attr = MALLOC_STRUCT( gl_transform_attrib );
- memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
- save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
+ sizeof(struct gl_transform_attrib),
+ (void*)&ctx->Transform))
+ goto end;
}
if (mask & GL_VIEWPORT_BIT) {
- struct gl_viewport_attrib *attr;
- attr = MALLOC_STRUCT( gl_viewport_attrib );
- memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
- save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
+ if (!push_attrib(ctx, &head, GL_VIEWPORT_BIT,
+ sizeof(struct gl_viewport_attrib)
+ * ctx->Const.MaxViewports,
+ (void*)&ctx->ViewportArray))
+ goto end;
}
/* GL_ARB_multisample */
if (mask & GL_MULTISAMPLE_BIT_ARB) {
- struct gl_multisample_attrib *attr;
- attr = MALLOC_STRUCT( gl_multisample_attrib );
- memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
- save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
+ if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
+ sizeof(struct gl_multisample_attrib),
+ (void*)&ctx->Multisample))
+ goto end;
}
end:
- ctx->AttribStack[ctx->AttribStackDepth] = head;
- ctx->AttribStackDepth++;
+ if (head != NULL) {
+ ctx->AttribStack[ctx->AttribStackDepth] = head;
+ ctx->AttribStackDepth++;
+ }
}
}
}
- for (i=0;i<MAX_CLIP_PLANES;i++) {
+ for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
const GLuint mask = 1 << i;
if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
_mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
- (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
+ !!(enable->ClipPlanes & mask));
}
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_MAP1_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
GL_MAP1_VERTEX_4);
- for (i = 0; i < 16; i++) {
- TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
- GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
- }
TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
GL_MAP2_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
GL_MAP2_VERTEX_4);
- for (i = 0; i < 16; i++) {
- TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
- GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
- }
TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
GL_POLYGON_SMOOTH);
TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
GL_POLYGON_STIPPLE);
- TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
+ if (ctx->Scissor.EnableFlags != enable->Scissor) {
+ unsigned i;
+
+ for (i = 0; i < ctx->Const.MaxViewports; i++) {
+ _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
+ }
+ }
TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
if (ctx->Extensions.EXT_stencil_two_side) {
TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
enable->SampleCoverage,
GL_SAMPLE_COVERAGE_ARB);
- TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
- enable->SampleCoverageInvert,
- GL_SAMPLE_COVERAGE_INVERT_ARB);
- /* GL_ARB_vertex_program, GL_NV_vertex_program */
+ /* GL_ARB_vertex_program */
TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
enable->VertexProgram,
GL_VERTEX_PROGRAM_ARB);
enable->VertexProgramTwoSide,
GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
-#undef TEST_AND_UPDATE
+ /* GL_ARB_fragment_program */
+ TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
+ enable->FragmentProgram,
+ GL_FRAGMENT_PROGRAM_ARB);
+
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
+ GL_FRAMEBUFFER_SRGB);
/* texture unit enables */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
const GLbitfield genEnabled = enable->TexGen[i];
if (ctx->Texture.Unit[i].Enabled != enabled) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
-
- _mesa_set_enable(ctx, GL_TEXTURE_1D,
- (enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D,
- (enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_3D,
- (enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_ActiveTexture(GL_TEXTURE0 + i);
+
+ _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
if (ctx->Extensions.NV_texture_rectangle) {
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
- (enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
+ !!(enabled & TEXTURE_RECT_BIT));
}
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
- (enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
- }
- if (ctx->Extensions.MESA_texture_array) {
- _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
- (enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
- (enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
+ !!(enabled & TEXTURE_CUBE_BIT));
}
}
if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
- (genEnabled & S_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
- (genEnabled & T_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
- (genEnabled & R_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
- (genEnabled & Q_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_ActiveTexture(GL_TEXTURE0 + i);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
}
}
- _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
+ _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
}
const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
GLuint tgt;
- _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
- _mesa_set_enable(ctx, GL_TEXTURE_1D,
- (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D,
- (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_3D,
- (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
+ _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
+ _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
- (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
+ !!(unit->Enabled & TEXTURE_CUBE_BIT));
}
if (ctx->Extensions.NV_texture_rectangle) {
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
- (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
+ !!(unit->Enabled & TEXTURE_RECT_BIT));
}
- if (ctx->Extensions.MESA_texture_array) {
