mesa: replace GLenum with GLenum16 in common structures (v4)
[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 GLenum buffers[MAX_DRAW_BUFFERS];
1010
1011 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
1012 buffers[i] = color->DrawBuffer[i];
1013
1014 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
1015 } else {
1016 _mesa_DrawBuffer(color->DrawBuffer[0]);
1017 }
1018 }
1019 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
1020 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
1021 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
1022 if (ctx->Extensions.EXT_draw_buffers2) {
1023 GLuint i;
1024 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1025 _mesa_set_enablei(ctx, GL_BLEND, i,
1026 (color->BlendEnabled >> i) & 1);
1027 }
1028 }
1029 else {
1030 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
1031 }
1032 }
1033 if (ctx->Color._BlendFuncPerBuffer ||
1034 ctx->Color._BlendEquationPerBuffer) {
1035 /* set blend per buffer */
1036 GLuint buf;
1037 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
1038 _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
1039 color->Blend[buf].DstRGB,
1040 color->Blend[buf].SrcA,
1041 color->Blend[buf].DstA);
1042 _mesa_BlendEquationSeparateiARB(buf,
1043 color->Blend[buf].EquationRGB,
1044 color->Blend[buf].EquationA);
1045 }
1046 }
1047 else {
1048 /* set same blend modes for all buffers */
1049 _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
1050 color->Blend[0].DstRGB,
1051 color->Blend[0].SrcA,
1052 color->Blend[0].DstA);
1053 /* This special case is because glBlendEquationSeparateEXT
1054 * cannot take GL_LOGIC_OP as a parameter.
1055 */
1056 if (color->Blend[0].EquationRGB ==
1057 color->Blend[0].EquationA) {
1058 _mesa_BlendEquation(color->Blend[0].EquationRGB);
1059 }
1060 else {
1061 _mesa_BlendEquationSeparate(
1062 color->Blend[0].EquationRGB,
1063 color->Blend[0].EquationA);
1064 }
1065 }
1066 _mesa_BlendColor(color->BlendColorUnclamped[0],
1067 color->BlendColorUnclamped[1],
1068 color->BlendColorUnclamped[2],
1069 color->BlendColorUnclamped[3]);
1070 _mesa_LogicOp(color->LogicOp);
1071 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1072 color->ColorLogicOpEnabled);
1073 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1074 color->IndexLogicOpEnabled);
1075 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1076 if (ctx->Extensions.ARB_color_buffer_float)
1077 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
1078 color->ClampFragmentColor);
1079 if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30)
1080 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
1081
1082 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
1083 if (ctx->Extensions.EXT_framebuffer_sRGB)
1084 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
1085 }
1086 break;
1087 case GL_CURRENT_BIT:
1088 FLUSH_CURRENT(ctx, 0);
1089 memcpy(&ctx->Current, attr->data,
1090 sizeof(struct gl_current_attrib));
1091 break;
1092 case GL_DEPTH_BUFFER_BIT:
1093 {
1094 const struct gl_depthbuffer_attrib *depth;
1095 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1096 _mesa_DepthFunc(depth->Func);
1097 _mesa_ClearDepth(depth->Clear);
1098 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1099 _mesa_DepthMask(depth->Mask);
1100 if (ctx->Extensions.EXT_depth_bounds_test) {
1101 _mesa_set_enable(ctx, GL_DEPTH_BOUNDS_TEST_EXT,
1102 depth->BoundsTest);
1103 _mesa_DepthBoundsEXT(depth->BoundsMin, depth->BoundsMax);
1104 }
1105 }
1106 break;
1107 case GL_ENABLE_BIT:
1108 {
1109 const struct gl_enable_attrib *enable;
1110 enable = (const struct gl_enable_attrib *) attr->data;
1111 pop_enable_group(ctx, enable);
1112 ctx->NewState |= _NEW_ALL;
1113 ctx->NewDriverState |= ctx->DriverFlags.NewAlphaTest |
1114 ctx->DriverFlags.NewBlend |
1115 ctx->DriverFlags.NewClipPlaneEnable |
1116 ctx->DriverFlags.NewDepth |
1117 ctx->DriverFlags.NewDepthClamp |
1118 ctx->DriverFlags.NewFramebufferSRGB |
1119 ctx->DriverFlags.NewLineState |
1120 ctx->DriverFlags.NewLogicOp |
1121 ctx->DriverFlags.NewMultisampleEnable |
1122 ctx->DriverFlags.NewPolygonState |
1123 ctx->DriverFlags.NewSampleAlphaToXEnable |
1124 ctx->DriverFlags.NewSampleMask |
1125 ctx->DriverFlags.NewScissorTest |
1126 ctx->DriverFlags.NewStencil;
1127 }
1128 break;
1129 case GL_EVAL_BIT:
1130 memcpy(&ctx->Eval, attr->data, sizeof(struct gl_eval_attrib));
1131 ctx->NewState |= _NEW_EVAL;
1132 break;
1133 case GL_FOG_BIT:
1134 {
