mesa/version: only enable GL4.1 with correct limits.
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27
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 "context.h"
36 #include "depth.h"
37 #include "enable.h"
38 #include "enums.h"
39 #include "fog.h"
40 #include "hint.h"
41 #include "light.h"
42 #include "lines.h"
43 #include "macros.h"
44 #include "matrix.h"
45 #include "multisample.h"
46 #include "pixelstore.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 "state.h"
61 #include "hash.h"
62 #include <stdbool.h>
63 #include "util/u_memory.h"
64
65
66 /**
67 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
68 */
69 struct gl_enable_attrib
70 {
71 GLboolean AlphaTest;
72 GLboolean AutoNormal;
73 GLboolean Blend;
74 GLbitfield ClipPlanes;
75 GLboolean ColorMaterial;
76 GLboolean CullFace;
77 GLboolean DepthClampNear;
78 GLboolean DepthClampFar;
79 GLboolean DepthTest;
80 GLboolean Dither;
81 GLboolean Fog;
82 GLboolean Light[MAX_LIGHTS];
83 GLboolean Lighting;
84 GLboolean LineSmooth;
85 GLboolean LineStipple;
86 GLboolean IndexLogicOp;
87 GLboolean ColorLogicOp;
88
89 GLboolean Map1Color4;
90 GLboolean Map1Index;
91 GLboolean Map1Normal;
92 GLboolean Map1TextureCoord1;
93 GLboolean Map1TextureCoord2;
94 GLboolean Map1TextureCoord3;
95 GLboolean Map1TextureCoord4;
96 GLboolean Map1Vertex3;
97 GLboolean Map1Vertex4;
98 GLboolean Map2Color4;
99 GLboolean Map2Index;
100 GLboolean Map2Normal;
101 GLboolean Map2TextureCoord1;
102 GLboolean Map2TextureCoord2;
103 GLboolean Map2TextureCoord3;
104 GLboolean Map2TextureCoord4;
105 GLboolean Map2Vertex3;
106 GLboolean Map2Vertex4;
107
108 GLboolean Normalize;
109 GLboolean PixelTexture;
110 GLboolean PointSmooth;
111 GLboolean PolygonOffsetPoint;
112 GLboolean PolygonOffsetLine;
113 GLboolean PolygonOffsetFill;
114 GLboolean PolygonSmooth;
115 GLboolean PolygonStipple;
116 GLboolean RescaleNormals;
117 GLbitfield Scissor;
118 GLboolean Stencil;
119 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
120 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
121 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
122 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
123 GLboolean SampleCoverage; /* GL_ARB_multisample */
124 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
125
126 GLbitfield Texture[MAX_TEXTURE_UNITS];
127 GLbitfield TexGen[MAX_TEXTURE_UNITS];
128
129 /* GL_ARB_vertex_program */
130 GLboolean VertexProgram;
131 GLboolean VertexProgramPointSize;
132 GLboolean VertexProgramTwoSide;
133
134 /* GL_ARB_fragment_program */
135 GLboolean FragmentProgram;
136
137 /* GL_ARB_point_sprite / GL_NV_point_sprite */
138 GLboolean PointSprite;
139 GLboolean FragmentShaderATI;
140
141 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
142 GLboolean sRGBEnabled;
143
144 /* GL_NV_conservative_raster */
145 GLboolean ConservativeRasterization;
146 };
147
148
149 /**
150 * Node for the attribute stack.
151 */
152 struct gl_attrib_node
153 {
154 GLbitfield kind;
155 void *data;
156 struct gl_attrib_node *next;
157 };
158
159
160
161 /**
162 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
163 */
164 struct texture_state
165 {
166 struct gl_texture_attrib Texture; /**< The usual context state */
167
168 /** to save per texture object state (wrap modes, filters, etc): */
169 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
170
171 /**
172 * To save references to texture objects (so they don't get accidentally
173 * deleted while saved in the attribute stack).
174 */
175 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
176
177 /* We need to keep a reference to the shared state. That's where the
178 * default texture objects are kept. We don't want that state to be
179 * freed while the attribute stack contains pointers to any default
180 * texture objects.
181 */
182 struct gl_shared_state *SharedRef;
183 };
184
185
186 struct viewport_state
187 {
188 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS];
189 GLuint SubpixelPrecisionBias[2];
190 };
191
192
193 /** An unused GL_*_BIT value */
194 #define DUMMY_BIT 0x10000000
195
196
197 /**
198 * Allocate new attribute node of given type/kind. Attach payload data.
199 * Insert it into the linked list named by 'head'.
200 */
201 static bool
202 save_attrib_data(struct gl_attrib_node **head,
203 GLbitfield kind, void *payload)
204 {
205 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
206 if (n) {
207 n->kind = kind;
208 n->data = payload;
209 /* insert at head */
210 n->next = *head;
211 *head = n;
212 }
213 else {
214 /* out of memory! */
215 return false;
216 }
217 return true;
218 }
219
220
221 /**
222 * Helper function for_mesa_PushAttrib for simple attributes.
223 * Allocates memory for attribute data and copies the given attribute data.
224 * \param head head of linked list to insert attribute data into
225 * \param attr_bit one of the GL_<attrib>_BIT flags
226 * \param attr_size number of bytes to allocate for attribute data
227 * \param attr_data the attribute data to copy
228 * \return true for success, false for out of memory
229 */
230 static bool
231 push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
232 GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
233 {
234 void *attribute;
235
236 attribute = malloc(attr_size);
237 if (attribute == NULL) {
238 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
239 return false;
240 }
241
242 if (save_attrib_data(head, attr_bit, attribute)) {
243 memcpy(attribute, attr_data, attr_size);
244 }
245 else {
246 free(attribute);
247 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
248 return false;
249 }
250 return true;
251 }
252
253
254 void GLAPIENTRY
255 _mesa_PushAttrib(GLbitfield mask)
256 {
257 struct gl_attrib_node *head;
258
259 GET_CURRENT_CONTEXT(ctx);
260
261 if (MESA_VERBOSE & VERBOSE_API)
262 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
263
264 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
265 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushAttrib");
266 return;
267 }
268
269 /* Build linked list of attribute nodes which save all attribute */
270 /* groups specified by the mask. */
271 head = NULL;
272
273 if (mask == 0) {
274 /* if mask is zero we still need to push something so that we
275 * don't get a GL_STACK_UNDERFLOW error in glPopAttrib().
