1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "colormac.h"
36 #include "context.h"
37 #include "depth.h"
38 #include "enable.h"
39 #include "enums.h"
40 #include "fog.h"
41 #include "hint.h"
42 #include "light.h"
43 #include "lines.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "mfeatures.h"
47 #include "multisample.h"
48 #include "points.h"
49 #include "polygon.h"
50 #include "shared.h"
51 #include "scissor.h"
52 #include "stencil.h"
53 #include "texenv.h"
54 #include "texgen.h"
55 #include "texobj.h"
56 #include "texparam.h"
57 #include "texstate.h"
58 #include "varray.h"
59 #include "viewport.h"
60 #include "mtypes.h"
61 #include "main/dispatch.h"
62 #include "hash.h"
63 #include <stdbool.h>
64
65
66 /**
67 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
68 */
69 struct gl_enable_attrib
70 {
71 GLboolean AlphaTest;
72 GLboolean AutoNormal;
73 GLboolean Blend;
74 GLbitfield ClipPlanes;
75 GLboolean ColorMaterial;
76 GLboolean CullFace;
77 GLboolean DepthClamp;
78 GLboolean DepthTest;
79 GLboolean Dither;
80 GLboolean Fog;
81 GLboolean Light[MAX_LIGHTS];
82 GLboolean Lighting;
83 GLboolean LineSmooth;
84 GLboolean LineStipple;
85 GLboolean IndexLogicOp;
86 GLboolean ColorLogicOp;
87
88 GLboolean Map1Color4;
89 GLboolean Map1Index;
90 GLboolean Map1Normal;
91 GLboolean Map1TextureCoord1;
92 GLboolean Map1TextureCoord2;
93 GLboolean Map1TextureCoord3;
94 GLboolean Map1TextureCoord4;
95 GLboolean Map1Vertex3;
96 GLboolean Map1Vertex4;
97 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
98 GLboolean Map2Color4;
99 GLboolean Map2Index;
100 GLboolean Map2Normal;
101 GLboolean Map2TextureCoord1;
102 GLboolean Map2TextureCoord2;
103 GLboolean Map2TextureCoord3;
104 GLboolean Map2TextureCoord4;
105 GLboolean Map2Vertex3;
106 GLboolean Map2Vertex4;
107 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
108
109 GLboolean Normalize;
110 GLboolean PixelTexture;
111 GLboolean PointSmooth;
112 GLboolean PolygonOffsetPoint;
113 GLboolean PolygonOffsetLine;
114 GLboolean PolygonOffsetFill;
115 GLboolean PolygonSmooth;
116 GLboolean PolygonStipple;
117 GLboolean RescaleNormals;
118 GLboolean Scissor;
119 GLboolean Stencil;
120 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
121 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
122 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
123 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
124 GLboolean SampleCoverage; /* GL_ARB_multisample */
125 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
126
127 GLbitfield Texture[MAX_TEXTURE_UNITS];
128 GLbitfield TexGen[MAX_TEXTURE_UNITS];
129
130 /* GL_ARB_vertex_program / GL_NV_vertex_program */
131 GLboolean VertexProgram;
132 GLboolean VertexProgramPointSize;
133 GLboolean VertexProgramTwoSide;
134
135 /* GL_ARB_point_sprite / GL_NV_point_sprite */
136 GLboolean PointSprite;
137 GLboolean FragmentShaderATI;
138
139 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
140 GLboolean sRGBEnabled;
141 };
142
143
144 /**
145 * Node for the attribute stack.
146 */
147 struct gl_attrib_node
148 {
149 GLbitfield kind;
150 void *data;
151 struct gl_attrib_node *next;
152 };
153
154
155
156 /**
157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
158 */
159 struct texture_state
160 {
161 struct gl_texture_attrib Texture; /**< The usual context state */
162
163 /** to save per texture object state (wrap modes, filters, etc): */
164 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
165
166 /**
167 * To save references to texture objects (so they don't get accidentally
168 * deleted while saved in the attribute stack).
169 */
170 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
171
172 /* We need to keep a reference to the shared state. That's where the
173 * default texture objects are kept. We don't want that state to be
174 * freed while the attribute stack contains pointers to any default
175 * texture objects.