1135 const struct gl_fog_attrib *fog;
1136 fog = (const struct gl_fog_attrib *) attr->data;
1137 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1138 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1139 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1140 _mesa_Fogf(GL_FOG_START, fog->Start);
1141 _mesa_Fogf(GL_FOG_END, fog->End);
1142 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1143 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1144 }
1145 break;
1146 case GL_HINT_BIT:
1147 {
1148 const struct gl_hint_attrib *hint;
1149 hint = (const struct gl_hint_attrib *) attr->data;
1150 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1151 hint->PerspectiveCorrection);
1152 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1153 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1154 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1155 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1156 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1157 hint->TextureCompression);
1158 }
1159 break;
1160 case GL_LIGHTING_BIT:
1161 {
1162 GLuint i;
1163 const struct gl_light_attrib *light;
1164 light = (const struct gl_light_attrib *) attr->data;
1165 /* lighting enable */
1166 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1167 /* per-light state */
1168 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1169 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
1170
1171 for (i = 0; i < ctx->Const.MaxLights; i++) {
1172 const struct gl_light *l = &light->Light[i];
1173 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1174 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1175 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1176 _mesa_light(ctx, i, GL_SPECULAR, l->Specular);
1177 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1178 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1179 {
1180 GLfloat p[4] = { 0 };
1181 p[0] = l->SpotExponent;
1182 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1183 }
1184 {
1185 GLfloat p[4] = { 0 };
1186 p[0] = l->SpotCutoff;
1187 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1188 }
1189 {
1190 GLfloat p[4] = { 0 };
1191 p[0] = l->ConstantAttenuation;
1192 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1193 }
1194 {
1195 GLfloat p[4] = { 0 };
1196 p[0] = l->LinearAttenuation;
1197 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1198 }
1199 {
1200 GLfloat p[4] = { 0 };
1201 p[0] = l->QuadraticAttenuation;
1202 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1203 }
1204 }
1205 /* light model */
1206 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1207 light->Model.Ambient);
1208 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1209 (GLfloat) light->Model.LocalViewer);
1210 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1211 (GLfloat) light->Model.TwoSide);
1212 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1213 (GLfloat) light->Model.ColorControl);
1214 /* shade model */
1215 _mesa_ShadeModel(light->ShadeModel);
1216 /* color material */
1217 _mesa_ColorMaterial(light->ColorMaterialFace,
1218 light->ColorMaterialMode);
1219 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1220 light->ColorMaterialEnabled);
1221 /* materials */
1222 memcpy(&ctx->Light.Material, &light->Material,
1223 sizeof(struct gl_material));
1224 if (ctx->Extensions.ARB_color_buffer_float) {
1225 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1226 light->ClampVertexColor);
1227 }
1228 }
1229 break;
1230 case GL_LINE_BIT:
1231 {
1232 const struct gl_line_attrib *line;
1233 line = (const struct gl_line_attrib *) attr->data;
1234 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1235 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1236 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1237 _mesa_LineWidth(line->Width);
1238 }
1239 break;
1240 case GL_LIST_BIT:
1241 memcpy(&ctx->List, attr->data, sizeof(struct gl_list_attrib));
1242 break;
1243 case GL_PIXEL_MODE_BIT:
1244 memcpy(&ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib));
1245 /* XXX what other pixel state needs to be set by function calls? */
1246 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1247 ctx->NewState |= _NEW_PIXEL;
1248 break;
1249 case GL_POINT_BIT:
1250 {
1251 const struct gl_point_attrib *point;
1252 point = (const struct gl_point_attrib *) attr->data;
1253 _mesa_PointSize(point->Size);
1254 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1255 if (ctx->Extensions.EXT_point_parameters) {