276 */
277 GLuint dummy = 0;
278 if (!push_attrib(ctx, &head, DUMMY_BIT, sizeof(dummy), &dummy))
279 goto end;
280 }
281
282 if (mask & GL_ACCUM_BUFFER_BIT) {
283 if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
284 sizeof(struct gl_accum_attrib),
285 (void*)&ctx->Accum))
286 goto end;
287 }
288
289 if (mask & GL_COLOR_BUFFER_BIT) {
290 GLuint i;
291 struct gl_colorbuffer_attrib *attr;
292 attr = MALLOC_STRUCT(gl_colorbuffer_attrib);
293 if (attr == NULL) {
294 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
295 goto end;
296 }
297
298 if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
299 memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
300 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
301 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
302 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
303 }
304 else {
305 free(attr);
306 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
307 goto end;
308 }
309 }
310
311 if (mask & GL_CURRENT_BIT) {
312 FLUSH_CURRENT(ctx, 0);
313 if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
314 sizeof(struct gl_current_attrib),
315 (void*)&ctx->Current))
316 goto end;
317 }
318
319 if (mask & GL_DEPTH_BUFFER_BIT) {
320 if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
321 sizeof(struct gl_depthbuffer_attrib),
322 (void*)&ctx->Depth))
323 goto end;
324 }
325
326 if (mask & GL_ENABLE_BIT) {
327 struct gl_enable_attrib *attr;
328 GLuint i;
329 attr = MALLOC_STRUCT(gl_enable_attrib);
330 if (attr == NULL) {
331 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
332 goto end;
333 }
334
335 /* Copy enable flags from all other attributes into the enable struct. */
336 attr->AlphaTest = ctx->Color.AlphaEnabled;
337 attr->AutoNormal = ctx->Eval.AutoNormal;
338 attr->Blend = ctx->Color.BlendEnabled;
339 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
340 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
341 attr->CullFace = ctx->Polygon.CullFlag;
342 attr->DepthClampNear = ctx->Transform.DepthClampNear;
343 attr->DepthClampFar = ctx->Transform.DepthClampFar;
344 attr->DepthTest = ctx->Depth.Test;
345 attr->Dither = ctx->Color.DitherFlag;
346 attr->Fog = ctx->Fog.Enabled;
347 for (i = 0; i < ctx->Const.MaxLights; i++) {
348 attr->Light[i] = ctx->Light.Light[i].Enabled;
349 }
350 attr->Lighting = ctx->Light.Enabled;
351 attr->LineSmooth = ctx->Line.SmoothFlag;
352 attr->LineStipple = ctx->Line.StippleFlag;
353 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
354 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
355 attr->Map1Color4 = ctx->Eval.Map1Color4;
356 attr->Map1Index = ctx->Eval.Map1Index;
357 attr->Map1Normal = ctx->Eval.Map1Normal;
358 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
359 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
360 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
361 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
362 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
363 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
364 attr->Map2Color4 = ctx->Eval.Map2Color4;
365 attr->Map2Index = ctx->Eval.Map2Index;
366 attr->Map2Normal = ctx->Eval.Map2Normal;
367 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
368 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
369 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
370 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
371 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
372 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
373 attr->Normalize = ctx->Transform.Normalize;
374 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
375 attr->PointSmooth = ctx->Point.SmoothFlag;
376 attr->PointSprite = ctx->Point.PointSprite;
377 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
378 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
379 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
380 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
381 attr->PolygonStipple = ctx->Polygon.StippleFlag;
382 attr->RescaleNormals = ctx->Transform.RescaleNormals;
383 attr->Scissor = ctx->Scissor.EnableFlags;
384 attr->Stencil = ctx->Stencil.Enabled;
385 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
386 attr->MultisampleEnabled = ctx->Multisample.Enabled;
387 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
388 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
389 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
390 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
391 attr->Texture[i] = ctx->Texture.FixedFuncUnit[i].Enabled;
392 attr->TexGen[i] = ctx->Texture.FixedFuncUnit[i].TexGenEnabled;
393 }
394 /* GL_ARB_vertex_program */
395 attr->VertexProgram = ctx->VertexProgram.Enabled;
396 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
397 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
398
399 /* GL_ARB_fragment_program */
400 attr->FragmentProgram = ctx->FragmentProgram.Enabled;
401
402 if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
403 free(attr);
404 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
405 goto end;
406 }
407
408 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
409 attr->sRGBEnabled = ctx->Color.sRGBEnabled;
410
411 /* GL_NV_conservative_raster */
412 attr->ConservativeRasterization = ctx->ConservativeRasterization;
413 }
414
415 if (mask & GL_EVAL_BIT) {
416 if (!push_attrib(ctx, &head, GL_EVAL_BIT,
417 sizeof(struct gl_eval_attrib),
418 (void*)&ctx->Eval))
419 goto end;
420 }
421
422 if (mask & GL_FOG_BIT) {
423 if (!push_attrib(ctx, &head, GL_FOG_BIT,
424 sizeof(struct gl_fog_attrib),
425 (void*)&ctx->Fog))
426 goto end;
427 }
428
429 if (mask & GL_HINT_BIT) {
430 if (!push_attrib(ctx, &head, GL_HINT_BIT,
431 sizeof(struct gl_hint_attrib),
432 (void*)&ctx->Hint))
433 goto end;
434 }
435
436 if (mask & GL_LIGHTING_BIT) {
437 FLUSH_CURRENT(ctx, 0); /* flush material changes */
438 if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
439 sizeof(struct gl_light_attrib),
440 (void*)&ctx->Light))
441 goto end;
442 }
443
444 if (mask & GL_LINE_BIT) {
445 if (!push_attrib(ctx, &head, GL_LINE_BIT,
446 sizeof(struct gl_line_attrib),
447 (void*)&ctx->Line))
448 goto end;
449 }
450
451 if (mask & GL_LIST_BIT) {
452 if (!push_attrib(ctx, &head, GL_LIST_BIT,
453 sizeof(struct gl_list_attrib),
454 (void*)&ctx->List))
455 goto end;
456 }
457
458 if (mask & GL_PIXEL_MODE_BIT) {
459 struct gl_pixel_attrib *attr;
460 attr = MALLOC_STRUCT(gl_pixel_attrib);
461 if (attr == NULL) {
462 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
463 goto end;
464 }
465
466 if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
467 memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
468 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
469 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
470 }
471 else {
472 free(attr);
473 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
474 goto end;
475 }
476 }
477
478 if (mask & GL_POINT_BIT) {
479 if (!push_attrib(ctx, &head, GL_POINT_BIT,
480 sizeof(struct gl_point_attrib),
481 (void*)&ctx->Point))
482 goto end;
483 }
484
485 if (mask & GL_POLYGON_BIT) {
486 if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
487 sizeof(struct gl_polygon_attrib),
488 (void*)&ctx->Polygon))
489 goto end;
490 }
491
492 if (mask & GL_POLYGON_STIPPLE_BIT) {
493 if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
494 sizeof(ctx->PolygonStipple),
495 (void*)&ctx->PolygonStipple))
496 goto end;
497 }
498
499 if (mask & GL_SCISSOR_BIT) {
500 if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
501 sizeof(struct gl_scissor_attrib),
502 (void*)&ctx->Scissor))
503 goto end;
504 }
505
506 if (mask & GL_STENCIL_BUFFER_BIT) {
507 if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
508 sizeof(struct gl_stencil_attrib),
509 (void*)&ctx->Stencil))
510 goto end;
511 }
512
513 if (mask & GL_TEXTURE_BIT) {
514 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
515 GLuint u, tex;
516
517 if (!texstate) {
518 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
519 goto end;
520 }
521
522 if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
523 free(texstate);
524 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
525 goto end;
526 }
527
528 _mesa_lock_context_textures(ctx);
529
530 /* copy/save the bulk of texture state here */
531 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
532
533 /* Save references to the currently bound texture objects so they don't
534 * accidentally get deleted while referenced in the attribute stack.