- _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
- (unit->Enabled & TEXTURE_1D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
- _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
- (unit->Enabled & TEXTURE_2D_ARRAY_BIT) ? GL_TRUE : GL_FALSE);
- }
-
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
_mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
_mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
}
}
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
- ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
- ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
- ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
- _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
- ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
- if (ctx->Extensions.EXT_texture_lod_bias) {
- _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
- GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
- }
- if (ctx->Extensions.EXT_texture_env_combine ||
- ctx->Extensions.ARB_texture_env_combine) {
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
- unit->Combine.ModeRGB);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
- unit->Combine.ModeA);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
- unit->Combine.SourceRGB[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
- unit->Combine.SourceRGB[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
- unit->Combine.SourceRGB[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
- unit->Combine.SourceA[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
- unit->Combine.SourceA[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
- unit->Combine.SourceA[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
- unit->Combine.OperandRGB[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
- unit->Combine.OperandRGB[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
- unit->Combine.OperandRGB[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
- unit->Combine.OperandA[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
- unit->Combine.OperandA[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
- unit->Combine.OperandA[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
- 1 << unit->Combine.ScaleShiftRGB);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
- 1 << unit->Combine.ScaleShiftA);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
+ _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
+ unit->LodBias);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
+ unit->Combine.ModeRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
+ unit->Combine.ModeA);
+ {
+ const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
+ unit->Combine.SourceRGB[i]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
+ unit->Combine.SourceA[i]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
+ unit->Combine.OperandRGB[i]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
+ unit->Combine.OperandA[i]);
+ }
}
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
+ 1 << unit->Combine.ScaleShiftRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
+ 1 << unit->Combine.ScaleShiftA);
/* Restore texture object state for each target */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
}
else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
- !ctx->Extensions.MESA_texture_array) {
+ !ctx->Extensions.EXT_texture_array) {
continue;
}
- else if (obj->Target == GL_TEXTURE_BUFFER)
+ else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
+ !ctx->Extensions.ARB_texture_cube_map_array) {
+ continue;
+ } else if (obj->Target == GL_TEXTURE_BUFFER)
+ continue;
+ else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
+ continue;
+ else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
+ obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
continue;
target = obj->Target;
_mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
samp->MaxAnisotropy);
}
- if (ctx->Extensions.ARB_shadow_ambient) {
- _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
- samp->CompareFailValue);
+ if (ctx->Extensions.ARB_shadow) {
+ _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
+ samp->CompareMode);
+ _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
+ samp->CompareFunc);
}
+ if (ctx->Extensions.ARB_depth_texture)
+ _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
}
/* remove saved references to the texture objects */
}
}
- _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
+ _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
+
+ _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
_mesa_unlock_context_textures(ctx);
}
{
struct gl_attrib_node *attr, *next;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
if (ctx->AttribStackDepth == 0) {
_mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
if (MESA_VERBOSE & VERBOSE_API) {
_mesa_debug(ctx, "glPopAttrib %s\n",
- _mesa_lookup_enum_by_nr(attr->kind));
+ _mesa_enum_to_string(attr->kind));
}
switch (attr->kind) {
+ case DUMMY_BIT:
+ /* do nothing */
+ break;
+
case GL_ACCUM_BUFFER_BIT:
{
const struct gl_accum_attrib *accum;
color = (const struct gl_colorbuffer_attrib *) attr->data;
_mesa_ClearIndex((GLfloat) color->ClearIndex);
- _mesa_ClearColor(color->ClearColorUnclamped[0],
- color->ClearColorUnclamped[1],
- color->ClearColorUnclamped[2],
- color->ClearColorUnclamped[3]);
+ _mesa_ClearColor(color->ClearColor.f[0],
+ color->ClearColor.f[1],
+ color->ClearColor.f[2],
+ color->ClearColor.f[3]);
_mesa_IndexMask(color->IndexMask);
if (!ctx->Extensions.EXT_draw_buffers2) {
_mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
else {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
- _mesa_ColorMaskIndexed(i,
+ _mesa_ColorMaski(i,
(GLboolean) (color->ColorMask[i][0] != 0),
(GLboolean) (color->ColorMask[i][1] != 0),
(GLboolean) (color->ColorMask[i][2] != 0),
* to record that error. Per OpenGL ARB decision.
