fe6c5a00460ea189fdca0232d3c34e13b3fcb93f
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "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 "points.h"
47 #include "polygon.h"
48 #include "shared.h"
49 #include "scissor.h"
50 #include "stencil.h"
51 #include "texenv.h"
52 #include "texgen.h"
53 #include "texobj.h"
54 #include "texparam.h"
55 #include "texstate.h"
56 #include "varray.h"
57 #include "viewport.h"
58 #include "mtypes.h"
59 #include "state.h"
60 #include "hash.h"
61 #include <stdbool.h>
62
63
64 /**
65 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
66 */
67 struct gl_enable_attrib
68 {
69 GLboolean AlphaTest;
70 GLboolean AutoNormal;
71 GLboolean Blend;
72 GLbitfield ClipPlanes;
73 GLboolean ColorMaterial;
74 GLboolean CullFace;
75 GLboolean DepthClampNear;
76 GLboolean DepthClampFar;
77 GLboolean DepthTest;
78 GLboolean Dither;
79 GLboolean Fog;
80 GLboolean Light[MAX_LIGHTS];
81 GLboolean Lighting;
82 GLboolean LineSmooth;
83 GLboolean LineStipple;
84 GLboolean IndexLogicOp;
85 GLboolean ColorLogicOp;
86
87 GLboolean Map1Color4;
88 GLboolean Map1Index;
89 GLboolean Map1Normal;
90 GLboolean Map1TextureCoord1;
91 GLboolean Map1TextureCoord2;
92 GLboolean Map1TextureCoord3;
93 GLboolean Map1TextureCoord4;
94 GLboolean Map1Vertex3;
95 GLboolean Map1Vertex4;
96 GLboolean Map2Color4;
97 GLboolean Map2Index;
98 GLboolean Map2Normal;
99 GLboolean Map2TextureCoord1;
100 GLboolean Map2TextureCoord2;
101 GLboolean Map2TextureCoord3;
102 GLboolean Map2TextureCoord4;
103 GLboolean Map2Vertex3;
104 GLboolean Map2Vertex4;
105
106 GLboolean Normalize;
107 GLboolean PixelTexture;
108 GLboolean PointSmooth;
109 GLboolean PolygonOffsetPoint;
110 GLboolean PolygonOffsetLine;
111 GLboolean PolygonOffsetFill;
112 GLboolean PolygonSmooth;
113 GLboolean PolygonStipple;
114 GLboolean RescaleNormals;
115 GLbitfield Scissor;
116 GLboolean Stencil;
117 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
118 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
119 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
120 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
121 GLboolean SampleCoverage; /* GL_ARB_multisample */
122 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
123
124 GLbitfield Texture[MAX_TEXTURE_UNITS];
125 GLbitfield TexGen[MAX_TEXTURE_UNITS];
126
127 /* GL_ARB_vertex_program */
128 GLboolean VertexProgram;
129 GLboolean VertexProgramPointSize;
130 GLboolean VertexProgramTwoSide;
131
132 /* GL_ARB_fragment_program */
133 GLboolean FragmentProgram;
134
135 /* GL_ARB_point_sprite / GL_NV_point_sprite */
136 GLboolean PointSprite;
137 GLboolean FragmentShaderATI;
138
139 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
140 GLboolean sRGBEnabled;
141
142 /* GL_NV_conservative_raster */
143 GLboolean ConservativeRasterization;
144 };
145
146
147 /**
148 * Node for the attribute stack.
149 */
150 struct gl_attrib_node
151 {
152 GLbitfield kind;
153 void *data;
154 struct gl_attrib_node *next;
155 };
156
157
158
159 /**
160 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
161 */
162 struct texture_state
163 {
164 struct gl_texture_attrib Texture; /**< The usual context state */
165
166 /** to save per texture object state (wrap modes, filters, etc): */
167 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
168
169 /**
170 * To save references to texture objects (so they don't get accidentally
171 * deleted while saved in the attribute stack).
172 */
173 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
174
175 /* We need to keep a reference to the shared state. That's where the
176 * default texture objects are kept. We don't want that state to be
177 * freed while the attribute stack contains pointers to any default
178 * texture objects.
179 */
180 struct gl_shared_state *SharedRef;
181 };
182
183
184 struct viewport_state
185 {
186 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS];
187 GLuint SubpixelPrecisionBias[2];
188 };
189
190
191 /** An unused GL_*_BIT value */
192 #define DUMMY_BIT 0x10000000
193
194
195 /**
196 * Allocate new attribute node of given type/kind. Attach payload data.
197 * Insert it into the linked list named by 'head'.
198 */
199 static bool
200 save_attrib_data(struct gl_attrib_node **head,
201 GLbitfield kind, void *payload)
202 {
203 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
204 if (n) {
205 n->kind = kind;
206 n->data = payload;
207 /* insert at head */
208 n->next = *head;
209 *head = n;
210 }
211 else {
212 /* out of memory! */
213 return false;
214 }
215 return true;
216 }
217
218
219 /**
220 * Helper function for_mesa_PushAttrib for simple attributes.
221 * Allocates memory for attribute data and copies the given attribute data.
222 * \param head head of linked list to insert attribute data into
223 * \param attr_bit one of the GL_<attrib>_BIT flags
224 * \param attr_size number of bytes to allocate for attribute data
225 * \param attr_data the attribute data to copy
226 * \return true for success, false for out of memory
227 */
228 static bool
229 push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
230 GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
231 {
232 void *attribute;
233
234 attribute = malloc(attr_size);
235 if (attribute == NULL) {
236 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
237 return false;
238 }
239
240 if (save_attrib_data(head, attr_bit, attribute)) {
241 memcpy(attribute, attr_data, attr_size);
242 }
243 else {
244 free(attribute);
245 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
246 return false;
247 }
248 return true;
249 }
250
251
252 void GLAPIENTRY
253 _mesa_PushAttrib(GLbitfield mask)
254 {
255 struct gl_attrib_node *head;
256
257 GET_CURRENT_CONTEXT(ctx);
258
259 if (MESA_VERBOSE & VERBOSE_API)
260 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
261
262 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
263 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushAttrib");
264 return;
265 }
266
267 /* Build linked list of attribute nodes which save all attribute */
268 /* groups specified by the mask. */
269 head = NULL;
270
271 if (mask == 0) {
272 /* if mask is zero we still need to push something so that we
273 * don't get a GL_STACK_UNDERFLOW error in glPopAttrib().