535 */
536 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
537 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
538 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
539 ctx->Texture.Unit[u].CurrentTex[tex]);
540 }
541 }
542
543 /* copy state/contents of the currently bound texture objects */
544 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
545 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
546 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
547 ctx->Texture.Unit[u].CurrentTex[tex]);
548 }
549 }
550
551 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
552
553 _mesa_unlock_context_textures(ctx);
554 }
555
556 if (mask & GL_TRANSFORM_BIT) {
557 if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
558 sizeof(struct gl_transform_attrib),
559 (void*)&ctx->Transform))
560 goto end;
561 }
562
563 if (mask & GL_VIEWPORT_BIT) {
564 struct viewport_state *viewstate = CALLOC_STRUCT(viewport_state);
565 if (!viewstate) {
566 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_VIEWPORT_BIT)");
567 goto end;
568 }
569
570 if (!save_attrib_data(&head, GL_VIEWPORT_BIT, viewstate)) {
571 free(viewstate);
572 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_VIEWPORT_BIT)");
573 goto end;
574 }
575
576 memcpy(&viewstate->ViewportArray, &ctx->ViewportArray,
577 sizeof(struct gl_viewport_attrib)*ctx->Const.MaxViewports);
578
579 viewstate->SubpixelPrecisionBias[0] = ctx->SubpixelPrecisionBias[0];
580 viewstate->SubpixelPrecisionBias[1] = ctx->SubpixelPrecisionBias[1];
581 }
582
583 /* GL_ARB_multisample */
584 if (mask & GL_MULTISAMPLE_BIT_ARB) {
585 if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
586 sizeof(struct gl_multisample_attrib),
587 (void*)&ctx->Multisample))
588 goto end;
589 }
590
591 end:
592 if (head != NULL) {
593 ctx->AttribStack[ctx->AttribStackDepth] = head;
594 ctx->AttribStackDepth++;
595 }
596 }
597
598
599
600 static void
601 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
602 {
603 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
604 GLuint i;
605
606 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
607 if ((VALUE) != (NEWVALUE)) { \
608 _mesa_set_enable(ctx, ENUM, (NEWVALUE)); \
609 }
610
611 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
612 if (ctx->Color.BlendEnabled != enable->Blend) {
613 if (ctx->Extensions.EXT_draw_buffers2) {
614 GLuint i;
615 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
616 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
617 }
618 }
619 else {
620 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
621 }
622 }
623
624 for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
625 const GLuint mask = 1 << i;
626 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
627 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
628 !!(enable->ClipPlanes & mask));
629 }
630
631 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
632 GL_COLOR_MATERIAL);
633 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
634
635 if (!ctx->Extensions.AMD_depth_clamp_separate) {
636 TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
637 enable->DepthClampNear && enable->DepthClampFar,
638 GL_DEPTH_CLAMP);
639 } else {
640 TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
641 GL_DEPTH_CLAMP_NEAR_AMD);
642 TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
643 GL_DEPTH_CLAMP_FAR_AMD);
644 }
645
646 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
647 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
648 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
649 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
650 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
651 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
652 GL_LINE_STIPPLE);
653 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
654 GL_INDEX_LOGIC_OP);
655 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
656 GL_COLOR_LOGIC_OP);
657
658 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
659 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
660 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
661 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
662 GL_MAP1_TEXTURE_COORD_1);
663 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
664 GL_MAP1_TEXTURE_COORD_2);
665 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
666 GL_MAP1_TEXTURE_COORD_3);
667 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
668 GL_MAP1_TEXTURE_COORD_4);
669 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
670 GL_MAP1_VERTEX_3);
671 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
672 GL_MAP1_VERTEX_4);
673
674 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
675 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
676 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
677 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
678 GL_MAP2_TEXTURE_COORD_1);
679 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
680 GL_MAP2_TEXTURE_COORD_2);
681 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
682 GL_MAP2_TEXTURE_COORD_3);
683 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
684 GL_MAP2_TEXTURE_COORD_4);
685 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
686 GL_MAP2_VERTEX_3);
687 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
688 GL_MAP2_VERTEX_4);
689
690 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
691 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
692 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
693 GL_RESCALE_NORMAL_EXT);
694 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
695 enable->RasterPositionUnclipped,
696 GL_RASTER_POSITION_UNCLIPPED_IBM);
697 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
698 GL_POINT_SMOOTH);
699 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
700 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
701 GL_POINT_SPRITE_NV);
702 }
703 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
704 GL_POLYGON_OFFSET_POINT);
705 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
706 GL_POLYGON_OFFSET_LINE);
707 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
708 GL_POLYGON_OFFSET_FILL);
709 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
710 GL_POLYGON_SMOOTH);
711 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
712 GL_POLYGON_STIPPLE);
713 if (ctx->Scissor.EnableFlags != enable->Scissor) {
714 unsigned i;
715
716 for (i = 0; i < ctx->Const.MaxViewports; i++) {
717 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
718 }
719 }
720 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
721 if (ctx->Extensions.EXT_stencil_two_side) {
722 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
723 }
724 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
725 GL_MULTISAMPLE_ARB);
726 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
727 enable->SampleAlphaToCoverage,
728 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
729 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
730 enable->SampleAlphaToOne,
731 GL_SAMPLE_ALPHA_TO_ONE_ARB);
732 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
733 enable->SampleCoverage,
734 GL_SAMPLE_COVERAGE_ARB);
735 /* GL_ARB_vertex_program */
736 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
737 enable->VertexProgram,
738 GL_VERTEX_PROGRAM_ARB);
739 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
740 enable->VertexProgramPointSize,
741 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
742 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
743 enable->VertexProgramTwoSide,
744 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
745
746 /* GL_ARB_fragment_program */
747 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
748 enable->FragmentProgram,
749 GL_FRAGMENT_PROGRAM_ARB);
750
751 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
752 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
753 GL_FRAMEBUFFER_SRGB);
754
755 /* GL_NV_conservative_raster */
756 if (ctx->Extensions.NV_conservative_raster) {
757 TEST_AND_UPDATE(ctx->ConservativeRasterization,
758 enable->ConservativeRasterization,
759 GL_CONSERVATIVE_RASTERIZATION_NV);
760 }
761
762 /* texture unit enables */
763 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
764 const GLbitfield enabled = enable->Texture[i];
765 const GLbitfield genEnabled = enable->TexGen[i];
766
767 if (ctx->Texture.FixedFuncUnit[i].Enabled != enabled) {
768 _mesa_ActiveTexture(GL_TEXTURE0 + i);
769
770 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
771 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
772 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
773 if (ctx->Extensions.NV_texture_rectangle) {
774 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
775 !!(enabled & TEXTURE_RECT_BIT));
776 }
777 if (ctx->Extensions.ARB_texture_cube_map) {
778 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
779 !!(enabled & TEXTURE_CUBE_BIT));
780 }
781 }
782
783 if (ctx->Texture.FixedFuncUnit[i].TexGenEnabled != genEnabled) {
784 _mesa_ActiveTexture(GL_TEXTURE0 + i);
785 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
786 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
787 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
788 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
789 }
790 }
791
792 _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
793 }
794
795
796 /**
797 * Pop/restore texture attribute/group state.