*/
if (multipleBuffers)
- _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
+ _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers,
color->DrawBuffer);
else
_mesa_DrawBuffer(color->DrawBuffer[0]);
/* set blend per buffer */
GLuint buf;
for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
- _mesa_BlendFuncSeparatei(buf, color->Blend[buf].SrcRGB,
+ _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
color->Blend[buf].DstRGB,
color->Blend[buf].SrcA,
color->Blend[buf].DstA);
- _mesa_BlendEquationSeparatei(buf,
+ _mesa_BlendEquationSeparateiARB(buf,
color->Blend[buf].EquationRGB,
color->Blend[buf].EquationA);
}
}
else {
/* set same blend modes for all buffers */
- _mesa_BlendFuncSeparateEXT(color->Blend[0].SrcRGB,
+ _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
color->Blend[0].DstRGB,
color->Blend[0].SrcA,
color->Blend[0].DstA);
_mesa_BlendEquation(color->Blend[0].EquationRGB);
}
else {
- _mesa_BlendEquationSeparateEXT(
+ _mesa_BlendEquationSeparate(
color->Blend[0].EquationRGB,
color->Blend[0].EquationA);
}
_mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
color->IndexLogicOpEnabled);
_mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
- _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor);
- _mesa_ClampColorARB(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
+ if (ctx->Extensions.ARB_color_buffer_float)
+ _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
+ color->ClampFragmentColor);
+ _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
+
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ if (ctx->Extensions.EXT_framebuffer_sRGB)
+ _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
}
break;
case GL_CURRENT_BIT:
_mesa_ClearDepth(depth->Clear);
_mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
_mesa_DepthMask(depth->Mask);
+ if (ctx->Extensions.EXT_depth_bounds_test) {
+ _mesa_set_enable(ctx, GL_DEPTH_BOUNDS_TEST_EXT,
+ depth->BoundsTest);
+ _mesa_DepthBoundsEXT(depth->BoundsMin, depth->BoundsMax);
+ }
}
break;
case GL_ENABLE_BIT:
_mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
_mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
_mesa_Hint(GL_FOG_HINT, hint->Fog);
- _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
- hint->ClipVolumeClipping);
_mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
hint->TextureCompression);
}
p[0] = l->QuadraticAttenuation;
_mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
}
- }
+ }
/* light model */
_mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
light->Model.Ambient);
/* materials */
memcpy(&ctx->Light.Material, &light->Material,
sizeof(struct gl_material));
- _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, light->ClampVertexColor);
+ if (ctx->Extensions.ARB_color_buffer_float) {
+ _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
+ light->ClampVertexColor);
+ }
}
break;
case GL_LINE_BIT:
if (ctx->Extensions.NV_point_sprite)
_mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
ctx->Point.SpriteRMode);
- _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
- (GLfloat)ctx->Point.SpriteOrigin);
+
+ if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
+ || ctx->API == API_OPENGL_CORE)
+ _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
+ (GLfloat)ctx->Point.SpriteOrigin);
}
}
break;
_mesa_FrontFace(polygon->FrontFace);
_mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
_mesa_PolygonMode(GL_BACK, polygon->BackMode);
- _mesa_PolygonOffset(polygon->OffsetFactor,
- polygon->OffsetUnits);
+ _mesa_polygon_offset_clamp(ctx,
+ polygon->OffsetFactor,
+ polygon->OffsetUnits,
+ polygon->OffsetClamp);
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
_mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
break;
case GL_SCISSOR_BIT:
{
+ unsigned i;
const struct gl_scissor_attrib *scissor;
scissor = (const struct gl_scissor_attrib *) attr->data;
- _mesa_Scissor(scissor->X, scissor->Y,
- scissor->Width, scissor->Height);
- _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
+
+ for (i = 0; i < ctx->Const.MaxViewports; i++) {
+ _mesa_set_scissor(ctx, i,
+ scissor->ScissorArray[i].X,
+ scissor->ScissorArray[i].Y,
+ scissor->ScissorArray[i].Width,
+ scissor->ScissorArray[i].Height);
+ _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
+ (scissor->EnableFlags >> i) & 1);
+ }
}
break;
case GL_STENCIL_BUFFER_BIT:
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