1256 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1257 point->Params);
1258 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1259 point->MinSize);
1260 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1261 point->MaxSize);
1262 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1263 point->Threshold);
1264 }
1265 if (ctx->Extensions.NV_point_sprite
1266 || ctx->Extensions.ARB_point_sprite) {
1267 GLuint u;
1268 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1269 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1270 !!(point->CoordReplace & (1u << u)));
1271 }
1272 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1273 if (ctx->Extensions.NV_point_sprite)
1274 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1275 ctx->Point.SpriteRMode);
1276
1277 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1278 || ctx->API == API_OPENGL_CORE)
1279 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1280 (GLfloat)ctx->Point.SpriteOrigin);
1281 }
1282 }
1283 break;
1284 case GL_POLYGON_BIT:
1285 {
1286 const struct gl_polygon_attrib *polygon;
1287 polygon = (const struct gl_polygon_attrib *) attr->data;
1288 _mesa_CullFace(polygon->CullFaceMode);
1289 _mesa_FrontFace(polygon->FrontFace);
1290 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1291 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1292 _mesa_polygon_offset_clamp(ctx,
1293 polygon->OffsetFactor,
1294 polygon->OffsetUnits,
1295 polygon->OffsetClamp);
1296 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1297 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1298 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1299 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1300 polygon->OffsetPoint);
1301 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1302 polygon->OffsetLine);
1303 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1304 polygon->OffsetFill);
1305 }
1306 break;
1307 case GL_POLYGON_STIPPLE_BIT:
1308 memcpy(ctx->PolygonStipple, attr->data, 32*sizeof(GLuint));
1309
1310 if (ctx->DriverFlags.NewPolygonStipple)
1311 ctx->NewDriverState |= ctx->DriverFlags.NewPolygonStipple;
1312 else
1313 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1314
1315 if (ctx->Driver.PolygonStipple)
1316 ctx->Driver.PolygonStipple(ctx, (const GLubyte *) attr->data);
1317 break;
1318 case GL_SCISSOR_BIT:
1319 {
1320 unsigned i;
1321 const struct gl_scissor_attrib *scissor;
1322 scissor = (const struct gl_scissor_attrib *) attr->data;
1323
1324 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1325 _mesa_set_scissor(ctx, i,
1326 scissor->ScissorArray[i].X,
1327 scissor->ScissorArray[i].Y,
1328 scissor->ScissorArray[i].Width,
1329 scissor->ScissorArray[i].Height);
1330 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
1331 (scissor->EnableFlags >> i) & 1);
1332 }
1333 if (ctx->Extensions.EXT_window_rectangles) {
1334 STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
1335 4 * sizeof(GLint));
1336 _mesa_WindowRectanglesEXT(
1337 scissor->WindowRectMode, scissor->NumWindowRects,
1338 (const GLint *)scissor->WindowRects);
1339 }
1340 }
1341 break;
1342 case GL_STENCIL_BUFFER_BIT:
1343 {
1344 const struct gl_stencil_attrib *stencil;
1345 stencil = (const struct gl_stencil_attrib *) attr->data;
1346 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1347 _mesa_ClearStencil(stencil->Clear);
1348 if (ctx->Extensions.EXT_stencil_two_side) {
1349 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1350 stencil->TestTwoSide);
1351 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1352 ? GL_BACK : GL_FRONT);
1353 }
1354 /* front state */
1355 _mesa_StencilFuncSeparate(GL_FRONT,
1356 stencil->Function[0],
1357 stencil->Ref[0],
1358 stencil->ValueMask[0]);
1359 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1360 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1361 stencil->ZFailFunc[0],
1362 stencil->ZPassFunc[0]);
1363 /* back state */
1364 _mesa_StencilFuncSeparate(GL_BACK,
1365 stencil->Function[1],
1366 stencil->Ref[1],
1367 stencil->ValueMask[1]);
1368 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1369 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1370 stencil->ZFailFunc[1],
1371 stencil->ZPassFunc[1]);
1372 }
1373 break;
1374 case GL_TRANSFORM_BIT:
1375 {
1376 GLuint i;
1377 const struct gl_transform_attrib *xform;
1378 xform = (const struct gl_transform_attrib *) attr->data;