176 */
177 struct gl_shared_state *SharedRef;
178 };
179
180
181 #if FEATURE_attrib_stack
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 void
save_attrib_data(struct gl_attrib_node ** head,GLbitfield kind,void * payload)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 }
203 }
204
205
206 void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)207 _mesa_PushAttrib(GLbitfield mask)
208 {
209 struct gl_attrib_node *head;
210
211 GET_CURRENT_CONTEXT(ctx);
212 ASSERT_OUTSIDE_BEGIN_END(ctx);
213
214 if (MESA_VERBOSE & VERBOSE_API)
215 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
216
217 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
218 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
219 return;
220 }
221
222 /* Build linked list of attribute nodes which save all attribute */
223 /* groups specified by the mask. */
224 head = NULL;
225
226 if (mask & GL_ACCUM_BUFFER_BIT) {
227 struct gl_accum_attrib *attr;
228 attr = MALLOC_STRUCT( gl_accum_attrib );
229 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
230 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
231 }
232
233 if (mask & GL_COLOR_BUFFER_BIT) {
234 GLuint i;
235 struct gl_colorbuffer_attrib *attr;
236 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
237 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
238 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
239 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
240 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
241 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
242 }
243
244 if (mask & GL_CURRENT_BIT) {
245 struct gl_current_attrib *attr;
246 FLUSH_CURRENT( ctx, 0 );
247 attr = MALLOC_STRUCT( gl_current_attrib );
248 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
249 save_attrib_data(&head, GL_CURRENT_BIT, attr);
250 }
251
252 if (mask & GL_DEPTH_BUFFER_BIT) {
253 struct gl_depthbuffer_attrib *attr;
254 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
255 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
256 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
257 }
258
259 if (mask & GL_ENABLE_BIT) {
260 struct gl_enable_attrib *attr;
261 GLuint i;
262 attr = MALLOC_STRUCT( gl_enable_attrib );
263 /* Copy enable flags from all other attributes into the enable struct. */
264 attr->AlphaTest = ctx->Color.AlphaEnabled;
265 attr->AutoNormal = ctx->Eval.AutoNormal;
266 attr->Blend = ctx->Color.BlendEnabled;
267 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
268 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
269 attr->CullFace = ctx->Polygon.CullFlag;
270 attr->DepthClamp = ctx->Transform.DepthClamp;
271 attr->DepthTest = ctx->Depth.Test;
272 attr->Dither = ctx->Color.DitherFlag;
273 attr->Fog = ctx->Fog.Enabled;
274 for (i = 0; i < ctx->Const.MaxLights; i++) {
275 attr->Light[i] = ctx->Light.Light[i].Enabled;
276 }
277 attr->Lighting = ctx->Light.Enabled;
278 attr->LineSmooth = ctx->Line.SmoothFlag;
279 attr->LineStipple = ctx->Line.StippleFlag;
280 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
281 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
282 attr->Map1Color4 = ctx->Eval.Map1Color4;
283 attr->Map1Index = ctx->Eval.Map1Index;
284 attr->Map1Normal = ctx->Eval.Map1Normal;
285 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
286 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
287 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
288 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
289 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
290 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
291 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
292 attr->Map2Color4 = ctx->Eval.Map2Color4;
293 attr->Map2Index = ctx->Eval.Map2Index;
294 attr->Map2Normal = ctx->Eval.Map2Normal;
295 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
296 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
297 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
298 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
299 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
300 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
301 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
302 attr->Normalize = ctx->Transform.Normalize;
303 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
304 attr->PointSmooth = ctx->Point.SmoothFlag;
305 attr->PointSprite = ctx->Point.PointSprite;
306 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
307 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
308 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
309 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
310 attr->PolygonStipple = ctx->Polygon.StippleFlag;
311 attr->RescaleNormals = ctx->Transform.RescaleNormals;
312 attr->Scissor = ctx->Scissor.Enabled;
313 attr->Stencil = ctx->Stencil.Enabled;
314 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
315 attr->MultisampleEnabled = ctx->Multisample.Enabled;
316 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
317 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
318 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
319 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
320 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
321 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
322 }
323 /* GL_NV_vertex_program */
324 attr->VertexProgram = ctx->VertexProgram.Enabled;
325 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
326 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
327 save_attrib_data(&head, GL_ENABLE_BIT, attr);
328
329 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
330 attr->sRGBEnabled = ctx->Color.sRGBEnabled;
331 }
332
333 if (mask & GL_EVAL_BIT) {
334 struct gl_eval_attrib *attr;
335 attr = MALLOC_STRUCT( gl_eval_attrib );
336 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
337 save_attrib_data(&head, GL_EVAL_BIT, attr);
338 }
339
340 if (mask & GL_FOG_BIT) {
341 struct gl_fog_attrib *attr;
342 attr = MALLOC_STRUCT( gl_fog_attrib );
343 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
344 save_attrib_data(&head, GL_FOG_BIT, attr);
345 }
346
347 if (mask & GL_HINT_BIT) {
348 struct gl_hint_attrib *attr;
349 attr = MALLOC_STRUCT( gl_hint_attrib );
350 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
351 save_attrib_data(&head, GL_HINT_BIT, attr);
352 }
353
354 if (mask & GL_LIGHTING_BIT) {
355 struct gl_light_attrib *attr;
356 FLUSH_CURRENT(ctx, 0); /* flush material changes */
357 attr = MALLOC_STRUCT( gl_light_attrib );
358 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
359 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
360 }
361
362 if (mask & GL_LINE_BIT) {
363 struct gl_line_attrib *attr;
364 attr = MALLOC_STRUCT( gl_line_attrib );
365 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
366 save_attrib_data(&head, GL_LINE_BIT, attr);
367 }
368
369 if (mask & GL_LIST_BIT) {
370 struct gl_list_attrib *attr;
371 attr = MALLOC_STRUCT( gl_list_attrib );
372 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
373 save_attrib_data(&head, GL_LIST_BIT, attr);
374 }
375
376 if (mask & GL_PIXEL_MODE_BIT) {
377 struct gl_pixel_attrib *attr;
378 attr = MALLOC_STRUCT( gl_pixel_attrib );
379 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
380 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
381 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
382 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
383 }
384
385 if (mask & GL_POINT_BIT) {
386 struct gl_point_attrib *attr;
387 attr = MALLOC_STRUCT( gl_point_attrib );
388 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
389 save_attrib_data(&head, GL_POINT_BIT, attr);
390 }
391
392 if (mask & GL_POLYGON_BIT) {
393 struct gl_polygon_attrib *attr;
394 attr = MALLOC_STRUCT( gl_polygon_attrib );
395 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
396 save_attrib_data(&head, GL_POLYGON_BIT, attr);
397 }
398
399 if (mask & GL_POLYGON_STIPPLE_BIT) {
400 GLuint *stipple;
401 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
402 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
403 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
404 }
405
406 if (mask & GL_SCISSOR_BIT) {
407 struct gl_scissor_attrib *attr;
408 attr = MALLOC_STRUCT( gl_scissor_attrib );
409 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
410 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
411 }
412
413 if (mask & GL_STENCIL_BUFFER_BIT) {
414 struct gl_stencil_attrib *attr;
415 attr = MALLOC_STRUCT( gl_stencil_attrib );
416 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
417 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
418 }
419
420 if (mask & GL_TEXTURE_BIT) {
421 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
422 GLuint u, tex;
423
424 if (!texstate) {
425 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
426 goto end;
427 }
428
429 _mesa_lock_context_textures(ctx);
430
431 /* copy/save the bulk of texture state here */
432 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
433
434 /* Save references to the currently bound texture objects so they don't
435 * accidentally get deleted while referenced in the attribute stack.
