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