1379 _mesa_MatrixMode(xform->MatrixMode);
1380 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1381 _math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
1382
1383 /* restore clip planes */
1384 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1385 const GLuint mask = 1 << i;
1386 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1387 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1388 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1389 !!(xform->ClipPlanesEnabled & mask));
1390 if (ctx->Driver.ClipPlane)
1391 ctx->Driver.ClipPlane(ctx, GL_CLIP_PLANE0 + i, eyePlane);
1392 }
1393
1394 /* normalize/rescale */
1395 if (xform->Normalize != ctx->Transform.Normalize)
1396 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1397 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1398 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1399 ctx->Transform.RescaleNormals);
1400 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1401 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1402 ctx->Transform.DepthClamp);
1403 if (ctx->Extensions.ARB_clip_control)
1404 _mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode);
1405 }
1406 break;
1407 case GL_TEXTURE_BIT:
1408 {
1409 struct texture_state *texstate
1410 = (struct texture_state *) attr->data;
1411 pop_texture_group(ctx, texstate);
1412 ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
1413 }
1414 break;
1415 case GL_VIEWPORT_BIT:
1416 {
1417 unsigned i;
1418 const struct gl_viewport_attrib *vp;
1419 vp = (const struct gl_viewport_attrib *) attr->data;
1420
1421 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1422 _mesa_set_viewport(ctx, i, vp[i].X, vp[i].Y, vp[i].Width,
1423 vp[i].Height);
1424 _mesa_set_depth_range(ctx, i, vp[i].Near, vp[i].Far);
1425 }
1426 }
1427 break;
1428 case GL_MULTISAMPLE_BIT_ARB:
1429 {
1430 const struct gl_multisample_attrib *ms;
1431 ms = (const struct gl_multisample_attrib *) attr->data;
1432
1433 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1434 ms->Enabled,
1435 GL_MULTISAMPLE);
1436
1437 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1438 ms->SampleCoverage,
1439 GL_SAMPLE_COVERAGE);
1440
1441 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1442 ms->SampleAlphaToCoverage,
1443 GL_SAMPLE_ALPHA_TO_COVERAGE);
1444
1445 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1446 ms->SampleAlphaToOne,
1447 GL_SAMPLE_ALPHA_TO_ONE);
1448
1449 _mesa_SampleCoverage(ms->SampleCoverageValue,
1450 ms->SampleCoverageInvert);
1451 }
1452 break;
1453
1454 default:
1455 unreachable("Bad attrib flag in PopAttrib");
1456 }
1457
1458 next = attr->next;
1459 free(attr->data);
1460 free(attr);
1461 attr = next;
1462 }
1463 }
1464
1465
1466 /**
1467 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1468 * object refcounts.
1469 */
1470 static void
1471 copy_pixelstore(struct gl_context *ctx,
1472 struct gl_pixelstore_attrib *dst,
1473 const struct gl_pixelstore_attrib *src)
1474 {
1475 dst->Alignment = src->Alignment;
1476 dst->RowLength = src->RowLength;
1477 dst->SkipPixels = src->SkipPixels;
1478 dst->SkipRows = src->SkipRows;
1479 dst->ImageHeight = src->ImageHeight;
1480 dst->SkipImages = src->SkipImages;
1481 dst->SwapBytes = src->SwapBytes;
1482 dst->LsbFirst = src->LsbFirst;
1483 dst->Invert = src->Invert;
1484 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1485 }
1486
1487
1488 #define GL_CLIENT_PACK_BIT (1<<20)
1489 #define GL_CLIENT_UNPACK_BIT (1<<21)
1490
1491 /**
1492 * Copy gl_vertex_array_object from src to dest.
1493 * 'dest' must be in an initialized state.
1494 */
1495 static void
1496 copy_array_object(struct gl_context *ctx,
1497 struct gl_vertex_array_object *dest,
1498 struct gl_vertex_array_object *src)
1499 {
1500 GLuint i;
1501
1502 /* skip Name */
1503 /* skip RefCount */
1504
1505 for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) {
1506 _mesa_copy_client_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]);
1507 _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1508 _mesa_copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
1509 }
1510
1511 /* _Enabled must be the same than on push */
1512 dest->_Enabled = src->_Enabled;
1513 /* The bitmask of bound VBOs needs to match the VertexBinding array */
1514 dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
1515 dest->NewArrays = src->NewArrays;
1516 }
1517
1518 /**
1519 * Copy gl_array_attrib from src to dest.
1520 * 'dest' must be in an initialized state.