274 */
275 GLuint dummy = 0;
276 if (!push_attrib(ctx, &head, DUMMY_BIT, sizeof(dummy), &dummy))
277 goto end;
278 }
279
280 if (mask & GL_ACCUM_BUFFER_BIT) {
281 if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
282 sizeof(struct gl_accum_attrib),
283 (void*)&ctx->Accum))
284 goto end;
285 }
286
287 if (mask & GL_COLOR_BUFFER_BIT) {
288 GLuint i;
289 struct gl_colorbuffer_attrib *attr;
290 attr = MALLOC_STRUCT(gl_colorbuffer_attrib);
291 if (attr == NULL) {
292 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
293 goto end;
294 }
295
296 if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
297 memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
298 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
299 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
300 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
301 }
302 else {
303 free(attr);
304 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
305 goto end;
306 }
307 }
308
309 if (mask & GL_CURRENT_BIT) {
310 FLUSH_CURRENT(ctx, 0);
311 if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
312 sizeof(struct gl_current_attrib),
313 (void*)&ctx->Current))
314 goto end;
315 }
316
317 if (mask & GL_DEPTH_BUFFER_BIT) {
318 if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
319 sizeof(struct gl_depthbuffer_attrib),
320 (void*)&ctx->Depth))
321 goto end;
322 }
323
324 if (mask & GL_ENABLE_BIT) {
325 struct gl_enable_attrib *attr;
326 GLuint i;
327 attr = MALLOC_STRUCT(gl_enable_attrib);
328 if (attr == NULL) {
329 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
330 goto end;
331 }
332
333 /* Copy enable flags from all other attributes into the enable struct. */
334 attr->AlphaTest = ctx->Color.AlphaEnabled;
335 attr->AutoNormal = ctx->Eval.AutoNormal;
336 attr->Blend = ctx->Color.BlendEnabled;
337 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
338 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
339 attr->CullFace = ctx->Polygon.CullFlag;
340 attr->DepthClampNear = ctx->Transform.DepthClampNear;
341 attr->DepthClampFar = ctx->Transform.DepthClampFar;
342 attr->DepthTest = ctx->Depth.Test;
343 attr->Dither = ctx->Color.DitherFlag;
344 attr->Fog = ctx->Fog.Enabled;
345 for (i = 0; i < ctx->Const.MaxLights; i++) {
346 attr->Light[i] = ctx->Light.Light[i].Enabled;
347 }
348 attr->Lighting = ctx->Light.Enabled;
349 attr->LineSmooth = ctx->Line.SmoothFlag;
350 attr->LineStipple = ctx->Line.StippleFlag;
351 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
352 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
353 attr->Map1Color4 = ctx->Eval.Map1Color4;
354 attr->Map1Index = ctx->Eval.Map1Index;
355 attr->Map1Normal = ctx->Eval.Map1Normal;
356 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
357 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
358 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
359 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
360 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
361 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
362 attr->Map2Color4 = ctx->Eval.Map2Color4;
363 attr->Map2Index = ctx->Eval.Map2Index;
364 attr->Map2Normal = ctx->Eval.Map2Normal;
365 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
366 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
367 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
368 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
369 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
370 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
371 attr->Normalize = ctx->Transform.Normalize;
372 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
373 attr->PointSmooth = ctx->Point.SmoothFlag;
374 attr->PointSprite = ctx->Point.PointSprite;
375 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
376 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
377 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
378 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
379 attr->PolygonStipple = ctx->Polygon.StippleFlag;
380 attr->RescaleNormals = ctx->Transform.RescaleNormals;
381 attr->Scissor = ctx->Scissor.EnableFlags;
382 attr->Stencil = ctx->Stencil.Enabled;
383 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
384 attr->MultisampleEnabled = ctx->Multisample.Enabled;
385 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
386 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
387 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
388 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
389 attr->Texture[i] = ctx->Texture.FixedFuncUnit[i].Enabled;
390 attr->TexGen[i] = ctx->Texture.FixedFuncUnit[i].TexGenEnabled;
391 }
392 /* GL_ARB_vertex_program */
393 attr->VertexProgram = ctx->VertexProgram.Enabled;
394 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
395 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
396
397 /* GL_ARB_fragment_program */
398 attr->FragmentProgram = ctx->FragmentProgram.Enabled;
399
400 if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
401 free(attr);
402 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
403 goto end;
404 }
405
406 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
407 attr->sRGBEnabled = ctx->Color.sRGBEnabled;
408
409 /* GL_NV_conservative_raster */
410 attr->ConservativeRasterization = ctx->ConservativeRasterization;
411 }
412
413 if (mask & GL_EVAL_BIT) {
414 if (!push_attrib(ctx, &head, GL_EVAL_BIT,
415 sizeof(struct gl_eval_attrib),
416 (void*)&ctx->Eval))
417 goto end;
418 }
419
420 if (mask & GL_FOG_BIT) {
421 if (!push_attrib(ctx, &head, GL_FOG_BIT,
422 sizeof(struct gl_fog_attrib),
423 (void*)&ctx->Fog))
424 goto end;
425 }
426
427 if (mask & GL_HINT_BIT) {
428 if (!push_attrib(ctx, &head, GL_HINT_BIT,
429 sizeof(struct gl_hint_attrib),
430 (void*)&ctx->Hint))
431 goto end;
432 }
433
434 if (mask & GL_LIGHTING_BIT) {
435 FLUSH_CURRENT(ctx, 0); /* flush material changes */
436 if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
437 sizeof(struct gl_light_attrib),
438 (void*)&ctx->Light))
439 goto end;
440 }
441
442 if (mask & GL_LINE_BIT) {
443 if (!push_attrib(ctx, &head, GL_LINE_BIT,
444 sizeof(struct gl_line_attrib),
445 (void*)&ctx->Line))
446 goto end;
447 }
448
449 if (mask & GL_LIST_BIT) {
450 if (!push_attrib(ctx, &head, GL_LIST_BIT,
451 sizeof(struct gl_list_attrib),
452 (void*)&ctx->List))
453 goto end;
454 }
455
456 if (mask & GL_PIXEL_MODE_BIT) {
457 struct gl_pixel_attrib *attr;
458 attr = MALLOC_STRUCT(gl_pixel_attrib);
459 if (attr == NULL) {
460 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
461 goto end;
462 }
463
464 if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
465 memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
466 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
467 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
468 }
469 else {
470 free(attr);
471 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
472 goto end;
473 }
474 }
475
476 if (mask & GL_POINT_BIT) {
477 if (!push_attrib(ctx, &head, GL_POINT_BIT,
478 sizeof(struct gl_point_attrib),
479 (void*)&ctx->Point))
480 goto end;
481 }
482
483 if (mask & GL_POLYGON_BIT) {
484 if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
485 sizeof(struct gl_polygon_attrib),
486 (void*)&ctx->Polygon))
487 goto end;
488 }
489
490 if (mask & GL_POLYGON_STIPPLE_BIT) {
491 if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
492 sizeof(ctx->PolygonStipple),
493 (void*)&ctx->PolygonStipple))
494 goto end;
495 }
496
497 if (mask & GL_SCISSOR_BIT) {
498 if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
499 sizeof(struct gl_scissor_attrib),
500 (void*)&ctx->Scissor))
501 goto end;
502 }
503
504 if (mask & GL_STENCIL_BUFFER_BIT) {
505 if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
506 sizeof(struct gl_stencil_attrib),
507 (void*)&ctx->Stencil))
508 goto end;
509 }
510
511 if (mask & GL_TEXTURE_BIT) {
512 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
513 GLuint u, tex;
514
515 if (!texstate) {
516 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
517 goto end;
518 }
519
520 if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
521 free(texstate);
522 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
523 goto end;
524 }
525
526 _mesa_lock_context_textures(ctx);
527
528 /* copy/save the bulk of texture state here */
529 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
530
531 /* Save references to the currently bound texture objects so they don't
532 * accidentally get deleted while referenced in the attribute stack.