436 */
437 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
438 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
439 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
440 ctx->Texture.Unit[u].CurrentTex[tex]);
441 }
442 }
443
444 /* copy state/contents of the currently bound texture objects */
445 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
446 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
447 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
448 ctx->Texture.Unit[u].CurrentTex[tex]);
449 }
450 }
451
452 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
453
454 _mesa_unlock_context_textures(ctx);
455
456 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
457 }
458
459 if (mask & GL_TRANSFORM_BIT) {
460 struct gl_transform_attrib *attr;
461 attr = MALLOC_STRUCT( gl_transform_attrib );
462 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
463 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
464 }
465
466 if (mask & GL_VIEWPORT_BIT) {
467 struct gl_viewport_attrib *attr;
468 attr = MALLOC_STRUCT( gl_viewport_attrib );
469 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
470 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
471 }
472
473 /* GL_ARB_multisample */
474 if (mask & GL_MULTISAMPLE_BIT_ARB) {
475 struct gl_multisample_attrib *attr;
476 attr = MALLOC_STRUCT( gl_multisample_attrib );
477 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
478 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
479 }
480
481 end:
482 ctx->AttribStack[ctx->AttribStackDepth] = head;
483 ctx->AttribStackDepth++;
484 }
485
486
487
488 static void
pop_enable_group(struct gl_context * ctx,const struct gl_enable_attrib * enable)489 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
490 {
491 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
492 GLuint i;
493
494 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
495 if ((VALUE) != (NEWVALUE)) { \
496 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
497 }
498
499 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
500 if (ctx->Color.BlendEnabled != enable->Blend) {
501 if (ctx->Extensions.EXT_draw_buffers2) {
502 GLuint i;
503 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
504 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
505 }
506 }
507 else {
508 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
509 }
510 }
511
512 for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
513 const GLuint mask = 1 << i;
514 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
515 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
516 !!(enable->ClipPlanes & mask));
517 }
518
519 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
520 GL_COLOR_MATERIAL);
521 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
522 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
523 GL_DEPTH_CLAMP);
524 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
525 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
526 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
527 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
528 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
529 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
530 GL_LINE_STIPPLE);
531 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
532 GL_INDEX_LOGIC_OP);
533 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
534 GL_COLOR_LOGIC_OP);
535
536 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
537 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
538 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
539 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
540 GL_MAP1_TEXTURE_COORD_1);
541 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
542 GL_MAP1_TEXTURE_COORD_2);
543 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
544 GL_MAP1_TEXTURE_COORD_3);
545 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
546 GL_MAP1_TEXTURE_COORD_4);
547 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
548 GL_MAP1_VERTEX_3);
549 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
550 GL_MAP1_VERTEX_4);
551 for (i = 0; i < 16; i++) {
552 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
553 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
554 }
555
556 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
557 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
558 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
559 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
560 GL_MAP2_TEXTURE_COORD_1);
561 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
562 GL_MAP2_TEXTURE_COORD_2);
563 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
564 GL_MAP2_TEXTURE_COORD_3);
565 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
566 GL_MAP2_TEXTURE_COORD_4);
567 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
568 GL_MAP2_VERTEX_3);
569 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
570 GL_MAP2_VERTEX_4);
571 for (i = 0; i < 16; i++) {
572 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
573 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
574 }
575
576 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
577 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
578 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
579 GL_RESCALE_NORMAL_EXT);
580 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
581 enable->RasterPositionUnclipped,
582 GL_RASTER_POSITION_UNCLIPPED_IBM);
583 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
584 GL_POINT_SMOOTH);
585 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
586 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
587 GL_POINT_SPRITE_NV);
588 }
589 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
590 GL_POLYGON_OFFSET_POINT);
591 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
592 GL_POLYGON_OFFSET_LINE);
593 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
594 GL_POLYGON_OFFSET_FILL);
595 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
596 GL_POLYGON_SMOOTH);
597 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
598 GL_POLYGON_STIPPLE);
599 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
600 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
601 if (ctx->Extensions.EXT_stencil_two_side) {
602 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
603 }
604 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
605 GL_MULTISAMPLE_ARB);
606 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
607 enable->SampleAlphaToCoverage,
608 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
609 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
610 enable->SampleAlphaToOne,
611 GL_SAMPLE_ALPHA_TO_ONE_ARB);
612 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
613 enable->SampleCoverage,
614 GL_SAMPLE_COVERAGE_ARB);
615 /* GL_ARB_vertex_program, GL_NV_vertex_program */
616 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
617 enable->VertexProgram,
618 GL_VERTEX_PROGRAM_ARB);
619 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
620 enable->VertexProgramPointSize,
621 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
622 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
623 enable->VertexProgramTwoSide,
624 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
625
626 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
627 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
628 GL_FRAMEBUFFER_SRGB);
629
630 /* texture unit enables */
631 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
632 const GLbitfield enabled = enable->Texture[i];
633 const GLbitfield genEnabled = enable->TexGen[i];
634
635 if (ctx->Texture.Unit[i].Enabled != enabled) {
636 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
637
638 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
639 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
640 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
641 if (ctx->Extensions.NV_texture_rectangle) {
642 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
643 !!(enabled & TEXTURE_RECT_BIT));
644 }
645 if (ctx->Extensions.ARB_texture_cube_map) {
646 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
647 !!(enabled & TEXTURE_CUBE_BIT));
648 }
649 if (ctx->Extensions.MESA_texture_array) {
650 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
651 !!(enabled & TEXTURE_1D_ARRAY_BIT));
652 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
653 !!(enabled & TEXTURE_2D_ARRAY_BIT));
654 }
655 }
656
657 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
658 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
659 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
660 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
661 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
662 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
663 }
664 }
665
666 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
667 }
668
669
670 /**
671 * Pop/restore texture attribute/group state.