798 */
799 static void
800 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
801 {
802 GLuint u;
803
804 _mesa_lock_context_textures(ctx);
805
806 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
807 const struct gl_fixedfunc_texture_unit *unit =
808 &texstate->Texture.FixedFuncUnit[u];
809 GLuint tgt;
810
811 _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
812 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
813 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
814 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
815 if (ctx->Extensions.ARB_texture_cube_map) {
816 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
817 !!(unit->Enabled & TEXTURE_CUBE_BIT));
818 }
819 if (ctx->Extensions.NV_texture_rectangle) {
820 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
821 !!(unit->Enabled & TEXTURE_RECT_BIT));
822 }
823 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
824 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
825 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
826 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
827 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
828 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
829 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
830 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
831 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
832 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
833 /* Eye plane done differently to avoid re-transformation */
834 {
835 struct gl_fixedfunc_texture_unit *destUnit =
836 &ctx->Texture.FixedFuncUnit[u];
837
838 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
839 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
840 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
841 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
842 if (ctx->Driver.TexGen) {
843 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
844 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
845 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
846 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
847 }
848 }
849 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
850 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
851 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
852 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
853 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
854 texstate->Texture.Unit[u].LodBias);
855 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
856 unit->Combine.ModeRGB);
857 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
858 unit->Combine.ModeA);
859 {
860 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
861 GLuint i;
862 for (i = 0; i < n; i++) {
863 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
864 unit->Combine.SourceRGB[i]);
865 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
866 unit->Combine.SourceA[i]);
867 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
868 unit->Combine.OperandRGB[i]);
869 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
870 unit->Combine.OperandA[i]);
871 }
872 }
873 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
874 1 << unit->Combine.ScaleShiftRGB);
875 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
876 1 << unit->Combine.ScaleShiftA);
877
878 /* Restore texture object state for each target */
879 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
880 const struct gl_texture_object *obj = NULL;
881 const struct gl_sampler_object *samp;
882 GLenum target;
883
884 obj = &texstate->SavedObj[u][tgt];
885
886 /* don't restore state for unsupported targets to prevent
887 * raising GL errors.
888 */
889 if (obj->Target == GL_TEXTURE_CUBE_MAP &&
890 !ctx->Extensions.ARB_texture_cube_map) {
891 continue;
892 }
893 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
894 !ctx->Extensions.NV_texture_rectangle) {
895 continue;
896 }
897 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
898 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
899 !ctx->Extensions.EXT_texture_array) {
900 continue;
901 }
902 else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
903 !ctx->Extensions.ARB_texture_cube_map_array) {
904 continue;
905 } else if (obj->Target == GL_TEXTURE_BUFFER)
906 continue;
907 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
908 continue;
909 else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
910 obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
911 continue;
912
913 target = obj->Target;
914
915 _mesa_BindTexture(target, obj->Name);
916
917 samp = &obj->Sampler;
918
919 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
920 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
921 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
922 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
923 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
924 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
925 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
926 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
927 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
928 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
929 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
930 if (target != GL_TEXTURE_RECTANGLE_ARB)
931 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
932 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
933 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
934 samp->MaxAnisotropy);
935 }
936 if (ctx->Extensions.ARB_shadow) {
937 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
938 samp->CompareMode);
939 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
940 samp->CompareFunc);
941 }
942 if (ctx->Extensions.ARB_depth_texture)
943 _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
944 }
945
946 /* remove saved references to the texture objects */
947 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
948 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
949 }
950 }
951
952 _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
953
954 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
955
956 _mesa_unlock_context_textures(ctx);
957 }
958
959
960 /*
961 * This function is kind of long just because we have to call a lot
962 * of device driver functions to update device driver state.
963 *
964 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
965 * in order to restore GL state. This isn't terribly efficient but it
966 * ensures that dirty flags and any derived state gets updated correctly.
967 * We could at least check if the value to restore equals the current value
968 * and then skip the Mesa call.
969 */
970 void GLAPIENTRY
971 _mesa_PopAttrib(void)
972 {
973 struct gl_attrib_node *attr, *next;
974 GET_CURRENT_CONTEXT(ctx);
975 FLUSH_VERTICES(ctx, 0);
976
977 if (ctx->AttribStackDepth == 0) {
978 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopAttrib");
979 return;
980 }
981
982 ctx->AttribStackDepth--;
983 attr = ctx->AttribStack[ctx->AttribStackDepth];
984
985 while (attr) {
986
987 if (MESA_VERBOSE & VERBOSE_API) {
988 _mesa_debug(ctx, "glPopAttrib %s\n",
989 _mesa_enum_to_string(attr->kind));
990 }
991
992 switch (attr->kind) {
993 case DUMMY_BIT:
994 /* do nothing */
995 break;
996
997 case GL_ACCUM_BUFFER_BIT:
998 {
999 const struct gl_accum_attrib *accum;
1000 accum = (const struct gl_accum_attrib *) attr->data;
1001 _mesa_ClearAccum(accum->ClearColor[0],
1002 accum->ClearColor[1],
1003 accum->ClearColor[2],
1004 accum->ClearColor[3]);
1005 }
1006 break;
1007 case GL_COLOR_BUFFER_BIT:
1008 {
1009 const struct gl_colorbuffer_attrib *color;
1010
1011 color = (const struct gl_colorbuffer_attrib *) attr->data;
1012 _mesa_ClearIndex((GLfloat) color->ClearIndex);
1013 _mesa_ClearColor(color->ClearColor.f[0],
1014 color->ClearColor.f[1],
1015 color->ClearColor.f[2],
1016 color->ClearColor.f[3]);
1017 _mesa_IndexMask(color->IndexMask);
1018 if (!ctx->Extensions.EXT_draw_buffers2) {
1019 _mesa_ColorMask(GET_COLORMASK_BIT(color->ColorMask, 0, 0),
1020 GET_COLORMASK_BIT(color->ColorMask, 0, 1),
1021 GET_COLORMASK_BIT(color->ColorMask, 0, 2),
1022 GET_COLORMASK_BIT(color->ColorMask, 0, 3));
1023 }
1024 else {
1025 GLuint i;
1026 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1027 _mesa_ColorMaski(i,
1028 GET_COLORMASK_BIT(color->ColorMask, i, 0),
1029 GET_COLORMASK_BIT(color->ColorMask, i, 1),
1030 GET_COLORMASK_BIT(color->ColorMask, i, 2),
1031 GET_COLORMASK_BIT(color->ColorMask, i, 3));
1032 }
1033 }
1034 {
1035 /* Need to determine if more than one color output is
1036 * specified. If so, call glDrawBuffersARB, else call
1037 * glDrawBuffer(). This is a subtle, but essential point
1038 * since GL_FRONT (for example) is illegal for the former
1039 * function, but legal for the later.
1040 */
1041 GLboolean multipleBuffers = GL_FALSE;
1042 GLuint i;
1043
1044 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
1045 if (color->DrawBuffer[i] != GL_NONE) {
1046 multipleBuffers = GL_TRUE;
1047 break;
1048 }
1049 }
1050 /* Call the API_level functions, not _mesa_drawbuffers()
1051 * since we need to do error checking on the pop'd
1052 * GL_DRAW_BUFFER.
1053 * Ex: if GL_FRONT were pushed, but we're popping with a
1054 * user FBO bound, GL_FRONT will be illegal and we'll need
1055 * to record that error. Per OpenGL ARB decision.