/* restore clip planes */
- for (i = 0; i < MAX_CLIP_PLANES; i++) {
+ for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
const GLuint mask = 1 << i;
const GLfloat *eyePlane = xform->EyeUserPlane[i];
COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
- if (xform->ClipPlanesEnabled & mask) {
- _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
- }
- else {
- _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
- }
+ _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
+ !!(xform->ClipPlanesEnabled & mask));
if (ctx->Driver.ClipPlane)
ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
}
if (xform->DepthClamp != ctx->Transform.DepthClamp)
_mesa_set_enable(ctx, GL_DEPTH_CLAMP,
ctx->Transform.DepthClamp);
+ if (ctx->Extensions.ARB_clip_control)
+ _mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode);
}
break;
case GL_TEXTURE_BIT:
- /* Take care of texture object reference counters */
{
struct texture_state *texstate
= (struct texture_state *) attr->data;
break;
case GL_VIEWPORT_BIT:
{
+ unsigned i;
const struct gl_viewport_attrib *vp;
vp = (const struct gl_viewport_attrib *) attr->data;
- _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
- _mesa_DepthRange(vp->Near, vp->Far);
+
+ for (i = 0; i < ctx->Const.MaxViewports; i++) {
+ _mesa_set_viewport(ctx, i, vp[i].X, vp[i].Y, vp[i].Width,
+ vp[i].Height);
+ _mesa_set_depth_range(ctx, i, vp[i].Near, vp[i].Far);
+ }
}
break;
case GL_MULTISAMPLE_BIT_ARB:
{
const struct gl_multisample_attrib *ms;
ms = (const struct gl_multisample_attrib *) attr->data;
- _mesa_SampleCoverageARB(ms->SampleCoverageValue,
+
+ TEST_AND_UPDATE(ctx->Multisample.Enabled,
+ ms->Enabled,
+ GL_MULTISAMPLE);
+
+ TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
+ ms->SampleCoverage,
+ GL_SAMPLE_COVERAGE);
+
+ TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
+ ms->SampleAlphaToCoverage,
+ GL_SAMPLE_ALPHA_TO_COVERAGE);
+
+ TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
+ ms->SampleAlphaToOne,
+ GL_SAMPLE_ALPHA_TO_ONE);
+
+ _mesa_SampleCoverage(ms->SampleCoverageValue,
ms->SampleCoverageInvert);
}
break;
}
next = attr->next;
- FREE( attr->data );
- FREE( attr );
+ free(attr->data);
+ free(attr);
attr = next;
}
}
-/**
- * Helper for incrementing/decrementing vertex buffer object reference
- * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
- */
-static void
-adjust_buffer_object_ref_counts(struct gl_array_object *arrayObj, GLint step)
-{
- GLuint i;
-
- arrayObj->Vertex.BufferObj->RefCount += step;
- arrayObj->Weight.BufferObj->RefCount += step;
- arrayObj->Normal.BufferObj->RefCount += step;
- arrayObj->Color.BufferObj->RefCount += step;
- arrayObj->SecondaryColor.BufferObj->RefCount += step;
- arrayObj->FogCoord.BufferObj->RefCount += step;
- arrayObj->Index.BufferObj->RefCount += step;
- arrayObj->EdgeFlag.BufferObj->RefCount += step;
- for (i = 0; i < Elements(arrayObj->TexCoord); i++)
- arrayObj->TexCoord[i].BufferObj->RefCount += step;
- for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
- arrayObj->VertexAttrib[i].BufferObj->RefCount += step;
-}
-
-
/**
* Copy gl_pixelstore_attrib from src to dst, updating buffer
* object refcounts.
dst->SkipImages = src->SkipImages;
dst->SwapBytes = src->SwapBytes;
dst->LsbFirst = src->LsbFirst;
- dst->ClientStorage = src->ClientStorage;
dst->Invert = src->Invert;
_mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
}
#define GL_CLIENT_PACK_BIT (1<<20)
#define GL_CLIENT_UNPACK_BIT (1<<21)
+/**
+ * Copy gl_vertex_array_object from src to dest.
+ * 'dest' must be in an initialized state.
+ */
+static void
+copy_array_object(struct gl_context *ctx,
+ struct gl_vertex_array_object *dest,
+ struct gl_vertex_array_object *src)
+{
+ GLuint i;
+
+ /* skip Name */
+ /* skip RefCount */
+
+ /* In theory must be the same anyway, but on recreate make sure it matches */
+ dest->ARBsemantics = src->ARBsemantics;
+
+ for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) {
+ _mesa_copy_client_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]);
+ _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
+ _mesa_copy_vertex_buffer_binding(ctx, &dest->VertexBinding[i], &src->VertexBinding[i]);
+ }
+
+ /* _Enabled must be the same than on push */
+ dest->_Enabled = src->_Enabled;
+ dest->NewArrays = src->NewArrays;
+}
+
+/**
+ * Copy gl_array_attrib from src to dest.