533 */
534 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
535 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
536 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
537 ctx->Texture.Unit[u].CurrentTex[tex]);
538 }
539 }
540
541 /* copy state/contents of the currently bound texture objects */
542 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
543 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
544 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
545 ctx->Texture.Unit[u].CurrentTex[tex]);
546 }
547 }
548
549 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
550
551 _mesa_unlock_context_textures(ctx);
552 }
553
554 if (mask & GL_TRANSFORM_BIT) {
555 if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
556 sizeof(struct gl_transform_attrib),
557 (void*)&ctx->Transform))
558 goto end;
559 }
560
561 if (mask & GL_VIEWPORT_BIT) {
562 struct viewport_state *viewstate = CALLOC_STRUCT(viewport_state);
563 if (!viewstate) {
564 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_VIEWPORT_BIT)");
565 goto end;
566 }
567
568 if (!save_attrib_data(&head, GL_VIEWPORT_BIT, viewstate)) {
569 free(viewstate);
570 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_VIEWPORT_BIT)");
571 goto end;
572 }
573
574 memcpy(&viewstate->ViewportArray, &ctx->ViewportArray,
575 sizeof(struct gl_viewport_attrib)*ctx->Const.MaxViewports);
576
577 viewstate->SubpixelPrecisionBias[0] = ctx->SubpixelPrecisionBias[0];
578 viewstate->SubpixelPrecisionBias[1] = ctx->SubpixelPrecisionBias[1];
579 }
580
581 /* GL_ARB_multisample */
582 if (mask & GL_MULTISAMPLE_BIT_ARB) {
583 if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
584 sizeof(struct gl_multisample_attrib),
585 (void*)&ctx->Multisample))
586 goto end;
587 }
588
589 end:
590 if (head != NULL) {
591 ctx->AttribStack[ctx->AttribStackDepth] = head;
592 ctx->AttribStackDepth++;
593 }
594 }
595
596
597
598 static void
599 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
600 {
601 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
602 GLuint i;
603
604 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
605 if ((VALUE) != (NEWVALUE)) { \
606 _mesa_set_enable(ctx, ENUM, (NEWVALUE)); \
607 }
608
609 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
610 if (ctx->Color.BlendEnabled != enable->Blend) {
611 if (ctx->Extensions.EXT_draw_buffers2) {
612 GLuint i;
613 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
614 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
615 }
616 }
617 else {
618 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
619 }
620 }
621
622 for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
623 const GLuint mask = 1 << i;
624 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
625 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
626 !!(enable->ClipPlanes & mask));
627 }
628
629 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
630 GL_COLOR_MATERIAL);
631 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
632
633 if (!ctx->Extensions.AMD_depth_clamp_separate) {
634 TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
635 enable->DepthClampNear && enable->DepthClampFar,
636 GL_DEPTH_CLAMP);
637 } else {
638 TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
639 GL_DEPTH_CLAMP_NEAR_AMD);
640 TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
641 GL_DEPTH_CLAMP_FAR_AMD);
642 }
643
644 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
645 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
646 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
647 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
648 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
649 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
650 GL_LINE_STIPPLE);
651 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
652 GL_INDEX_LOGIC_OP);
653 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
654 GL_COLOR_LOGIC_OP);
655
656 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
657 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
658 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
659 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
660 GL_MAP1_TEXTURE_COORD_1);
661 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
662 GL_MAP1_TEXTURE_COORD_2);
663 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
664 GL_MAP1_TEXTURE_COORD_3);
665 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
666 GL_MAP1_TEXTURE_COORD_4);
667 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
668 GL_MAP1_VERTEX_3);
669 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
670 GL_MAP1_VERTEX_4);
671
672 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
673 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
674 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
675 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
676 GL_MAP2_TEXTURE_COORD_1);
677 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
678 GL_MAP2_TEXTURE_COORD_2);
679 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
680 GL_MAP2_TEXTURE_COORD_3);
681 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
682 GL_MAP2_TEXTURE_COORD_4);
683 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
684 GL_MAP2_VERTEX_3);
685 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
686 GL_MAP2_VERTEX_4);
687
688 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
689 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
690 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
691 GL_RESCALE_NORMAL_EXT);
692 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
693 enable->RasterPositionUnclipped,
694 GL_RASTER_POSITION_UNCLIPPED_IBM);
695 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
696 GL_POINT_SMOOTH);
697 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
698 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
699 GL_POINT_SPRITE_NV);
700 }
701 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
702 GL_POLYGON_OFFSET_POINT);
703 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
704 GL_POLYGON_OFFSET_LINE);
705 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
706 GL_POLYGON_OFFSET_FILL);
707 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
708 GL_POLYGON_SMOOTH);
709 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
710 GL_POLYGON_STIPPLE);
711 if (ctx->Scissor.EnableFlags != enable->Scissor) {
712 unsigned i;
713
714 for (i = 0; i < ctx->Const.MaxViewports; i++) {
715 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
716 }
717 }
718 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
719 if (ctx->Extensions.EXT_stencil_two_side) {
720 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
721 }
722 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
723 GL_MULTISAMPLE_ARB);
724 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
725 enable->SampleAlphaToCoverage,
726 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
727 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
728 enable->SampleAlphaToOne,
729 GL_SAMPLE_ALPHA_TO_ONE_ARB);
730 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
731 enable->SampleCoverage,
732 GL_SAMPLE_COVERAGE_ARB);
733 /* GL_ARB_vertex_program */
734 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
735 enable->VertexProgram,
736 GL_VERTEX_PROGRAM_ARB);
737 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
738 enable->VertexProgramPointSize,
739 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
740 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
741 enable->VertexProgramTwoSide,
742 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
743
744 /* GL_ARB_fragment_program */
745 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
746 enable->FragmentProgram,
747 GL_FRAGMENT_PROGRAM_ARB);
748
749 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
750 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
751 GL_FRAMEBUFFER_SRGB);
752
753 /* GL_NV_conservative_raster */
754 if (ctx->Extensions.NV_conservative_raster) {
755 TEST_AND_UPDATE(ctx->ConservativeRasterization,
756 enable->ConservativeRasterization,
757 GL_CONSERVATIVE_RASTERIZATION_NV);
758 }
759
760 /* texture unit enables */
761 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
762 const GLbitfield enabled = enable->Texture[i];
763 const GLbitfield genEnabled = enable->TexGen[i];
764
765 if (ctx->Texture.FixedFuncUnit[i].Enabled != enabled) {
766 _mesa_ActiveTexture(GL_TEXTURE0 + i);
767
768 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
769 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
770 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
771 if (ctx->Extensions.NV_texture_rectangle) {
772 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
773 !!(enabled & TEXTURE_RECT_BIT));
774 }
775 if (ctx->Extensions.ARB_texture_cube_map) {
776 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
777 !!(enabled & TEXTURE_CUBE_BIT));
778 }
779 }
780
781 if (ctx->Texture.FixedFuncUnit[i].TexGenEnabled != genEnabled) {
782 _mesa_ActiveTexture(GL_TEXTURE0 + i);
783 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
784 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
785 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
786 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
787 }
788 }
789
790 _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
791 }
792
793
794 /**
795 * Pop/restore texture attribute/group state.