1056 */
1057 if (multipleBuffers) {
1058 GLenum buffers[MAX_DRAW_BUFFERS];
1059
1060 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
1061 buffers[i] = color->DrawBuffer[i];
1062
1063 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
1064 } else {
1065 _mesa_DrawBuffer(color->DrawBuffer[0]);
1066 }
1067 }
1068 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
1069 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
1070 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
1071 if (ctx->Extensions.EXT_draw_buffers2) {
1072 GLuint i;
1073 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1074 _mesa_set_enablei(ctx, GL_BLEND, i,
1075 (color->BlendEnabled >> i) & 1);
1076 }
1077 }
1078 else {
1079 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
1080 }
1081 }
1082 if (ctx->Color._BlendFuncPerBuffer ||
1083 ctx->Color._BlendEquationPerBuffer) {
1084 /* set blend per buffer */
1085 GLuint buf;
1086 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
1087 _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
1088 color->Blend[buf].DstRGB,
1089 color->Blend[buf].SrcA,
1090 color->Blend[buf].DstA);
1091 _mesa_BlendEquationSeparateiARB(buf,
1092 color->Blend[buf].EquationRGB,
1093 color->Blend[buf].EquationA);
1094 }
1095 }
1096 else {
1097 /* set same blend modes for all buffers */
1098 _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
1099 color->Blend[0].DstRGB,
1100 color->Blend[0].SrcA,
1101 color->Blend[0].DstA);
1102 /* This special case is because glBlendEquationSeparateEXT
1103 * cannot take GL_LOGIC_OP as a parameter.
1104 */
1105 if (color->Blend[0].EquationRGB ==
1106 color->Blend[0].EquationA) {
1107 _mesa_BlendEquation(color->Blend[0].EquationRGB);
1108 }
1109 else {
1110 _mesa_BlendEquationSeparate(
1111 color->Blend[0].EquationRGB,
1112 color->Blend[0].EquationA);
1113 }
1114 }
1115 _mesa_BlendColor(color->BlendColorUnclamped[0],
1116 color->BlendColorUnclamped[1],
1117 color->BlendColorUnclamped[2],
1118 color->BlendColorUnclamped[3]);
1119 _mesa_LogicOp(color->LogicOp);
1120 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1121 color->ColorLogicOpEnabled);
1122 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1123 color->IndexLogicOpEnabled);
1124 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1125 if (ctx->Extensions.ARB_color_buffer_float)
1126 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
1127 color->ClampFragmentColor);
1128 if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30)
1129 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
1130
1131 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
1132 if (ctx->Extensions.EXT_framebuffer_sRGB)
1133 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
1134 }
1135 break;
1136 case GL_CURRENT_BIT:
1137 FLUSH_CURRENT(ctx, 0);
1138 memcpy(&ctx->Current, attr->data,
1139 sizeof(struct gl_current_attrib));
1140 break;
1141 case GL_DEPTH_BUFFER_BIT:
1142 {
1143 const struct gl_depthbuffer_attrib *depth;
1144 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1145 _mesa_DepthFunc(depth->Func);
1146 _mesa_ClearDepth(depth->Clear);
1147 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1148 _mesa_DepthMask(depth->Mask);
1149 if (ctx->Extensions.EXT_depth_bounds_test) {
1150 _mesa_set_enable(ctx, GL_DEPTH_BOUNDS_TEST_EXT,
1151 depth->BoundsTest);
1152 _mesa_DepthBoundsEXT(depth->BoundsMin, depth->BoundsMax);
1153 }
1154 }
1155 break;
1156 case GL_ENABLE_BIT:
1157 {
1158 const struct gl_enable_attrib *enable;
1159 enable = (const struct gl_enable_attrib *) attr->data;
1160 pop_enable_group(ctx, enable);
1161 ctx->NewState |= _NEW_ALL;
1162 ctx->NewDriverState |= ctx->DriverFlags.NewAlphaTest |
1163 ctx->DriverFlags.NewBlend |
1164 ctx->DriverFlags.NewClipPlaneEnable |
1165 ctx->DriverFlags.NewDepth |
1166 ctx->DriverFlags.NewDepthClamp |
1167 ctx->DriverFlags.NewFramebufferSRGB |
1168 ctx->DriverFlags.NewLineState |
1169 ctx->DriverFlags.NewLogicOp |
1170 ctx->DriverFlags.NewMultisampleEnable |
1171 ctx->DriverFlags.NewPolygonState |
1172 ctx->DriverFlags.NewSampleAlphaToXEnable |
1173 ctx->DriverFlags.NewSampleMask |
1174 ctx->DriverFlags.NewScissorTest |
1175 ctx->DriverFlags.NewStencil |
1176 ctx->DriverFlags.NewNvConservativeRasterization;
1177 }
1178 break;
1179 case GL_EVAL_BIT:
1180 memcpy(&ctx->Eval, attr->data, sizeof(struct gl_eval_attrib));
1181 vbo_exec_update_eval_maps(ctx);
1182 break;
1183 case GL_FOG_BIT:
1184 {
1185 const struct gl_fog_attrib *fog;
1186 fog = (const struct gl_fog_attrib *) attr->data;
1187 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1188 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1189 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1190 _mesa_Fogf(GL_FOG_START, fog->Start);
1191 _mesa_Fogf(GL_FOG_END, fog->End);
1192 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1193 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1194 }
1195 break;
1196 case GL_HINT_BIT:
1197 {
1198 const struct gl_hint_attrib *hint;
1199 hint = (const struct gl_hint_attrib *) attr->data;
1200 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1201 hint->PerspectiveCorrection);
1202 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1203 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1204 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1205 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1206 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1207 hint->TextureCompression);
1208 }
1209 break;
1210 case GL_LIGHTING_BIT:
1211 {
1212 GLuint i;
1213 const struct gl_light_attrib *light;
1214 light = (const struct gl_light_attrib *) attr->data;
1215 /* lighting enable */
1216 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1217 /* per-light state */
1218 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1219 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
1220
1221 for (i = 0; i < ctx->Const.MaxLights; i++) {
1222 const struct gl_light *l = &light->Light[i];
1223 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1224 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1225 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1226 _mesa_light(ctx, i, GL_SPECULAR, l->Specular);
1227 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1228 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1229 {
1230 GLfloat p[4] = { 0 };
1231 p[0] = l->SpotExponent;
1232 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1233 }
1234 {
1235 GLfloat p[4] = { 0 };
1236 p[0] = l->SpotCutoff;
1237 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1238 }
1239 {
1240 GLfloat p[4] = { 0 };
1241 p[0] = l->ConstantAttenuation;
1242 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1243 }
1244 {
1245 GLfloat p[4] = { 0 };
1246 p[0] = l->LinearAttenuation;
1247 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1248 }
1249 {
1250 GLfloat p[4] = { 0 };
1251 p[0] = l->QuadraticAttenuation;
1252 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1253 }
1254 }
1255 /* light model */
1256 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1257 light->Model.Ambient);
1258 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1259 (GLfloat) light->Model.LocalViewer);
1260 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1261 (GLfloat) light->Model.TwoSide);
1262 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1263 (GLfloat) light->Model.ColorControl);
1264 /* shade model */
1265 _mesa_ShadeModel(light->ShadeModel);
1266 /* color material */
1267 _mesa_ColorMaterial(light->ColorMaterialFace,
1268 light->ColorMaterialMode);
1269 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1270 light->ColorMaterialEnabled);
1271 /* materials */
1272 memcpy(&ctx->Light.Material, &light->Material,
1273 sizeof(struct gl_material));
1274 if (ctx->Extensions.ARB_color_buffer_float) {
1275 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1276 light->ClampVertexColor);
1277 }
1278 }
1279 break;
1280 case GL_LINE_BIT:
1281 {
1282 const struct gl_line_attrib *line;
1283 line = (const struct gl_line_attrib *) attr->data;
1284 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1285 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1286 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1287 _mesa_LineWidth(line->Width);
1288 }
1289 break;
1290 case GL_LIST_BIT:
1291 memcpy(&ctx->List, attr->data, sizeof(struct gl_list_attrib));
1292 break;
1293 case GL_PIXEL_MODE_BIT:
1294 memcpy(&ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib));