672 */
673 static void
pop_texture_group(struct gl_context * ctx,struct texture_state * texstate)674 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
675 {
676 GLuint u;
677
678 _mesa_lock_context_textures(ctx);
679
680 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
681 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
682 GLuint tgt;
683
684 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
685 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
686 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
687 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
688 if (ctx->Extensions.ARB_texture_cube_map) {
689 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
690 !!(unit->Enabled & TEXTURE_CUBE_BIT));
691 }
692 if (ctx->Extensions.NV_texture_rectangle) {
693 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
694 !!(unit->Enabled & TEXTURE_RECT_BIT));
695 }
696 if (ctx->Extensions.MESA_texture_array) {
697 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
698 !!(unit->Enabled & TEXTURE_1D_ARRAY_BIT));
699 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
700 !!(unit->Enabled & TEXTURE_2D_ARRAY_BIT));
701 }
702
703 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
704 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
705 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
706 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
707 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
708 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
709 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
710 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
711 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
712 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
713 /* Eye plane done differently to avoid re-transformation */
714 {
715 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
716 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
717 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
718 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
719 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
720 if (ctx->Driver.TexGen) {
721 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
722 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
723 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
724 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
725 }
726 }
727 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
728 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
729 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
730 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
731 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
732 unit->LodBias);
733 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
734 unit->Combine.ModeRGB);
735 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
736 unit->Combine.ModeA);
737 {
738 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
739 GLuint i;
740 for (i = 0; i < n; i++) {
741 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
742 unit->Combine.SourceRGB[i]);
743 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
744 unit->Combine.SourceA[i]);
745 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
746 unit->Combine.OperandRGB[i]);
747 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
748 unit->Combine.OperandA[i]);
749 }
750 }
751 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
752 1 << unit->Combine.ScaleShiftRGB);
753 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
754 1 << unit->Combine.ScaleShiftA);
755
756 /* Restore texture object state for each target */
757 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
758 const struct gl_texture_object *obj = NULL;
759 const struct gl_sampler_object *samp;
760 GLenum target;
761
762 obj = &texstate->SavedObj[u][tgt];
763
764 /* don't restore state for unsupported targets to prevent
765 * raising GL errors.
766 */
767 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
768 !ctx->Extensions.ARB_texture_cube_map) {
769 continue;
770 }
771 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
772 !ctx->Extensions.NV_texture_rectangle) {
773 continue;
774 }
775 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
776 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
777 !ctx->Extensions.MESA_texture_array) {
778 continue;
779 }
780 else if (obj->Target == GL_TEXTURE_BUFFER)
781 continue;
782 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
783 continue;
784
785 target = obj->Target;
786
787 _mesa_BindTexture(target, obj->Name);
788
789 samp = &obj->Sampler;
790
791 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
792 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
793 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
794 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
795 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
796 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
797 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
798 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
799 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
800 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
801 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
802 if (target != GL_TEXTURE_RECTANGLE_ARB)
803 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
804 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
805 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
806 samp->MaxAnisotropy);
807 }
808 if (ctx->Extensions.ARB_shadow) {
809 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
810 samp->CompareMode);
811 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
812 samp->CompareFunc);
813 }
814 if (ctx->Extensions.ARB_depth_texture)
815 _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
816 }
817
818 /* remove saved references to the texture objects */
819 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
820 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
821 }
822 }
823
824 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
825
826 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
827
828 _mesa_unlock_context_textures(ctx);
829 }
830
831
832 /*
833 * This function is kind of long just because we have to call a lot
834 * of device driver functions to update device driver state.
835 *
836 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
837 * in order to restore GL state. This isn't terribly efficient but it
838 * ensures that dirty flags and any derived state gets updated correctly.
839 * We could at least check if the value to restore equals the current value
840 * and then skip the Mesa call.