796 */
797 static void
798 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
799 {
800 GLuint u;
801
802 _mesa_lock_context_textures(ctx);
803
804 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
805 const struct gl_fixedfunc_texture_unit *unit =
806 &texstate->Texture.FixedFuncUnit[u];
807 GLuint tgt;
808
809 _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
810 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
811 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
812 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
813 if (ctx->Extensions.ARB_texture_cube_map) {
814 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
815 !!(unit->Enabled & TEXTURE_CUBE_BIT));
816 }
817 if (ctx->Extensions.NV_texture_rectangle) {
818 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
819 !!(unit->Enabled & TEXTURE_RECT_BIT));
820 }
821 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
822 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
823 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
824 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
825 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
826 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
827 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
828 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
829 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
830 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
831 /* Eye plane done differently to avoid re-transformation */
832 {
833 struct gl_fixedfunc_texture_unit *destUnit =
834 &ctx->Texture.FixedFuncUnit[u];
835
836 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
837 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
838 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
839 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
840 if (ctx->Driver.TexGen) {
841 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
842 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
843 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
844 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
845 }
846 }
847 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
848 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
849 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
850 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
851 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
852 texstate->Texture.Unit[u].LodBias);
853 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
854 unit->Combine.ModeRGB);
855 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
856 unit->Combine.ModeA);
857 {
858 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
859 GLuint i;
860 for (i = 0; i < n; i++) {
861 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
862 unit->Combine.SourceRGB[i]);
863 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
864 unit->Combine.SourceA[i]);
865 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
866 unit->Combine.OperandRGB[i]);
867 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
868 unit->Combine.OperandA[i]);
869 }
870 }
871 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
872 1 << unit->Combine.ScaleShiftRGB);
873 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
874 1 << unit->Combine.ScaleShiftA);
875
876 /* Restore texture object state for each target */
877 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
878 const struct gl_texture_object *obj = NULL;
879 const struct gl_sampler_object *samp;
880 GLenum target;
881
882 obj = &texstate->SavedObj[u][tgt];
883
884 /* don't restore state for unsupported targets to prevent
885 * raising GL errors.
886 */
887 if (obj->Target == GL_TEXTURE_CUBE_MAP &&
888 !ctx->Extensions.ARB_texture_cube_map) {
889 continue;
890 }
891 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
892 !ctx->Extensions.NV_texture_rectangle) {
893 continue;
894 }
895 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
896 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
897 !ctx->Extensions.EXT_texture_array) {
898 continue;
899 }
900 else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
901 !ctx->Extensions.ARB_texture_cube_map_array) {
902 continue;
903 } else if (obj->Target == GL_TEXTURE_BUFFER)
904 continue;
905 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
906 continue;
907 else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
908 obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
909 continue;
910
911 target = obj->Target;
912
913 _mesa_BindTexture(target, obj->Name);
914
915 samp = &obj->Sampler;
916
917 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
918 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
919 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
920 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
921 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
922 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
923 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
924 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
925 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
926 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
927 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
928 if (target != GL_TEXTURE_RECTANGLE_ARB)
929 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
930 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
931 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
932 samp->MaxAnisotropy);
933 }
934 if (ctx->Extensions.ARB_shadow) {
935 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
936 samp->CompareMode);
937 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
938 samp->CompareFunc);
939 }
940 if (ctx->Extensions.ARB_depth_texture)
941 _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
942 }
943
944 /* remove saved references to the texture objects */
945 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
946 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
947 }
948 }
949
950 _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
951
952 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
953
954 _mesa_unlock_context_textures(ctx);
955 }
956
957
958 /*
959 * This function is kind of long just because we have to call a lot
960 * of device driver functions to update device driver state.
961 *
962 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
963 * in order to restore GL state. This isn't terribly efficient but it
964 * ensures that dirty flags and any derived state gets updated correctly.
965 * We could at least check if the value to restore equals the current value
966 * and then skip the Mesa call.
967 */
968 void GLAPIENTRY
969 _mesa_PopAttrib(void)
970 {
971 struct gl_attrib_node *attr, *next;
972 GET_CURRENT_CONTEXT(ctx);
973 FLUSH_VERTICES(ctx, 0);
974
975 if (ctx->AttribStackDepth == 0) {
976 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopAttrib");
977 return;
978 }
979
980 ctx->AttribStackDepth--;
981 attr = ctx->AttribStack[ctx->AttribStackDepth];
982
983 while (attr) {
984
985 if (MESA_VERBOSE & VERBOSE_API) {
986 _mesa_debug(ctx, "glPopAttrib %s\n",
987 _mesa_enum_to_string(attr->kind));
988 }
989
990 switch (attr->kind) {
991 case DUMMY_BIT:
992 /* do nothing */
993 break;
994
995 case GL_ACCUM_BUFFER_BIT:
996 {
997 const struct gl_accum_attrib *accum;
998 accum = (const struct gl_accum_attrib *) attr->data;
999 _mesa_ClearAccum(accum->ClearColor[0],
1000 accum->ClearColor[1],
1001 accum->ClearColor[2],
1002 accum->ClearColor[3]);
1003 }
1004 break;
1005 case GL_COLOR_BUFFER_BIT:
1006 {
1007 const struct gl_colorbuffer_attrib *color;
1008
1009 color = (const struct gl_colorbuffer_attrib *) attr->data;
1010 _mesa_ClearIndex((GLfloat) color->ClearIndex);
1011 _mesa_ClearColor(color->ClearColor.f[0],
1012 color->ClearColor.f[1],
1013 color->ClearColor.f[2],
1014 color->ClearColor.f[3]);
1015 _mesa_IndexMask(color->IndexMask);
1016 if (!ctx->Extensions.EXT_draw_buffers2) {
1017 _mesa_ColorMask(GET_COLORMASK_BIT(color->ColorMask, 0, 0),
1018 GET_COLORMASK_BIT(color->ColorMask, 0, 1),
1019 GET_COLORMASK_BIT(color->ColorMask, 0, 2),
1020 GET_COLORMASK_BIT(color->ColorMask, 0, 3));
1021 }
1022 else {
1023 GLuint i;
1024 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1025 _mesa_ColorMaski(i,
1026 GET_COLORMASK_BIT(color->ColorMask, i, 0),
1027 GET_COLORMASK_BIT(color->ColorMask, i, 1),
1028 GET_COLORMASK_BIT(color->ColorMask, i, 2),
1029 GET_COLORMASK_BIT(color->ColorMask, i, 3));
1030 }
1031 }
1032 {
1033 /* Need to determine if more than one color output is
1034 * specified. If so, call glDrawBuffersARB, else call
1035 * glDrawBuffer(). This is a subtle, but essential point
1036 * since GL_FRONT (for example) is illegal for the former
1037 * function, but legal for the later.