1295 /* XXX what other pixel state needs to be set by function calls? */
1296 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1297 ctx->NewState |= _NEW_PIXEL;
1298 break;
1299 case GL_POINT_BIT:
1300 {
1301 const struct gl_point_attrib *point;
1302 point = (const struct gl_point_attrib *) attr->data;
1303 _mesa_PointSize(point->Size);
1304 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1305 if (ctx->Extensions.EXT_point_parameters) {
1306 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1307 point->Params);
1308 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1309 point->MinSize);
1310 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1311 point->MaxSize);
1312 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1313 point->Threshold);
1314 }
1315 if (ctx->Extensions.NV_point_sprite
1316 || ctx->Extensions.ARB_point_sprite) {
1317 GLuint u;
1318 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1319 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1320 !!(point->CoordReplace & (1u << u)));
1321 }
1322 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1323 if (ctx->Extensions.NV_point_sprite)
1324 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1325 ctx->Point.SpriteRMode);
1326
1327 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1328 || ctx->API == API_OPENGL_CORE)
1329 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1330 (GLfloat)ctx->Point.SpriteOrigin);
1331 }
1332 }
1333 break;
1334 case GL_POLYGON_BIT:
1335 {
1336 const struct gl_polygon_attrib *polygon;
1337 polygon = (const struct gl_polygon_attrib *) attr->data;
1338 _mesa_CullFace(polygon->CullFaceMode);
1339 _mesa_FrontFace(polygon->FrontFace);
1340 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1341 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1342 _mesa_polygon_offset_clamp(ctx,
1343 polygon->OffsetFactor,
1344 polygon->OffsetUnits,
1345 polygon->OffsetClamp);
1346 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1347 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1348 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1349 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1350 polygon->OffsetPoint);
1351 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1352 polygon->OffsetLine);
1353 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1354 polygon->OffsetFill);
1355 }
1356 break;
1357 case GL_POLYGON_STIPPLE_BIT:
1358 memcpy(ctx->PolygonStipple, attr->data, 32*sizeof(GLuint));
1359
1360 if (ctx->DriverFlags.NewPolygonStipple)
1361 ctx->NewDriverState |= ctx->DriverFlags.NewPolygonStipple;
1362 else
1363 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1364
1365 if (ctx->Driver.PolygonStipple)
1366 ctx->Driver.PolygonStipple(ctx, (const GLubyte *) attr->data);
1367 break;
1368 case GL_SCISSOR_BIT:
1369 {
1370 unsigned i;
1371 const struct gl_scissor_attrib *scissor;
1372 scissor = (const struct gl_scissor_attrib *) attr->data;
1373
1374 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1375 _mesa_set_scissor(ctx, i,
1376 scissor->ScissorArray[i].X,
1377 scissor->ScissorArray[i].Y,
1378 scissor->ScissorArray[i].Width,
1379 scissor->ScissorArray[i].Height);
1380 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
1381 (scissor->EnableFlags >> i) & 1);
1382 }
1383 if (ctx->Extensions.EXT_window_rectangles) {
1384 STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
1385 4 * sizeof(GLint));
1386 _mesa_WindowRectanglesEXT(
1387 scissor->WindowRectMode, scissor->NumWindowRects,
1388 (const GLint *)scissor->WindowRects);
1389 }
1390 }
1391 break;
1392 case GL_STENCIL_BUFFER_BIT:
1393 {
1394 const struct gl_stencil_attrib *stencil;
1395 stencil = (const struct gl_stencil_attrib *) attr->data;
1396 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1397 _mesa_ClearStencil(stencil->Clear);
1398 if (ctx->Extensions.EXT_stencil_two_side) {
1399 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1400 stencil->TestTwoSide);
1401 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1402 ? GL_BACK : GL_FRONT);
1403 }
1404 /* front state */
1405 _mesa_StencilFuncSeparate(GL_FRONT,
1406 stencil->Function[0],
1407 stencil->Ref[0],
1408 stencil->ValueMask[0]);
1409 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1410 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1411 stencil->ZFailFunc[0],
1412 stencil->ZPassFunc[0]);
1413 /* back state */
1414 _mesa_StencilFuncSeparate(GL_BACK,
1415 stencil->Function[1],
1416 stencil->Ref[1],
1417 stencil->ValueMask[1]);
1418 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1419 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1420 stencil->ZFailFunc[1],
1421 stencil->ZPassFunc[1]);
1422 }
1423 break;
1424 case GL_TRANSFORM_BIT:
1425 {
1426 GLuint i;
1427 const struct gl_transform_attrib *xform;
1428 xform = (const struct gl_transform_attrib *) attr->data;
1429 _mesa_MatrixMode(xform->MatrixMode);
1430 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1431 _math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
1432
1433 /* restore clip planes */
1434 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1435 const GLuint mask = 1 << i;
1436 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1437 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1438 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1439 !!(xform->ClipPlanesEnabled & mask));
1440 if (ctx->Driver.ClipPlane)
1441 ctx->Driver.ClipPlane(ctx, GL_CLIP_PLANE0 + i, eyePlane);
1442 }
1443
1444 /* normalize/rescale */
1445 if (xform->Normalize != ctx->Transform.Normalize)
1446 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1447 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1448 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1449 ctx->Transform.RescaleNormals);
1450
1451 if (!ctx->Extensions.AMD_depth_clamp_separate) {
1452 if (xform->DepthClampNear != ctx->Transform.DepthClampNear &&
1453 xform->DepthClampFar != ctx->Transform.DepthClampFar) {
1454 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1455 ctx->Transform.DepthClampNear &&
1456 ctx->Transform.DepthClampFar);
1457 }
1458 } else {
1459 if (xform->DepthClampNear != ctx->Transform.DepthClampNear)
1460 _mesa_set_enable(ctx, GL_DEPTH_CLAMP_NEAR_AMD,
1461 ctx->Transform.DepthClampNear);
1462 if (xform->DepthClampFar != ctx->Transform.DepthClampFar)
1463 _mesa_set_enable(ctx, GL_DEPTH_CLAMP_FAR_AMD,
1464 ctx->Transform.DepthClampFar);
1465 }
1466
1467 if (ctx->Extensions.ARB_clip_control)
1468 _mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode);
1469 }
1470 break;
1471 case GL_TEXTURE_BIT:
1472 {
1473 struct texture_state *texstate
1474 = (struct texture_state *) attr->data;
1475 pop_texture_group(ctx, texstate);
1476 ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
1477 }
1478 break;
1479 case GL_VIEWPORT_BIT:
1480 {
1481 unsigned i;
1482 const struct viewport_state *viewstate;
1483 viewstate = (const struct viewport_state *) attr->data;
1484
1485 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1486 const struct gl_viewport_attrib *vp = &viewstate->ViewportArray[i];
1487 _mesa_set_viewport(ctx, i, vp->X, vp->Y, vp->Width,
1488 vp->Height);
1489 _mesa_set_depth_range(ctx, i, vp->Near, vp->Far);
1490 }
1491
1492 if (ctx->Extensions.NV_conservative_raster) {
1493 GLuint biasx = viewstate->SubpixelPrecisionBias[0];
1494 GLuint biasy = viewstate->SubpixelPrecisionBias[1];
1495 _mesa_SubpixelPrecisionBiasNV(biasx, biasy);
1496 }
1497 }
1498 break;
1499 case GL_MULTISAMPLE_BIT_ARB:
1500 {
1501 const struct gl_multisample_attrib *ms;
1502 ms = (const struct gl_multisample_attrib *) attr->data;
1503
1504 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1505 ms->Enabled,
1506 GL_MULTISAMPLE);
1507
1508 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1509 ms->SampleCoverage,
1510 GL_SAMPLE_COVERAGE);
1511
1512 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1513 ms->SampleAlphaToCoverage,
1514 GL_SAMPLE_ALPHA_TO_COVERAGE);
1515
1516 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1517 ms->SampleAlphaToOne,
1518 GL_SAMPLE_ALPHA_TO_ONE);
1519
1520 _mesa_SampleCoverage(ms->SampleCoverageValue,
1521 ms->SampleCoverageInvert);
1522
1523 _mesa_AlphaToCoverageDitherControlNV(ms->SampleAlphaToCoverageDitherControl);
1524 }
1525 break;
1526
1527 default:
1528 unreachable("Bad attrib flag in PopAttrib");
1529 }
1530
1531 next = attr->next;
1532 free(attr->data);
1533 free(attr);
1534 attr = next;
1535 }
1536 }
1537
1538
1539 /**
1540 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1541 * object refcounts.