841 */
842 void GLAPIENTRY
_mesa_PopAttrib(void)843 _mesa_PopAttrib(void)
844 {
845 struct gl_attrib_node *attr, *next;
846 GET_CURRENT_CONTEXT(ctx);
847 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
848
849 if (ctx->AttribStackDepth == 0) {
850 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
851 return;
852 }
853
854 ctx->AttribStackDepth--;
855 attr = ctx->AttribStack[ctx->AttribStackDepth];
856
857 while (attr) {
858
859 if (MESA_VERBOSE & VERBOSE_API) {
860 _mesa_debug(ctx, "glPopAttrib %s\n",
861 _mesa_lookup_enum_by_nr(attr->kind));
862 }
863
864 switch (attr->kind) {
865 case GL_ACCUM_BUFFER_BIT:
866 {
867 const struct gl_accum_attrib *accum;
868 accum = (const struct gl_accum_attrib *) attr->data;
869 _mesa_ClearAccum(accum->ClearColor[0],
870 accum->ClearColor[1],
871 accum->ClearColor[2],
872 accum->ClearColor[3]);
873 }
874 break;
875 case GL_COLOR_BUFFER_BIT:
876 {
877 const struct gl_colorbuffer_attrib *color;
878
879 color = (const struct gl_colorbuffer_attrib *) attr->data;
880 _mesa_ClearIndex((GLfloat) color->ClearIndex);
881 _mesa_ClearColor(color->ClearColor.f[0],
882 color->ClearColor.f[1],
883 color->ClearColor.f[2],
884 color->ClearColor.f[3]);
885 _mesa_IndexMask(color->IndexMask);
886 if (!ctx->Extensions.EXT_draw_buffers2) {
887 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
888 (GLboolean) (color->ColorMask[0][1] != 0),
889 (GLboolean) (color->ColorMask[0][2] != 0),
890 (GLboolean) (color->ColorMask[0][3] != 0));
891 }
892 else {
893 GLuint i;
894 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
895 _mesa_ColorMaskIndexed(i,
896 (GLboolean) (color->ColorMask[i][0] != 0),
897 (GLboolean) (color->ColorMask[i][1] != 0),
898 (GLboolean) (color->ColorMask[i][2] != 0),
899 (GLboolean) (color->ColorMask[i][3] != 0));
900 }
901 }
902 {
903 /* Need to determine if more than one color output is
904 * specified. If so, call glDrawBuffersARB, else call
905 * glDrawBuffer(). This is a subtle, but essential point
906 * since GL_FRONT (for example) is illegal for the former
907 * function, but legal for the later.
908 */
909 GLboolean multipleBuffers = GL_FALSE;
910 GLuint i;
911
912 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
913 if (color->DrawBuffer[i] != GL_NONE) {
914 multipleBuffers = GL_TRUE;
915 break;
916 }
917 }
918 /* Call the API_level functions, not _mesa_drawbuffers()
919 * since we need to do error checking on the pop'd
920 * GL_DRAW_BUFFER.
921 * Ex: if GL_FRONT were pushed, but we're popping with a
922 * user FBO bound, GL_FRONT will be illegal and we'll need
923 * to record that error. Per OpenGL ARB decision.
924 */
925 if (multipleBuffers)
926 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
927 color->DrawBuffer);
928 else
929 _mesa_DrawBuffer(color->DrawBuffer[0]);
930 }
931 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
932 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
933 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
934 if (ctx->Extensions.EXT_draw_buffers2) {
935 GLuint i;
936 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
937 _mesa_set_enablei(ctx, GL_BLEND, i,
938 (color->BlendEnabled >> i) & 1);
939 }
940 }
941 else {
942 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
943 }
944 }
945 if (ctx->Color._BlendFuncPerBuffer ||
946 ctx->Color._BlendEquationPerBuffer) {
947 /* set blend per buffer */
948 GLuint buf;
949 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
950 _mesa_BlendFuncSeparatei(buf, color->Blend[buf].SrcRGB,
951 color->Blend[buf].DstRGB,
952 color->Blend[buf].SrcA,
953 color->Blend[buf].DstA);
954 _mesa_BlendEquationSeparatei(buf,
955 color->Blend[buf].EquationRGB,
956 color->Blend[buf].EquationA);
957 }
958 }
959 else {
960 /* set same blend modes for all buffers */
961 _mesa_BlendFuncSeparateEXT(color->Blend[0].SrcRGB,
962 color->Blend[0].DstRGB,
963 color->Blend[0].SrcA,
964 color->Blend[0].DstA);
965 /* This special case is because glBlendEquationSeparateEXT
966 * cannot take GL_LOGIC_OP as a parameter.
967 */
968 if (color->Blend[0].EquationRGB ==
969 color->Blend[0].EquationA) {
970 _mesa_BlendEquation(color->Blend[0].EquationRGB);
971 }
972 else {
973 _mesa_BlendEquationSeparateEXT(
974 color->Blend[0].EquationRGB,
975 color->Blend[0].EquationA);
976 }
977 }
978 _mesa_BlendColor(color->BlendColorUnclamped[0],
979 color->BlendColorUnclamped[1],
980 color->BlendColorUnclamped[2],
981 color->BlendColorUnclamped[3]);
982 _mesa_LogicOp(color->LogicOp);
983 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
984 color->ColorLogicOpEnabled);
985 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
986 color->IndexLogicOpEnabled);
987 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
988 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor);
989 _mesa_ClampColorARB(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
990
991 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
992 if (ctx->Extensions.EXT_framebuffer_sRGB)
993 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
994 }
995 break;
996 case GL_CURRENT_BIT:
997 FLUSH_CURRENT( ctx, 0 );
998 memcpy( &ctx->Current, attr->data,
999 sizeof(struct gl_current_attrib) );
1000 break;
1001 case GL_DEPTH_BUFFER_BIT:
1002 {
1003 const struct gl_depthbuffer_attrib *depth;
1004 depth = (const struct gl_depthbuffer_attrib *) attr->data;
1005 _mesa_DepthFunc(depth->Func);
1006 _mesa_ClearDepth(depth->Clear);
1007 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1008 _mesa_DepthMask(depth->Mask);
1009 }
1010 break;
1011 case GL_ENABLE_BIT:
1012 {
1013 const struct gl_enable_attrib *enable;
1014 enable = (const struct gl_enable_attrib *) attr->data;
1015 pop_enable_group(ctx, enable);
1016 ctx->NewState |= _NEW_ALL;
1017 }
1018 break;
1019 case GL_EVAL_BIT:
1020 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1021 ctx->NewState |= _NEW_EVAL;
1022 break;
1023 case GL_FOG_BIT:
1024 {
1025 const struct gl_fog_attrib *fog;
1026 fog = (const struct gl_fog_attrib *) attr->data;
1027 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1028 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1029 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1030 _mesa_Fogf(GL_FOG_START, fog->Start);