1038 */
1039 GLboolean multipleBuffers = GL_FALSE;
1040 GLuint i;
1041
1042 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
1043 if (color->DrawBuffer[i] != GL_NONE) {
1044 multipleBuffers = GL_TRUE;
1045 break;
1046 }
1047 }
1048 /* Call the API_level functions, not _mesa_drawbuffers()
1049 * since we need to do error checking on the pop'd
1050 * GL_DRAW_BUFFER.
1051 * Ex: if GL_FRONT were pushed, but we're popping with a
1052 * user FBO bound, GL_FRONT will be illegal and we'll need
1053 * to record that error. Per OpenGL ARB decision.
1054 */
1055 if (multipleBuffers) {
1056 GLenum buffers[MAX_DRAW_BUFFERS];
1057
1058 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
1059 buffers[i] = color->DrawBuffer[i];
1060
1061 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
1062 } else {
1063 _mesa_DrawBuffer(color->DrawBuffer[0]);
1064 }
1065 }
1066 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
1067 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
1068 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
1069 if (ctx->Extensions.EXT_draw_buffers2) {
1070 GLuint i;
1071 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1072 _mesa_set_enablei(ctx, GL_BLEND, i,
1073 (color->BlendEnabled >> i) & 1);
1074 }
1075 }
1076 else {
1077 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
1078 }
1079 }
1080 if (ctx->Color._BlendFuncPerBuffer ||
1081 ctx->Color._BlendEquationPerBuffer) {
1082 /* set blend per buffer */
1083 GLuint buf;
1084 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
1085 _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
1086 color->Blend[buf].DstRGB,
1087 color->Blend[buf].SrcA,
1088 color->Blend[buf].DstA);
1089 _mesa_BlendEquationSeparateiARB(buf,
1090 color->Blend[buf].EquationRGB,
1091 color->Blend[buf].EquationA);
1092 }
1093 }
1094 else {
1095 /* set same blend modes for all buffers */
1096 _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
1097 color->Blend[0].DstRGB,
1098 color->Blend[0].SrcA,
1099 color->Blend[0].DstA);
1100 /* This special case is because glBlendEquationSeparateEXT
1101 * cannot take GL_LOGIC_OP as a parameter.
1102 */
1103 if (color->Blend[0].EquationRGB ==
1104 color->Blend[0].EquationA) {
1105 _mesa_BlendEquation(color->Blend[0].EquationRGB);
1106 }
1107 else {
1108 _mesa_BlendEquationSeparate(
1109 color->Blend[0].EquationRGB,
1110 color->Blend[0].EquationA);
1111 }
1112 }
1113 _mesa_BlendColor(color->BlendColorUnclamped[0],
1114 color->BlendColorUnclamped[1],
1115 color->BlendColorUnclamped[2],
1116 color->BlendColorUnclamped[3]);
1117 _mesa_LogicOp(color->LogicOp);
1118 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1119 color->ColorLogicOpEnabled);
1120 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1121 color->IndexLogicOpEnabled);
1122 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1123 if (ctx->Extensions.ARB_color_buffer_float)
1124 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
1125 color->ClampFragmentColor);
1126 if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30)
1127 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
1128
1129 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
1130 if (ctx->Extensions.EXT_framebuffer_sRGB)
1131 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
1132 }
1133 break;
1134 case GL_CURRENT_BIT:
1135 FLUSH_CURRENT(ctx, 0);
1136 memcpy(&ctx->Current, attr->data,
1137 sizeof(struct gl_current_attrib));
1138 break;
1139 case GL_DEPTH_BUFFER_BIT:
1140 {
1141 const struct gl_depthbuffer_attrib *depth;
1142 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1143 _mesa_DepthFunc(depth->Func);
1144 _mesa_ClearDepth(depth->Clear);
1145 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1146 _mesa_DepthMask(depth->Mask);
1147 if (ctx->Extensions.EXT_depth_bounds_test) {
1148 _mesa_set_enable(ctx, GL_DEPTH_BOUNDS_TEST_EXT,
1149 depth->BoundsTest);
1150 _mesa_DepthBoundsEXT(depth->BoundsMin, depth->BoundsMax);
1151 }
1152 }
1153 break;
1154 case GL_ENABLE_BIT:
1155 {
1156 const struct gl_enable_attrib *enable;
1157 enable = (const struct gl_enable_attrib *) attr->data;
1158 pop_enable_group(ctx, enable);
1159 ctx->NewState |= _NEW_ALL;
1160 ctx->NewDriverState |= ctx->DriverFlags.NewAlphaTest |
1161 ctx->DriverFlags.NewBlend |
1162 ctx->DriverFlags.NewClipPlaneEnable |
1163 ctx->DriverFlags.NewDepth |
1164 ctx->DriverFlags.NewDepthClamp |
1165 ctx->DriverFlags.NewFramebufferSRGB |
1166 ctx->DriverFlags.NewLineState |
1167 ctx->DriverFlags.NewLogicOp |
1168 ctx->DriverFlags.NewMultisampleEnable |
1169 ctx->DriverFlags.NewPolygonState |
1170 ctx->DriverFlags.NewSampleAlphaToXEnable |
1171 ctx->DriverFlags.NewSampleMask |
1172 ctx->DriverFlags.NewScissorTest |
1173 ctx->DriverFlags.NewStencil |
1174 ctx->DriverFlags.NewNvConservativeRasterization;
1175 }
1176 break;
1177 case GL_EVAL_BIT:
1178 memcpy(&ctx->Eval, attr->data, sizeof(struct gl_eval_attrib));
1179 ctx->NewState |= _NEW_EVAL;
1180 break;
1181 case GL_FOG_BIT:
1182 {
1183 const struct gl_fog_attrib *fog;
1184 fog = (const struct gl_fog_attrib *) attr->data;
1185 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1186 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1187 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1188 _mesa_Fogf(GL_FOG_START, fog->Start);
1189 _mesa_Fogf(GL_FOG_END, fog->End);
1190 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1191 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1192 }
1193 break;
1194 case GL_HINT_BIT:
1195 {
1196 const struct gl_hint_attrib *hint;
1197 hint = (const struct gl_hint_attrib *) attr->data;
1198 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1199 hint->PerspectiveCorrection);
1200 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1201 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1202 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1203 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1204 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1205 hint->TextureCompression);
1206 }
1207 break;
1208 case GL_LIGHTING_BIT:
1209 {
1210 GLuint i;
1211 const struct gl_light_attrib *light;
1212 light = (const struct gl_light_attrib *) attr->data;
1213 /* lighting enable */
1214 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1215 /* per-light state */
1216 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1217 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
1218
1219 for (i = 0; i < ctx->Const.MaxLights; i++) {
1220 const struct gl_light *l = &light->Light[i];
1221 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1222 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1223 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1224 _mesa_light(ctx, i, GL_SPECULAR, l->Specular);
1225 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1226 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1227 {
1228 GLfloat p[4] = { 0 };
1229 p[0] = l->SpotExponent;
1230 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1231 }
1232 {
1233 GLfloat p[4] = { 0 };
1234 p[0] = l->SpotCutoff;
1235 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1236 }