1542 */
1543 static void
1544 copy_pixelstore(struct gl_context *ctx,
1545 struct gl_pixelstore_attrib *dst,
1546 const struct gl_pixelstore_attrib *src)
1547 {
1548 dst->Alignment = src->Alignment;
1549 dst->RowLength = src->RowLength;
1550 dst->SkipPixels = src->SkipPixels;
1551 dst->SkipRows = src->SkipRows;
1552 dst->ImageHeight = src->ImageHeight;
1553 dst->SkipImages = src->SkipImages;
1554 dst->SwapBytes = src->SwapBytes;
1555 dst->LsbFirst = src->LsbFirst;
1556 dst->Invert = src->Invert;
1557 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1558 }
1559
1560
1561 #define GL_CLIENT_PACK_BIT (1<<20)
1562 #define GL_CLIENT_UNPACK_BIT (1<<21)
1563
1564 /**
1565 * Copy gl_vertex_array_object from src to dest.
1566 * 'dest' must be in an initialized state.
1567 */
1568 static void
1569 copy_array_object(struct gl_context *ctx,
1570 struct gl_vertex_array_object *dest,
1571 struct gl_vertex_array_object *src)
1572 {
1573 GLuint i;
1574
1575 /* skip Name */
1576 /* skip RefCount */
1577
1578 for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) {
1579 _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1580 _mesa_copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
1581 }
1582
1583 /* Enabled must be the same than on push */
1584 dest->Enabled = src->Enabled;
1585 dest->_EffEnabledVBO = src->_EffEnabledVBO;
1586 dest->_EffEnabledNonZeroDivisor = src->_EffEnabledNonZeroDivisor;
1587 /* The bitmask of bound VBOs needs to match the VertexBinding array */
1588 dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
1589 dest->NonZeroDivisorMask = src->NonZeroDivisorMask;
1590 dest->_AttributeMapMode = src->_AttributeMapMode;
1591 dest->NewArrays = src->NewArrays;
1592 dest->NumUpdates = src->NumUpdates;
1593 dest->IsDynamic = src->IsDynamic;
1594 }
1595
1596 /**
1597 * Copy gl_array_attrib from src to dest.
1598 * 'dest' must be in an initialized state.
1599 */
1600 static void
1601 copy_array_attrib(struct gl_context *ctx,
1602 struct gl_array_attrib *dest,
1603 struct gl_array_attrib *src,
1604 bool vbo_deleted)
1605 {
1606 /* skip ArrayObj */
1607 /* skip DefaultArrayObj, Objects */
1608 dest->ActiveTexture = src->ActiveTexture;
1609 dest->LockFirst = src->LockFirst;
1610 dest->LockCount = src->LockCount;
1611 dest->PrimitiveRestart = src->PrimitiveRestart;
1612 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1613 dest->_PrimitiveRestart = src->_PrimitiveRestart;
1614 dest->RestartIndex = src->RestartIndex;
1615 memcpy(dest->_RestartIndex, src->_RestartIndex, sizeof(src->_RestartIndex));
1616 /* skip NewState */
1617 /* skip RebindArrays */
1618
1619 if (!vbo_deleted)
1620 copy_array_object(ctx, dest->VAO, src->VAO);
1621
1622 /* skip ArrayBufferObj */
1623 /* skip IndexBufferObj */
1624
1625 /* Invalidate array state. It will be updated during the next draw. */
1626 _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);
1627 }
1628
1629 /**
1630 * Save the content of src to dest.
1631 */
1632 static void
1633 save_array_attrib(struct gl_context *ctx,
1634 struct gl_array_attrib *dest,
1635 struct gl_array_attrib *src)
1636 {
1637 /* Set the Name, needed for restore, but do never overwrite.
1638 * Needs to match value in the object hash. */
1639 dest->VAO->Name = src->VAO->Name;
1640 /* And copy all of the rest. */
1641 copy_array_attrib(ctx, dest, src, false);
1642
1643 /* Just reference them here */
1644 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1645 src->ArrayBufferObj);
1646 _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1647 src->VAO->IndexBufferObj);
1648 }
1649
1650 /**
1651 * Restore the content of src to dest.
1652 */
1653 static void
1654 restore_array_attrib(struct gl_context *ctx,
1655 struct gl_array_attrib *dest,
1656 struct gl_array_attrib *src)
1657 {
1658 bool is_vao_name_zero = src->VAO->Name == 0;
1659
1660 /* The ARB_vertex_array_object spec says:
1661 *
1662 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1663 * if array is not a name returned from a previous call to
1664 * GenVertexArrays, or if such a name has since been deleted with
1665 * DeleteVertexArrays."
1666 *
1667 * Therefore popping a deleted VAO cannot magically recreate it.
1668 */
1669 if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
1670 return;
1671
1672 _mesa_BindVertexArray(src->VAO->Name);
1673
1674 /* Restore or recreate the buffer objects by the names ... */
1675 if (is_vao_name_zero || !src->ArrayBufferObj ||
1676 _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1677 /* ... and restore its content */
1678 copy_array_attrib(ctx, dest, src, false);
1679
1680 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1681 src->ArrayBufferObj ?