1031 _mesa_Fogf(GL_FOG_END, fog->End);
1032 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1033 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1034 }
1035 break;
1036 case GL_HINT_BIT:
1037 {
1038 const struct gl_hint_attrib *hint;
1039 hint = (const struct gl_hint_attrib *) attr->data;
1040 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1041 hint->PerspectiveCorrection );
1042 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1043 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1044 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1045 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1046 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1047 hint->ClipVolumeClipping);
1048 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1049 hint->TextureCompression);
1050 }
1051 break;
1052 case GL_LIGHTING_BIT:
1053 {
1054 GLuint i;
1055 const struct gl_light_attrib *light;
1056 light = (const struct gl_light_attrib *) attr->data;
1057 /* lighting enable */
1058 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1059 /* per-light state */
1060 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1061 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1062
1063 for (i = 0; i < ctx->Const.MaxLights; i++) {
1064 const struct gl_light *l = &light->Light[i];
1065 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1066 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1067 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1068 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1069 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1070 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1071 {
1072 GLfloat p[4] = { 0 };
1073 p[0] = l->SpotExponent;
1074 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1075 }
1076 {
1077 GLfloat p[4] = { 0 };
1078 p[0] = l->SpotCutoff;
1079 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1080 }
1081 {
1082 GLfloat p[4] = { 0 };
1083 p[0] = l->ConstantAttenuation;
1084 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1085 }
1086 {
1087 GLfloat p[4] = { 0 };
1088 p[0] = l->LinearAttenuation;
1089 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1090 }
1091 {
1092 GLfloat p[4] = { 0 };
1093 p[0] = l->QuadraticAttenuation;
1094 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1095 }
1096 }
1097 /* light model */
1098 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1099 light->Model.Ambient);
1100 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1101 (GLfloat) light->Model.LocalViewer);
1102 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1103 (GLfloat) light->Model.TwoSide);
1104 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1105 (GLfloat) light->Model.ColorControl);
1106 /* shade model */
1107 _mesa_ShadeModel(light->ShadeModel);
1108 /* color material */
1109 _mesa_ColorMaterial(light->ColorMaterialFace,
1110 light->ColorMaterialMode);
1111 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1112 light->ColorMaterialEnabled);
1113 /* materials */
1114 memcpy(&ctx->Light.Material, &light->Material,
1115 sizeof(struct gl_material));
1116 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, light->ClampVertexColor);
1117 }
1118 break;
1119 case GL_LINE_BIT:
1120 {
1121 const struct gl_line_attrib *line;
1122 line = (const struct gl_line_attrib *) attr->data;
1123 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1124 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1125 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1126 _mesa_LineWidth(line->Width);
1127 }
1128 break;
1129 case GL_LIST_BIT:
1130 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1131 break;
1132 case GL_PIXEL_MODE_BIT:
1133 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1134 /* XXX what other pixel state needs to be set by function calls? */
1135 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1136 ctx->NewState |= _NEW_PIXEL;
1137 break;
1138 case GL_POINT_BIT:
1139 {
1140 const struct gl_point_attrib *point;
1141 point = (const struct gl_point_attrib *) attr->data;
1142 _mesa_PointSize(point->Size);
1143 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1144 if (ctx->Extensions.EXT_point_parameters) {
1145 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1146 point->Params);
1147 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1148 point->MinSize);
1149 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1150 point->MaxSize);
1151 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1152 point->Threshold);
1153 }
1154 if (ctx->Extensions.NV_point_sprite
1155 || ctx->Extensions.ARB_point_sprite) {
1156 GLuint u;
1157 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1158 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1159 (GLint) point->CoordReplace[u]);
1160 }
1161 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1162 if (ctx->Extensions.NV_point_sprite)
1163 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1164 ctx->Point.SpriteRMode);
1165
1166 if ((ctx->API == API_OPENGL && ctx->Version >= 20)
1167 || ctx->API == API_OPENGL_CORE)
1168 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1169 (GLfloat)ctx->Point.SpriteOrigin);
1170 }
1171 }
1172 break;
1173 case GL_POLYGON_BIT:
1174 {
1175 const struct gl_polygon_attrib *polygon;
1176 polygon = (const struct gl_polygon_attrib *) attr->data;
1177 _mesa_CullFace(polygon->CullFaceMode);
1178 _mesa_FrontFace(polygon->FrontFace);
1179 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1180 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1181 _mesa_PolygonOffset(polygon->OffsetFactor,
1182 polygon->OffsetUnits);
1183 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1184 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1185 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1186 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1187 polygon->OffsetPoint);
1188 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1189 polygon->OffsetLine);
1190 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1191 polygon->OffsetFill);