1237 {
1238 GLfloat p[4] = { 0 };
1239 p[0] = l->ConstantAttenuation;
1240 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1241 }
1242 {
1243 GLfloat p[4] = { 0 };
1244 p[0] = l->LinearAttenuation;
1245 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1246 }
1247 {
1248 GLfloat p[4] = { 0 };
1249 p[0] = l->QuadraticAttenuation;
1250 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1251 }
1252 }
1253 /* light model */
1254 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1255 light->Model.Ambient);
1256 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1257 (GLfloat) light->Model.LocalViewer);
1258 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1259 (GLfloat) light->Model.TwoSide);
1260 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1261 (GLfloat) light->Model.ColorControl);
1262 /* shade model */
1263 _mesa_ShadeModel(light->ShadeModel);
1264 /* color material */
1265 _mesa_ColorMaterial(light->ColorMaterialFace,
1266 light->ColorMaterialMode);
1267 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1268 light->ColorMaterialEnabled);
1269 /* materials */
1270 memcpy(&ctx->Light.Material, &light->Material,
1271 sizeof(struct gl_material));
1272 if (ctx->Extensions.ARB_color_buffer_float) {
1273 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1274 light->ClampVertexColor);
1275 }
1276 }
1277 break;
1278 case GL_LINE_BIT:
1279 {
1280 const struct gl_line_attrib *line;
1281 line = (const struct gl_line_attrib *) attr->data;
1282 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1283 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1284 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1285 _mesa_LineWidth(line->Width);
1286 }
1287 break;
1288 case GL_LIST_BIT:
1289 memcpy(&ctx->List, attr->data, sizeof(struct gl_list_attrib));
1290 break;
1291 case GL_PIXEL_MODE_BIT:
1292 memcpy(&ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib));
1293 /* XXX what other pixel state needs to be set by function calls? */
1294 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1295 ctx->NewState |= _NEW_PIXEL;
1296 break;
1297 case GL_POINT_BIT:
1298 {
1299 const struct gl_point_attrib *point;
1300 point = (const struct gl_point_attrib *) attr->data;
1301 _mesa_PointSize(point->Size);
1302 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1303 if (ctx->Extensions.EXT_point_parameters) {
1304 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1305 point->Params);
1306 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1307 point->MinSize);
1308 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1309 point->MaxSize);
1310 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1311 point->Threshold);
1312 }
1313 if (ctx->Extensions.NV_point_sprite
1314 || ctx->Extensions.ARB_point_sprite) {
1315 GLuint u;
1316 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1317 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1318 !!(point->CoordReplace & (1u << u)));
1319 }
1320 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1321 if (ctx->Extensions.NV_point_sprite)
1322 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1323 ctx->Point.SpriteRMode);
1324
1325 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1326 || ctx->API == API_OPENGL_CORE)
1327 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1328 (GLfloat)ctx->Point.SpriteOrigin);
1329 }
1330 }
1331 break;
1332 case GL_POLYGON_BIT:
1333 {
1334 const struct gl_polygon_attrib *polygon;
1335 polygon = (const struct gl_polygon_attrib *) attr->data;
1336 _mesa_CullFace(polygon->CullFaceMode);
1337 _mesa_FrontFace(polygon->FrontFace);
1338 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1339 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1340 _mesa_polygon_offset_clamp(ctx,
1341 polygon->OffsetFactor,
1342 polygon->OffsetUnits,
1343 polygon->OffsetClamp);
1344 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1345 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1346 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1347 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1348 polygon->OffsetPoint);
1349 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1350 polygon->OffsetLine);
1351 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1352 polygon->OffsetFill);
1353 }
1354 break;
1355 case GL_POLYGON_STIPPLE_BIT:
1356 memcpy(ctx->PolygonStipple, attr->data, 32*sizeof(GLuint));
1357
1358 if (ctx->DriverFlags.NewPolygonStipple)
1359 ctx->NewDriverState |= ctx->DriverFlags.NewPolygonStipple;
1360 else
1361 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1362
1363 if (ctx->Driver.PolygonStipple)
1364 ctx->Driver.PolygonStipple(ctx, (const GLubyte *) attr->data);
1365 break;
1366 case GL_SCISSOR_BIT:
1367 {
1368 unsigned i;
1369 const struct gl_scissor_attrib *scissor;
1370 scissor = (const struct gl_scissor_attrib *) attr->data;
1371
1372 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1373 _mesa_set_scissor(ctx, i,
1374 scissor->ScissorArray[i].X,
1375 scissor->ScissorArray[i].Y,
1376 scissor->ScissorArray[i].Width,
1377 scissor->ScissorArray[i].Height);
1378 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
1379 (scissor->EnableFlags >> i) & 1);
1380 }
1381 if (ctx->Extensions.EXT_window_rectangles) {
1382 STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
1383 4 * sizeof(GLint));
1384 _mesa_WindowRectanglesEXT(
1385 scissor->WindowRectMode, scissor->NumWindowRects,
1386 (const GLint *)scissor->WindowRects);
1387 }
1388 }
1389 break;
1390 case GL_STENCIL_BUFFER_BIT:
1391 {
1392 const struct gl_stencil_attrib *stencil;
1393 stencil = (const struct gl_stencil_attrib *) attr->data;
1394 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1395 _mesa_ClearStencil(stencil->Clear);
1396 if (ctx->Extensions.EXT_stencil_two_side) {
1397 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1398 stencil->TestTwoSide);
1399 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1400 ? GL_BACK : GL_FRONT);
1401 }
1402 /* front state */
1403 _mesa_StencilFuncSeparate(GL_FRONT,
1404 stencil->Function[0],
1405 stencil->Ref[0],
1406 stencil->ValueMask[0]);
1407 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1408 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1409 stencil->ZFailFunc[0],
1410 stencil->ZPassFunc[0]);
1411 /* back state */
1412 _mesa_StencilFuncSeparate(GL_BACK,
1413 stencil->Function[1],
1414 stencil->Ref[1],
1415 stencil->ValueMask[1]);
1416 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1417 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1418 stencil->ZFailFunc[1],
1419 stencil->ZPassFunc[1]);
1420 }
1421 break;
1422 case GL_TRANSFORM_BIT:
1423 {
1424 GLuint i;
1425 const struct gl_transform_attrib *xform;
1426 xform = (const struct gl_transform_attrib *) attr->data;
1427 _mesa_MatrixMode(xform->MatrixMode);
1428 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1429 _math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
1430
1431 /* restore clip planes */
1432 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1433 const GLuint mask = 1 << i;