+ * 'dest' must be in an initialized state.
+ */
+static void
+copy_array_attrib(struct gl_context *ctx,
+ struct gl_array_attrib *dest,
+ struct gl_array_attrib *src,
+ bool vbo_deleted)
+{
+ /* skip ArrayObj */
+ /* skip DefaultArrayObj, Objects */
+ dest->ActiveTexture = src->ActiveTexture;
+ dest->LockFirst = src->LockFirst;
+ dest->LockCount = src->LockCount;
+ dest->PrimitiveRestart = src->PrimitiveRestart;
+ dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
+ dest->_PrimitiveRestart = src->_PrimitiveRestart;
+ dest->RestartIndex = src->RestartIndex;
+ /* skip NewState */
+ /* skip RebindArrays */
+
+ if (!vbo_deleted)
+ copy_array_object(ctx, dest->VAO, src->VAO);
+
+ /* skip ArrayBufferObj */
+ /* skip IndexBufferObj */
+
+ /* Invalidate draw state. It will be updated during the next draw. */
+ dest->DrawMethod = DRAW_NONE;
+ dest->_DrawArrays = NULL;
+}
+
+/**
+ * Save the content of src to dest.
+ */
+static void
+save_array_attrib(struct gl_context *ctx,
+ struct gl_array_attrib *dest,
+ struct gl_array_attrib *src)
+{
+ /* Set the Name, needed for restore, but do never overwrite.
+ * Needs to match value in the object hash. */
+ dest->VAO->Name = src->VAO->Name;
+ /* And copy all of the rest. */
+ copy_array_attrib(ctx, dest, src, false);
+
+ /* Just reference them here */
+ _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
+ src->ArrayBufferObj);
+ _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
+ src->VAO->IndexBufferObj);
+}
+
+/**
+ * Restore the content of src to dest.
+ */
+static void
+restore_array_attrib(struct gl_context *ctx,
+ struct gl_array_attrib *dest,
+ struct gl_array_attrib *src)
+{
+ /* The ARB_vertex_array_object spec says:
+ *
+ * "BindVertexArray fails and an INVALID_OPERATION error is generated
+ * if array is not a name returned from a previous call to
+ * GenVertexArrays, or if such a name has since been deleted with
+ * DeleteVertexArrays."
+ *
+ * Therefore popping a deleted VAO cannot magically recreate it.
+ *
+ * The semantics of objects created using APPLE_vertex_array_objects behave
+ * differently. These objects expect to be recreated by pop. Alas.
+ */
+ const bool arb_vao = (src->VAO->Name != 0
+ && src->VAO->ARBsemantics);
+
+ if (arb_vao && !_mesa_IsVertexArray(src->VAO->Name))
+ return;
+
+ _mesa_BindVertexArrayAPPLE(src->VAO->Name);
+
+ /* Restore or recreate the buffer objects by the names ... */
+ if (!arb_vao
+ || src->ArrayBufferObj->Name == 0
+ || _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
+ /* ... and restore its content */
+ copy_array_attrib(ctx, dest, src, false);
+
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
+ src->ArrayBufferObj->Name);
+ } else {
+ copy_array_attrib(ctx, dest, src, true);
+ }
+
+ if (!arb_vao
+ || src->VAO->IndexBufferObj->Name == 0
+ || _mesa_IsBuffer(src->VAO->IndexBufferObj->Name))
+ _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
+ src->VAO->IndexBufferObj->Name);
+}
+
+/**
+ * init/alloc the fields of 'attrib'.
+ * Needs to the init part matching free_array_attrib_data below.
+ */
+static bool
+init_array_attrib_data(struct gl_context *ctx,
+ struct gl_array_attrib *attrib)
+{
+ /* Get a non driver gl_vertex_array_object. */
+ attrib->VAO = CALLOC_STRUCT( gl_vertex_array_object );
+
+ if (attrib->VAO == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
+ return false;
+ }
+
+ _mesa_initialize_vao(ctx, attrib->VAO, 0);
+ return true;
+}
+
+/**
+ * Free/unreference the fields of 'attrib' but don't delete it (that's
+ * done later in the calling code).
+ * Needs to the cleanup part matching init_array_attrib_data above.