1192 }
1193 break;
1194 case GL_POLYGON_STIPPLE_BIT:
1195 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1196 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1197 if (ctx->Driver.PolygonStipple)
1198 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1199 break;
1200 case GL_SCISSOR_BIT:
1201 {
1202 const struct gl_scissor_attrib *scissor;
1203 scissor = (const struct gl_scissor_attrib *) attr->data;
1204 _mesa_Scissor(scissor->X, scissor->Y,
1205 scissor->Width, scissor->Height);
1206 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1207 }
1208 break;
1209 case GL_STENCIL_BUFFER_BIT:
1210 {
1211 const struct gl_stencil_attrib *stencil;
1212 stencil = (const struct gl_stencil_attrib *) attr->data;
1213 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1214 _mesa_ClearStencil(stencil->Clear);
1215 if (ctx->Extensions.EXT_stencil_two_side) {
1216 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1217 stencil->TestTwoSide);
1218 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1219 ? GL_BACK : GL_FRONT);
1220 }
1221 /* front state */
1222 _mesa_StencilFuncSeparate(GL_FRONT,
1223 stencil->Function[0],
1224 stencil->Ref[0],
1225 stencil->ValueMask[0]);
1226 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1227 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1228 stencil->ZFailFunc[0],
1229 stencil->ZPassFunc[0]);
1230 /* back state */
1231 _mesa_StencilFuncSeparate(GL_BACK,
1232 stencil->Function[1],
1233 stencil->Ref[1],
1234 stencil->ValueMask[1]);
1235 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1236 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1237 stencil->ZFailFunc[1],
1238 stencil->ZPassFunc[1]);
1239 }
1240 break;
1241 case GL_TRANSFORM_BIT:
1242 {
1243 GLuint i;
1244 const struct gl_transform_attrib *xform;
1245 xform = (const struct gl_transform_attrib *) attr->data;
1246 _mesa_MatrixMode(xform->MatrixMode);
1247 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1248 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1249
1250 /* restore clip planes */
1251 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1252 const GLuint mask = 1 << i;
1253 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1254 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1255 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1256 !!(xform->ClipPlanesEnabled & mask));
1257 if (ctx->Driver.ClipPlane)
1258 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1259 }
1260
1261 /* normalize/rescale */
1262 if (xform->Normalize != ctx->Transform.Normalize)
1263 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1264 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1265 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1266 ctx->Transform.RescaleNormals);
1267 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1268 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1269 ctx->Transform.DepthClamp);
1270 }
1271 break;
1272 case GL_TEXTURE_BIT:
1273 {
1274 struct texture_state *texstate
1275 = (struct texture_state *) attr->data;
1276 pop_texture_group(ctx, texstate);
1277 ctx->NewState |= _NEW_TEXTURE;
1278 }
1279 break;
1280 case GL_VIEWPORT_BIT:
1281 {
1282 const struct gl_viewport_attrib *vp;
1283 vp = (const struct gl_viewport_attrib *) attr->data;
1284 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1285 _mesa_DepthRange(vp->Near, vp->Far);
1286 }
1287 break;
1288 case GL_MULTISAMPLE_BIT_ARB:
1289 {
1290 const struct gl_multisample_attrib *ms;
1291 ms = (const struct gl_multisample_attrib *) attr->data;
1292
1293 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1294 ms->Enabled,
1295 GL_MULTISAMPLE);
1296
1297 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1298 ms->SampleCoverage,
1299 GL_SAMPLE_COVERAGE);
1300
1301 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1302 ms->SampleAlphaToCoverage,
1303 GL_SAMPLE_ALPHA_TO_COVERAGE);
1304
1305 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1306 ms->SampleAlphaToOne,
1307 GL_SAMPLE_ALPHA_TO_ONE);
1308
1309 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1310 ms->SampleCoverageInvert);
1311 }
1312 break;
1313
1314 default:
1315 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1316 break;
1317 }
1318
1319 next = attr->next;
1320 FREE( attr->data );
1321 FREE( attr );
1322 attr = next;
1323 }
1324 }
1325
1326
1327 /**
1328 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1329 * object refcounts.
1330 */
1331 static void
copy_pixelstore(struct gl_context * ctx,struct gl_pixelstore_attrib * dst,const struct gl_pixelstore_attrib * src)1332 copy_pixelstore(struct gl_context *ctx,
1333 struct gl_pixelstore_attrib *dst,
1334 const struct gl_pixelstore_attrib *src)
1335 {
1336 dst->Alignment = src->Alignment;
1337 dst->RowLength = src->RowLength;
1338 dst->SkipPixels = src->SkipPixels;
1339 dst->SkipRows = src->SkipRows;
1340 dst->ImageHeight = src->ImageHeight;
1341 dst->SkipImages = src->SkipImages;
1342 dst->SwapBytes = src->SwapBytes;
1343 dst->LsbFirst = src->LsbFirst;
1344 dst->Invert = src->Invert;
1345 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1346 }
1347
1348
1349 #define GL_CLIENT_PACK_BIT (1<<20)
1350 #define GL_CLIENT_UNPACK_BIT (1<<21)
1351
1352 /**
1353 * Copy gl_array_object from src to dest.
1354 * 'dest' must be in an initialized state.
1355 */
1356 static void
copy_array_object(struct gl_context * ctx,struct gl_array_object * dest,struct gl_array_object * src)1357 copy_array_object(struct gl_context *ctx,
1358 struct gl_array_object *dest,
1359 struct gl_array_object *src)
1360 {
1361 GLuint i;
1362
1363 /* skip Name */
1364 /* skip RefCount */
1365
1366 /* In theory must be the same anyway, but on recreate make sure it matches */
1367 dest->ARBsemantics = src->ARBsemantics;
1368
1369 for (i = 0; i < Elements(src->VertexAttrib); i++)
1370 _mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1371
1372 /* _Enabled must be the same than on push */
1373 dest->_Enabled = src->_Enabled;
1374 dest->_MaxElement = src->_MaxElement;
1375 }
1376
1377 /**
1378 * Copy gl_array_attrib from src to dest.