1521 */
1522 static void
1523 copy_array_attrib(struct gl_context *ctx,
1524 struct gl_array_attrib *dest,
1525 struct gl_array_attrib *src,
1526 bool vbo_deleted)
1527 {
1528 /* skip ArrayObj */
1529 /* skip DefaultArrayObj, Objects */
1530 dest->ActiveTexture = src->ActiveTexture;
1531 dest->LockFirst = src->LockFirst;
1532 dest->LockCount = src->LockCount;
1533 dest->PrimitiveRestart = src->PrimitiveRestart;
1534 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1535 dest->_PrimitiveRestart = src->_PrimitiveRestart;
1536 dest->RestartIndex = src->RestartIndex;
1537 /* skip NewState */
1538 /* skip RebindArrays */
1539
1540 if (!vbo_deleted)
1541 copy_array_object(ctx, dest->VAO, src->VAO);
1542
1543 /* skip ArrayBufferObj */
1544 /* skip IndexBufferObj */
1545
1546 /* Invalidate array state. It will be updated during the next draw. */
1547 _mesa_set_drawing_arrays(ctx, NULL);
1548 }
1549
1550 /**
1551 * Save the content of src to dest.
1552 */
1553 static void
1554 save_array_attrib(struct gl_context *ctx,
1555 struct gl_array_attrib *dest,
1556 struct gl_array_attrib *src)
1557 {
1558 /* Set the Name, needed for restore, but do never overwrite.
1559 * Needs to match value in the object hash. */
1560 dest->VAO->Name = src->VAO->Name;
1561 /* And copy all of the rest. */
1562 copy_array_attrib(ctx, dest, src, false);
1563
1564 /* Just reference them here */
1565 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1566 src->ArrayBufferObj);
1567 _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1568 src->VAO->IndexBufferObj);
1569 }
1570
1571 /**
1572 * Restore the content of src to dest.
1573 */
1574 static void
1575 restore_array_attrib(struct gl_context *ctx,
1576 struct gl_array_attrib *dest,
1577 struct gl_array_attrib *src)
1578 {
1579 bool is_vao_name_zero = src->VAO->Name == 0;
1580
1581 /* The ARB_vertex_array_object spec says:
1582 *
1583 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1584 * if array is not a name returned from a previous call to
1585 * GenVertexArrays, or if such a name has since been deleted with
1586 * DeleteVertexArrays."
1587 *
1588 * Therefore popping a deleted VAO cannot magically recreate it.
1589 */
1590 if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
1591 return;
1592
1593 _mesa_BindVertexArray(src->VAO->Name);
1594
1595 /* Restore or recreate the buffer objects by the names ... */
1596 if (is_vao_name_zero || src->ArrayBufferObj->Name == 0 ||
1597 _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1598 /* ... and restore its content */
1599 copy_array_attrib(ctx, dest, src, false);
1600
1601 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1602 src->ArrayBufferObj->Name);
1603 } else {
1604 copy_array_attrib(ctx, dest, src, true);
1605 }
1606
1607 if (is_vao_name_zero || src->VAO->IndexBufferObj->Name == 0 ||
1608 _mesa_IsBuffer(src->VAO->IndexBufferObj->Name))
1609 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1610 src->VAO->IndexBufferObj->Name);
1611 }
1612
1613 /**
1614 * init/alloc the fields of 'attrib'.
1615 * Needs to the init part matching free_array_attrib_data below.
1616 */
1617 static bool
1618 init_array_attrib_data(struct gl_context *ctx,
1619 struct gl_array_attrib *attrib)
1620 {
1621 /* Get a non driver gl_vertex_array_object. */
1622 attrib->VAO = CALLOC_STRUCT(gl_vertex_array_object);
1623
1624 if (attrib->VAO == NULL) {
1625 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1626 return false;
1627 }
1628
1629 _mesa_initialize_vao(ctx, attrib->VAO, 0);
1630 return true;
1631 }
1632
1633 /**
1634 * Free/unreference the fields of 'attrib' but don't delete it (that's
1635 * done later in the calling code).
1636 * Needs to the cleanup part matching init_array_attrib_data above.
1637 */
1638 static void
1639 free_array_attrib_data(struct gl_context *ctx,
1640 struct gl_array_attrib *attrib)
1641 {
1642 /* We use a non driver array object, so don't just unref since we would
1643 * end up using the drivers DeleteArrayObject function for deletion. */
1644 _mesa_delete_vao(ctx, attrib->VAO);
1645 attrib->VAO = 0;
1646 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1647 }
1648
1649
1650 void GLAPIENTRY
1651 _mesa_PushClientAttrib(GLbitfield mask)
1652 {
1653 struct gl_attrib_node *head;
1654
1655 GET_CURRENT_CONTEXT(ctx);
1656
1657 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1658 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
1659 return;
1660 }
1661
1662 /* Build linked list of attribute nodes which save all attribute
1663 * groups specified by the mask.