1434 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1435 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1436 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1437 !!(xform->ClipPlanesEnabled & mask));
1438 if (ctx->Driver.ClipPlane)
1439 ctx->Driver.ClipPlane(ctx, GL_CLIP_PLANE0 + i, eyePlane);
1440 }
1441
1442 /* normalize/rescale */
1443 if (xform->Normalize != ctx->Transform.Normalize)
1444 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1445 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1446 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1447 ctx->Transform.RescaleNormals);
1448
1449 if (!ctx->Extensions.AMD_depth_clamp_separate) {
1450 if (xform->DepthClampNear != ctx->Transform.DepthClampNear &&
1451 xform->DepthClampFar != ctx->Transform.DepthClampFar) {
1452 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1453 ctx->Transform.DepthClampNear &&
1454 ctx->Transform.DepthClampFar);
1455 }
1456 } else {
1457 if (xform->DepthClampNear != ctx->Transform.DepthClampNear)
1458 _mesa_set_enable(ctx, GL_DEPTH_CLAMP_NEAR_AMD,
1459 ctx->Transform.DepthClampNear);
1460 if (xform->DepthClampFar != ctx->Transform.DepthClampFar)
1461 _mesa_set_enable(ctx, GL_DEPTH_CLAMP_FAR_AMD,
1462 ctx->Transform.DepthClampFar);
1463 }
1464
1465 if (ctx->Extensions.ARB_clip_control)
1466 _mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode);
1467 }
1468 break;
1469 case GL_TEXTURE_BIT:
1470 {
1471 struct texture_state *texstate
1472 = (struct texture_state *) attr->data;
1473 pop_texture_group(ctx, texstate);
1474 ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
1475 }
1476 break;
1477 case GL_VIEWPORT_BIT:
1478 {
1479 unsigned i;
1480 const struct viewport_state *viewstate;
1481 viewstate = (const struct viewport_state *) attr->data;
1482
1483 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1484 const struct gl_viewport_attrib *vp = &viewstate->ViewportArray[i];
1485 _mesa_set_viewport(ctx, i, vp->X, vp->Y, vp->Width,
1486 vp->Height);
1487 _mesa_set_depth_range(ctx, i, vp->Near, vp->Far);
1488 }
1489
1490 if (ctx->Extensions.NV_conservative_raster) {
1491 GLuint biasx = viewstate->SubpixelPrecisionBias[0];
1492 GLuint biasy = viewstate->SubpixelPrecisionBias[1];
1493 _mesa_SubpixelPrecisionBiasNV(biasx, biasy);
1494 }
1495 }
1496 break;
1497 case GL_MULTISAMPLE_BIT_ARB:
1498 {
1499 const struct gl_multisample_attrib *ms;
1500 ms = (const struct gl_multisample_attrib *) attr->data;
1501
1502 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1503 ms->Enabled,
1504 GL_MULTISAMPLE);
1505
1506 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1507 ms->SampleCoverage,
1508 GL_SAMPLE_COVERAGE);
1509
1510 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1511 ms->SampleAlphaToCoverage,
1512 GL_SAMPLE_ALPHA_TO_COVERAGE);
1513
1514 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1515 ms->SampleAlphaToOne,
1516 GL_SAMPLE_ALPHA_TO_ONE);
1517
1518 _mesa_SampleCoverage(ms->SampleCoverageValue,
1519 ms->SampleCoverageInvert);
1520 }
1521 break;
1522
1523 default:
1524 unreachable("Bad attrib flag in PopAttrib");
1525 }
1526
1527 next = attr->next;
1528 free(attr->data);
1529 free(attr);
1530 attr = next;
1531 }
1532 }
1533
1534
1535 /**
1536 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1537 * object refcounts.
1538 */
1539 static void
1540 copy_pixelstore(struct gl_context *ctx,
1541 struct gl_pixelstore_attrib *dst,
1542 const struct gl_pixelstore_attrib *src)
1543 {
1544 dst->Alignment = src->Alignment;
1545 dst->RowLength = src->RowLength;
1546 dst->SkipPixels = src->SkipPixels;
1547 dst->SkipRows = src->SkipRows;
1548 dst->ImageHeight = src->ImageHeight;
1549 dst->SkipImages = src->SkipImages;
1550 dst->SwapBytes = src->SwapBytes;
1551 dst->LsbFirst = src->LsbFirst;
1552 dst->Invert = src->Invert;
1553 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1554 }
1555
1556
1557 #define GL_CLIENT_PACK_BIT (1<<20)
1558 #define GL_CLIENT_UNPACK_BIT (1<<21)
1559
1560 /**
1561 * Copy gl_vertex_array_object from src to dest.
1562 * 'dest' must be in an initialized state.
1563 */
1564 static void
1565 copy_array_object(struct gl_context *ctx,
1566 struct gl_vertex_array_object *dest,
1567 struct gl_vertex_array_object *src)
1568 {
1569 GLuint i;
1570
1571 /* skip Name */
1572 /* skip RefCount */
1573
1574 for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) {
1575 _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1576 _mesa_copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
1577 }
1578
1579 /* Enabled must be the same than on push */
1580 dest->Enabled = src->Enabled;
1581 dest->_EffEnabledVBO = src->_EffEnabledVBO;
1582 /* The bitmask of bound VBOs needs to match the VertexBinding array */
1583 dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
1584 dest->_AttributeMapMode = src->_AttributeMapMode;
1585 dest->NewArrays = src->NewArrays;
1586 }
1587
1588 /**
1589 * Copy gl_array_attrib from src to dest.
1590 * 'dest' must be in an initialized state.
1591 */
1592 static void
1593 copy_array_attrib(struct gl_context *ctx,
1594 struct gl_array_attrib *dest,
1595 struct gl_array_attrib *src,
1596 bool vbo_deleted)
1597 {
1598 /* skip ArrayObj */
1599 /* skip DefaultArrayObj, Objects */
1600 dest->ActiveTexture = src->ActiveTexture;
1601 dest->LockFirst = src->LockFirst;
1602 dest->LockCount = src->LockCount;
1603 dest->PrimitiveRestart = src->PrimitiveRestart;
1604 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1605 dest->_PrimitiveRestart = src->_PrimitiveRestart;
1606 dest->RestartIndex = src->RestartIndex;
1607 /* skip NewState */
1608 /* skip RebindArrays */
1609
1610 if (!vbo_deleted)
1611 copy_array_object(ctx, dest->VAO, src->VAO);
1612
1613 /* skip ArrayBufferObj */
1614 /* skip IndexBufferObj */
1615
1616 /* Invalidate array state. It will be updated during the next draw. */
1617 _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);
1618 }
1619
1620 /**
1621 * Save the content of src to dest.
1622 */
1623 static void
1624 save_array_attrib(struct gl_context *ctx,
1625 struct gl_array_attrib *dest,
1626 struct gl_array_attrib *src)
1627 {
1628 /* Set the Name, needed for restore, but do never overwrite.
1629 * Needs to match value in the object hash. */
1630 dest->VAO->Name = src->VAO->Name;
1631 /* And copy all of the rest. */
1632 copy_array_attrib(ctx, dest, src, false);
1633
1634 /* Just reference them here */
1635 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1636 src->ArrayBufferObj);
1637 _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1638 src->VAO->IndexBufferObj);
1639 }
1640
1641 /**
1642 * Restore the content of src to dest.
1643 */
1644 static void
1645 restore_array_attrib(struct gl_context *ctx,
1646 struct gl_array_attrib *dest,
1647 struct gl_array_attrib *src)
1648 {
1649 bool is_vao_name_zero = src->VAO->Name == 0;
1650
1651 /* The ARB_vertex_array_object spec says:
1652 *
1653 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1654 * if array is not a name returned from a previous call to
1655 * GenVertexArrays, or if such a name has since been deleted with
1656 * DeleteVertexArrays."