+ */
+static void
+free_array_attrib_data(struct gl_context *ctx,
+ struct gl_array_attrib *attrib)
+{
+ /* We use a non driver array object, so don't just unref since we would
+ * end up using the drivers DeleteArrayObject function for deletion. */
+ _mesa_delete_vao(ctx, attrib->VAO);
+ attrib->VAO = 0;
+ _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
+}
+
void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
struct gl_pixelstore_attrib *attr;
/* packing attribs */
attr = CALLOC_STRUCT( gl_pixelstore_attrib );
- copy_pixelstore(ctx, attr, &ctx->Pack);
- save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
+ if (attr == NULL) {
+ _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
+ goto end;
+ }
+ if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) {
+ copy_pixelstore(ctx, attr, &ctx->Pack);
+ }
+ else {
+ _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
+ free(attr);
+ goto end;
+ }
+
/* unpacking attribs */
attr = CALLOC_STRUCT( gl_pixelstore_attrib );
- copy_pixelstore(ctx, attr, &ctx->Unpack);
- save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
+ if (attr == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
+ goto end;
+ }
+
+ if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) {
+ copy_pixelstore(ctx, attr, &ctx->Unpack);
+ }
+ else {
+ _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
+ free(attr);
+ goto end;
+ }
}
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
struct gl_array_attrib *attr;
- struct gl_array_object *obj;
-
- attr = MALLOC_STRUCT( gl_array_attrib );
- obj = MALLOC_STRUCT( gl_array_object );
-
-#if FEATURE_ARB_vertex_buffer_object
- /* increment ref counts since we're copying pointers to these objects */
- ctx->Array.ArrayBufferObj->RefCount++;
- ctx->Array.ElementArrayBufferObj->RefCount++;
-#endif
-
- memcpy( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
- memcpy( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
-
- attr->ArrayObj = obj;
+ attr = CALLOC_STRUCT( gl_array_attrib );
+ if (attr == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
+ goto end;
+ }
- save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
+ if (!init_array_attrib_data(ctx, attr)) {
+ free(attr);
+ goto end;
+ }
- /* bump reference counts on buffer objects */
- adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, 1);
+ if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) {
+ save_array_attrib(ctx, attr, &ctx->Array);
+ }
+ else {
+ free_array_attrib_data(ctx, attr);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
+ free(attr);
+ /* goto to keep safe from possible later changes */
+ goto end;
+ }
+ }
+end:
+ if (head != NULL) {
+ ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
+ ctx->ClientAttribStackDepth++;
}
-
- ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
- ctx->ClientAttribStackDepth++;
}
struct gl_attrib_node *node, *next;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
if (ctx->ClientAttribStackDepth == 0) {
_mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
copy_pixelstore(ctx, &ctx->Pack, store);
_mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
}
- ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_UNPACK_BIT:
{
copy_pixelstore(ctx, &ctx->Unpack, store);
_mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
}
- ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_VERTEX_ARRAY_BIT: {
- struct gl_array_attrib * data =
+ struct gl_array_attrib * attr =
(struct gl_array_attrib *) node->data;
-
- adjust_buffer_object_ref_counts(ctx->Array.ArrayObj, -1);
-
- ctx->Array.ActiveTexture = data->ActiveTexture;
- if (data->LockCount != 0)
- _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
- else if (ctx->Array.LockCount)
- _mesa_UnlockArraysEXT();
-
- _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
-
-#if FEATURE_ARB_vertex_buffer_object
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
- data->ArrayBufferObj->Name);
- _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
- data->ElementArrayBufferObj->Name);
-#endif
-
- memcpy( ctx->Array.ArrayObj, data->ArrayObj,
- sizeof( struct gl_array_object ) );
-
- FREE( data->ArrayObj );
-
- /* FIXME: Should some bits in ctx->Array->NewState also be set
- * FIXME: here? It seems like it should be set to inclusive-or
- * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
- */
-
+ restore_array_attrib(ctx, &ctx->Array, attr);
+ free_array_attrib_data(ctx, attr);
ctx->NewState |= _NEW_ARRAY;
break;
}
}
next = node->next;
- FREE( node->data );
- FREE( node );
+ free(node->data);
+ free(node);
node = next;
}
}
-void
-_mesa_init_attrib_dispatch(struct _glapi_table *disp)
-{
- SET_PopAttrib(disp, _mesa_PopAttrib);
- SET_PushAttrib(disp, _mesa_PushAttrib);
- SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
- SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
-}
-
-
-#endif /* FEATURE_attrib_stack */
-
-
/**
* Free any attribute state data that might be attached to the context.
*/
_mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
}
}
+ _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
}
else {
/* any other chunks of state that requires special handling? */