1664 */
1665 head = NULL;
1666
1667 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1668 struct gl_pixelstore_attrib *attr;
1669 /* packing attribs */
1670 attr = CALLOC_STRUCT(gl_pixelstore_attrib);
1671 if (attr == NULL) {
1672 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1673 goto end;
1674 }
1675 if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) {
1676 copy_pixelstore(ctx, attr, &ctx->Pack);
1677 }
1678 else {
1679 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1680 free(attr);
1681 goto end;
1682 }
1683
1684 /* unpacking attribs */
1685 attr = CALLOC_STRUCT(gl_pixelstore_attrib);
1686 if (attr == NULL) {
1687 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1688 goto end;
1689 }
1690
1691 if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) {
1692 copy_pixelstore(ctx, attr, &ctx->Unpack);
1693 }
1694 else {
1695 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1696 free(attr);
1697 goto end;
1698 }
1699 }
1700
1701 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1702 struct gl_array_attrib *attr;
1703 attr = CALLOC_STRUCT(gl_array_attrib);
1704 if (attr == NULL) {
1705 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1706 goto end;
1707 }
1708
1709 if (!init_array_attrib_data(ctx, attr)) {
1710 free(attr);
1711 goto end;
1712 }
1713
1714 if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) {
1715 save_array_attrib(ctx, attr, &ctx->Array);
1716 }
1717 else {
1718 free_array_attrib_data(ctx, attr);
1719 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1720 free(attr);
1721 /* goto to keep safe from possible later changes */
1722 goto end;
1723 }
1724 }
1725 end:
1726 if (head != NULL) {
1727 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1728 ctx->ClientAttribStackDepth++;
1729 }
1730 }
1731
1732
1733 void GLAPIENTRY
1734 _mesa_PopClientAttrib(void)
1735 {
1736 struct gl_attrib_node *node, *next;
1737
1738 GET_CURRENT_CONTEXT(ctx);
1739 FLUSH_VERTICES(ctx, 0);
1740
1741 if (ctx->ClientAttribStackDepth == 0) {
1742 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
1743 return;
1744 }
1745
1746 ctx->ClientAttribStackDepth--;
1747 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1748
1749 while (node) {
1750 switch (node->kind) {
1751 case GL_CLIENT_PACK_BIT:
1752 {
1753 struct gl_pixelstore_attrib *store =
1754 (struct gl_pixelstore_attrib *) node->data;
1755 copy_pixelstore(ctx, &ctx->Pack, store);
1756 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1757 }
1758 break;
1759 case GL_CLIENT_UNPACK_BIT:
1760 {
1761 struct gl_pixelstore_attrib *store =
1762 (struct gl_pixelstore_attrib *) node->data;
1763 copy_pixelstore(ctx, &ctx->Unpack, store);
1764 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1765 }
1766 break;
1767 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1768 struct gl_array_attrib * attr =
1769 (struct gl_array_attrib *) node->data;
1770 restore_array_attrib(ctx, &ctx->Array, attr);
1771 free_array_attrib_data(ctx, attr);
1772 ctx->NewState |= _NEW_ARRAY;
1773 break;
1774 }
1775 default:
1776 unreachable("Bad attrib flag in PopClientAttrib");
1777 }
1778
1779 next = node->next;
1780 free(node->data);
1781 free(node);
1782 node = next;
1783 }
1784 }
1785
1786
1787 /**
1788 * Free any attribute state data that might be attached to the context.
1789 */
1790 void
1791 _mesa_free_attrib_data(struct gl_context *ctx)
1792 {
1793 while (ctx->AttribStackDepth > 0) {
1794 struct gl_attrib_node *attr, *next;
1795
1796 ctx->AttribStackDepth--;
1797 attr = ctx->AttribStack[ctx->AttribStackDepth];
1798
1799 while (attr) {
1800 if (attr->kind == GL_TEXTURE_BIT) {
1801 struct texture_state *texstate = (struct texture_state*)attr->data;
1802 GLuint u, tgt;
1803 /* clear references to the saved texture objects */
1804 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1805 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1806 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1807 }
1808 }
1809 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1810 }
1811 else {
1812 /* any other chunks of state that requires special handling? */
1813 }
1814
1815 next = attr->next;
1816 free(attr->data);
1817 free(attr);
1818 attr = next;
1819 }
1820 }
1821 }
1822
1823
1824 void
1825 _mesa_init_attrib(struct gl_context *ctx)
1826 {
1827 /* Renderer and client attribute stacks */
1828 ctx->AttribStackDepth = 0;
1829 ctx->ClientAttribStackDepth = 0;
1830 }