1657 *
1658 * Therefore popping a deleted VAO cannot magically recreate it.
1659 */
1660 if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
1661 return;
1662
1663 _mesa_BindVertexArray(src->VAO->Name);
1664
1665 /* Restore or recreate the buffer objects by the names ... */
1666 if (is_vao_name_zero || src->ArrayBufferObj->Name == 0 ||
1667 _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1668 /* ... and restore its content */
1669 copy_array_attrib(ctx, dest, src, false);
1670
1671 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1672 src->ArrayBufferObj->Name);
1673 } else {
1674 copy_array_attrib(ctx, dest, src, true);
1675 }
1676
1677 if (is_vao_name_zero || src->VAO->IndexBufferObj->Name == 0 ||
1678 _mesa_IsBuffer(src->VAO->IndexBufferObj->Name))
1679 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1680 src->VAO->IndexBufferObj->Name);
1681 }
1682
1683 /**
1684 * init/alloc the fields of 'attrib'.
1685 * Needs to the init part matching free_array_attrib_data below.
1686 */
1687 static bool
1688 init_array_attrib_data(struct gl_context *ctx,
1689 struct gl_array_attrib *attrib)
1690 {
1691 /* Get a non driver gl_vertex_array_object. */
1692 attrib->VAO = CALLOC_STRUCT(gl_vertex_array_object);
1693
1694 if (attrib->VAO == NULL) {
1695 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1696 return false;
1697 }
1698
1699 _mesa_initialize_vao(ctx, attrib->VAO, 0);
1700 return true;
1701 }
1702
1703 /**
1704 * Free/unreference the fields of 'attrib' but don't delete it (that's
1705 * done later in the calling code).
1706 * Needs to the cleanup part matching init_array_attrib_data above.
1707 */
1708 static void
1709 free_array_attrib_data(struct gl_context *ctx,
1710 struct gl_array_attrib *attrib)
1711 {
1712 /* We use a non driver array object, so don't just unref since we would
1713 * end up using the drivers DeleteArrayObject function for deletion. */
1714 _mesa_delete_vao(ctx, attrib->VAO);
1715 attrib->VAO = 0;
1716 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1717 }
1718
1719
1720 void GLAPIENTRY
1721 _mesa_PushClientAttrib(GLbitfield mask)
1722 {
1723 struct gl_attrib_node *head;
1724
1725 GET_CURRENT_CONTEXT(ctx);
1726
1727 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1728 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
1729 return;
1730 }
1731
1732 /* Build linked list of attribute nodes which save all attribute
1733 * groups specified by the mask.
1734 */
1735 head = NULL;
1736
1737 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1738 struct gl_pixelstore_attrib *attr;
1739 /* packing attribs */
1740 attr = CALLOC_STRUCT(gl_pixelstore_attrib);
1741 if (attr == NULL) {
1742 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1743 goto end;
1744 }
1745 if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) {
1746 copy_pixelstore(ctx, attr, &ctx->Pack);
1747 }
1748 else {
1749 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1750 free(attr);
1751 goto end;
1752 }
1753
1754 /* unpacking attribs */
1755 attr = CALLOC_STRUCT(gl_pixelstore_attrib);
1756 if (attr == NULL) {
1757 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1758 goto end;
1759 }
1760
1761 if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) {
1762 copy_pixelstore(ctx, attr, &ctx->Unpack);
1763 }
1764 else {
1765 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1766 free(attr);
1767 goto end;
1768 }
1769 }
1770
1771 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1772 struct gl_array_attrib *attr;
1773 attr = CALLOC_STRUCT(gl_array_attrib);
1774 if (attr == NULL) {
1775 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1776 goto end;
1777 }
1778
1779 if (!init_array_attrib_data(ctx, attr)) {
1780 free(attr);
1781 goto end;
1782 }
1783
1784 if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) {
1785 save_array_attrib(ctx, attr, &ctx->Array);
1786 }
1787 else {
1788 free_array_attrib_data(ctx, attr);
1789 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1790 free(attr);
1791 /* goto to keep safe from possible later changes */
1792 goto end;
1793 }
1794 }
1795 end:
1796 if (head != NULL) {
1797 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1798 ctx->ClientAttribStackDepth++;
1799 }
1800 }
1801
1802
1803 void GLAPIENTRY
1804 _mesa_PopClientAttrib(void)
1805 {
1806 struct gl_attrib_node *node, *next;
1807
1808 GET_CURRENT_CONTEXT(ctx);
1809 FLUSH_VERTICES(ctx, 0);
1810
1811 if (ctx->ClientAttribStackDepth == 0) {
1812 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
1813 return;
1814 }
1815
1816 ctx->ClientAttribStackDepth--;
1817 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1818
1819 while (node) {
1820 switch (node->kind) {
1821 case GL_CLIENT_PACK_BIT:
1822 {
1823 struct gl_pixelstore_attrib *store =
1824 (struct gl_pixelstore_attrib *) node->data;
1825 copy_pixelstore(ctx, &ctx->Pack, store);
1826 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1827 }
1828 break;
1829 case GL_CLIENT_UNPACK_BIT:
1830 {
1831 struct gl_pixelstore_attrib *store =
1832 (struct gl_pixelstore_attrib *) node->data;
1833 copy_pixelstore(ctx, &ctx->Unpack, store);
1834 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1835 }
1836 break;
1837 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1838 struct gl_array_attrib * attr =
1839 (struct gl_array_attrib *) node->data;
1840 restore_array_attrib(ctx, &ctx->Array, attr);
1841 free_array_attrib_data(ctx, attr);
1842 break;
1843 }
1844 default:
1845 unreachable("Bad attrib flag in PopClientAttrib");
1846 }
1847
1848 next = node->next;
1849 free(node->data);
1850 free(node);
1851 node = next;
1852 }
1853 }
1854
1855
1856 /**
1857 * Free any attribute state data that might be attached to the context.
1858 */
1859 void
1860 _mesa_free_attrib_data(struct gl_context *ctx)
1861 {
1862 while (ctx->AttribStackDepth > 0) {
1863 struct gl_attrib_node *attr, *next;
1864
1865 ctx->AttribStackDepth--;
1866 attr = ctx->AttribStack[ctx->AttribStackDepth];
1867
1868 while (attr) {
1869 if (attr->kind == GL_TEXTURE_BIT) {
1870 struct texture_state *texstate = (struct texture_state*)attr->data;
1871 GLuint u, tgt;
1872 /* clear references to the saved texture objects */
1873 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1874 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1875 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1876 }
1877 }
1878 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1879 }
1880 else {
1881 /* any other chunks of state that requires special handling? */
1882 }
1883
1884 next = attr->next;
1885 free(attr->data);
1886 free(attr);
1887 attr = next;
1888 }
1889 }
1890 }
1891
1892
1893 void
1894 _mesa_init_attrib(struct gl_context *ctx)
1895 {
1896 /* Renderer and client attribute stacks */
1897 ctx->AttribStackDepth = 0;
1898 ctx->ClientAttribStackDepth = 0;
1899 }