1682 src->ArrayBufferObj->Name : 0);
1683 } else {
1684 copy_array_attrib(ctx, dest, src, true);
1685 }
1686
1687 if (is_vao_name_zero || !src->VAO->IndexBufferObj ||
1688 _mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) {
1689 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1690 src->VAO->IndexBufferObj ?
1691 src->VAO->IndexBufferObj->Name : 0);
1692 }
1693 }
1694
1695
1696 void GLAPIENTRY
1697 _mesa_PushClientAttrib(GLbitfield mask)
1698 {
1699 struct gl_client_attrib_node *head;
1700
1701 GET_CURRENT_CONTEXT(ctx);
1702
1703 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1704 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
1705 return;
1706 }
1707
1708 head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1709 head->Mask = mask;
1710
1711 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1712 copy_pixelstore(ctx, &head->Pack, &ctx->Pack);
1713 copy_pixelstore(ctx, &head->Unpack, &ctx->Unpack);
1714 }
1715
1716 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1717 _mesa_initialize_vao(ctx, &head->VAO, 0);
1718 /* Use the VAO declared within the node instead of allocating it. */
1719 head->Array.VAO = &head->VAO;
1720 save_array_attrib(ctx, &head->Array, &ctx->Array);
1721 }
1722
1723 ctx->ClientAttribStackDepth++;
1724 }
1725
1726
1727 void GLAPIENTRY
1728 _mesa_PopClientAttrib(void)
1729 {
1730 struct gl_client_attrib_node *head;
1731
1732 GET_CURRENT_CONTEXT(ctx);
1733 FLUSH_VERTICES(ctx, 0);
1734
1735 if (ctx->ClientAttribStackDepth == 0) {
1736 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
1737 return;
1738 }
1739
1740 ctx->ClientAttribStackDepth--;
1741 head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1742
1743 if (head->Mask & GL_CLIENT_PIXEL_STORE_BIT) {
1744 copy_pixelstore(ctx, &ctx->Pack, &head->Pack);
1745 _mesa_reference_buffer_object(ctx, &head->Pack.BufferObj, NULL);
1746
1747 copy_pixelstore(ctx, &ctx->Unpack, &head->Unpack);
1748 _mesa_reference_buffer_object(ctx, &head->Unpack.BufferObj, NULL);
1749 }
1750
1751 if (head->Mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1752 restore_array_attrib(ctx, &ctx->Array, &head->Array);
1753 _mesa_unbind_array_object_vbos(ctx, &head->VAO);
1754 _mesa_reference_buffer_object(ctx, &head->VAO.IndexBufferObj, NULL);
1755 _mesa_reference_buffer_object(ctx, &head->Array.ArrayBufferObj, NULL);
1756 }
1757 }
1758
1759 void GLAPIENTRY
1760 _mesa_ClientAttribDefaultEXT( GLbitfield mask )
1761 {
1762 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1763 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
1764 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
1765 _mesa_PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
1766 _mesa_PixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
1767 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1768 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
1769 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
1770 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 4);
1771 _mesa_PixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
1772 _mesa_PixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
1773 _mesa_PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
1774 _mesa_PixelStorei(GL_PACK_SKIP_IMAGES, 0);
1775 _mesa_PixelStorei(GL_PACK_ROW_LENGTH, 0);
1776 _mesa_PixelStorei(GL_PACK_SKIP_ROWS, 0);
1777 _mesa_PixelStorei(GL_PACK_SKIP_PIXELS, 0);
1778 _mesa_PixelStorei(GL_PACK_ALIGNMENT, 4);
1779
1780 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1781 _mesa_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
1782 }
1783 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1784 GET_CURRENT_CONTEXT(ctx);
1785 int i;
1786
1787 _mesa_BindBuffer(GL_ARRAY_BUFFER, 0);
1788 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1789
1790 _mesa_DisableClientState(GL_EDGE_FLAG_ARRAY);
1791 _mesa_EdgeFlagPointer(0, 0);
1792
1793 _mesa_DisableClientState(GL_INDEX_ARRAY);
1794 _mesa_IndexPointer(GL_FLOAT, 0, 0);
1795
1796 _mesa_DisableClientState(GL_SECONDARY_COLOR_ARRAY);
1797 _mesa_SecondaryColorPointer(4, GL_FLOAT, 0, 0);
1798
1799 _mesa_DisableClientState(GL_FOG_COORD_ARRAY);
1800 _mesa_FogCoordPointer(GL_FLOAT, 0, 0);
1801
1802 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
1803 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
1804 _mesa_DisableClientState(GL_TEXTURE_COORD_ARRAY);
1805 _mesa_TexCoordPointer(4, GL_FLOAT, 0, 0);
1806 }
1807
1808 _mesa_DisableClientState(GL_COLOR_ARRAY);
1809 _mesa_ColorPointer(4, GL_FLOAT, 0, 0);
1810
1811 _mesa_DisableClientState(GL_NORMAL_ARRAY);
1812 _mesa_NormalPointer(GL_FLOAT, 0, 0);
1813
1814 _mesa_DisableClientState(GL_VERTEX_ARRAY);
1815 _mesa_VertexPointer(4, GL_FLOAT, 0, 0);
1816
1817 for (i = 0; i < ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs; i++) {
1818 _mesa_DisableVertexAttribArray(i);
1819 _mesa_VertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
1820 }
1821
1822 _mesa_ClientActiveTexture(GL_TEXTURE0);
1823
1824 _mesa_PrimitiveRestartIndex_no_error(0);
1825 if (ctx->Version >= 31)
1826 _mesa_Disable(GL_PRIMITIVE_RESTART);
1827 else if (_mesa_has_NV_primitive_restart(ctx))
1828 _mesa_DisableClientState(GL_PRIMITIVE_RESTART_NV);
1829
1830 if (_mesa_has_ARB_ES3_compatibility(ctx))
1831 _mesa_Disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
1832 }
1833 }
1834
1835 void GLAPIENTRY
1836 _mesa_PushClientAttribDefaultEXT( GLbitfield mask )
1837 {
1838 _mesa_PushClientAttrib(mask);
1839 _mesa_ClientAttribDefaultEXT(mask);
1840 }
1841
1842
1843 /**
1844 * Free any attribute state data that might be attached to the context.
1845 */
1846 void
1847 _mesa_free_attrib_data(struct gl_context *ctx)
1848 {
1849 while (ctx->AttribStackDepth > 0) {
1850 struct gl_attrib_node *attr, *next;
1851
1852 ctx->AttribStackDepth--;
1853 attr = ctx->AttribStack[ctx->AttribStackDepth];
1854
1855 while (attr) {
1856 if (attr->kind == GL_TEXTURE_BIT) {
1857 struct texture_state *texstate = (struct texture_state*)attr->data;
1858 GLuint u, tgt;
1859 /* clear references to the saved texture objects */
1860 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1861 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1862 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1863 }
1864 }
1865 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1866 }
1867 else {
1868 /* any other chunks of state that requires special handling? */
1869 }
1870
1871 next = attr->next;
1872 free(attr->data);
1873 free(attr);
1874 attr = next;
1875 }
1876 }
1877 }
1878
1879
1880 void
1881 _mesa_init_attrib(struct gl_context *ctx)
1882 {
1883 /* Renderer and client attribute stacks */
1884 ctx->AttribStackDepth = 0;
1885 ctx->ClientAttribStackDepth = 0;
1886 }