1379 * 'dest' must be in an initialized state.
1380 */
1381 static void
copy_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src,bool vbo_deleted)1382 copy_array_attrib(struct gl_context *ctx,
1383 struct gl_array_attrib *dest,
1384 struct gl_array_attrib *src,
1385 bool vbo_deleted)
1386 {
1387 /* skip ArrayObj */
1388 /* skip DefaultArrayObj, Objects */
1389 dest->ActiveTexture = src->ActiveTexture;
1390 dest->LockFirst = src->LockFirst;
1391 dest->LockCount = src->LockCount;
1392 dest->PrimitiveRestart = src->PrimitiveRestart;
1393 dest->RestartIndex = src->RestartIndex;
1394 /* skip NewState */
1395 /* skip RebindArrays */
1396
1397 if (!vbo_deleted)
1398 copy_array_object(ctx, dest->ArrayObj, src->ArrayObj);
1399
1400 /* skip ArrayBufferObj */
1401 /* skip ElementArrayBufferObj */
1402 }
1403
1404 /**
1405 * Save the content of src to dest.
1406 */
1407 static void
save_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src)1408 save_array_attrib(struct gl_context *ctx,
1409 struct gl_array_attrib *dest,
1410 struct gl_array_attrib *src)
1411 {
1412 /* Set the Name, needed for restore, but do never overwrite.
1413 * Needs to match value in the object hash. */
1414 dest->ArrayObj->Name = src->ArrayObj->Name;
1415 /* And copy all of the rest. */
1416 copy_array_attrib(ctx, dest, src, false);
1417
1418 /* Just reference them here */
1419 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1420 src->ArrayBufferObj);
1421 _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj,
1422 src->ArrayObj->ElementArrayBufferObj);
1423 }
1424
1425 /**
1426 * Restore the content of src to dest.
1427 */
1428 static void
restore_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src)1429 restore_array_attrib(struct gl_context *ctx,
1430 struct gl_array_attrib *dest,
1431 struct gl_array_attrib *src)
1432 {
1433 /* The ARB_vertex_array_object spec says:
1434 *
1435 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1436 * if array is not a name returned from a previous call to
1437 * GenVertexArrays, or if such a name has since been deleted with
1438 * DeleteVertexArrays."
1439 *
1440 * Therefore popping a deleted VAO cannot magically recreate it.
1441 *
1442 * The semantics of objects created using APPLE_vertex_array_objects behave
1443 * differently. These objects expect to be recreated by pop. Alas.
1444 */
1445 const bool arb_vao = (src->ArrayObj->Name != 0
1446 && src->ArrayObj->ARBsemantics);
1447
1448 if (arb_vao && !_mesa_IsVertexArrayAPPLE(src->ArrayObj->Name))
1449 return;
1450
1451 _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name);
1452
1453 /* Restore or recreate the buffer objects by the names ... */
1454 if (!arb_vao
1455 || src->ArrayBufferObj->Name == 0
1456 || _mesa_IsBufferARB(src->ArrayBufferObj->Name)) {
1457 /* ... and restore its content */
1458 copy_array_attrib(ctx, dest, src, false);
1459
1460 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1461 src->ArrayBufferObj->Name);
1462 } else {
1463 copy_array_attrib(ctx, dest, src, true);
1464 }
1465
1466 if (!arb_vao
1467 || src->ArrayObj->ElementArrayBufferObj->Name == 0
1468 || _mesa_IsBufferARB(src->ArrayObj->ElementArrayBufferObj->Name))
1469 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1470 src->ArrayObj->ElementArrayBufferObj->Name);
1471 }
1472
1473 /**
1474 * init/alloc the fields of 'attrib'.
1475 * Needs to the init part matching free_array_attrib_data below.
1476 */
1477 static void
init_array_attrib_data(struct gl_context * ctx,struct gl_array_attrib * attrib)1478 init_array_attrib_data(struct gl_context *ctx,
1479 struct gl_array_attrib *attrib)
1480 {
1481 /* Get a non driver gl_array_object. */
1482 attrib->ArrayObj = CALLOC_STRUCT( gl_array_object );
1483 _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0);
1484 }
1485
1486 /**
1487 * Free/unreference the fields of 'attrib' but don't delete it (that's
1488 * done later in the calling code).
1489 * Needs to the cleanup part matching init_array_attrib_data above.
1490 */
1491 static void
free_array_attrib_data(struct gl_context * ctx,struct gl_array_attrib * attrib)1492 free_array_attrib_data(struct gl_context *ctx,
1493 struct gl_array_attrib *attrib)
1494 {
1495 /* We use a non driver array object, so don't just unref since we would
1496 * end up using the drivers DeleteArrayObject function for deletion. */
1497 _mesa_delete_array_object(ctx, attrib->ArrayObj);
1498 attrib->ArrayObj = 0;
1499 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1500 }
1501
1502
1503 void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)1504 _mesa_PushClientAttrib(GLbitfield mask)
1505 {
1506 struct gl_attrib_node *head;
1507
1508 GET_CURRENT_CONTEXT(ctx);
1509 ASSERT_OUTSIDE_BEGIN_END(ctx);
1510
1511 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1512 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1513 return;
1514 }
1515
1516 /* Build linked list of attribute nodes which save all attribute
1517 * groups specified by the mask.
1518 */
1519 head = NULL;
1520
1521 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1522 struct gl_pixelstore_attrib *attr;
1523 /* packing attribs */
1524 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1525 copy_pixelstore(ctx, attr, &ctx->Pack);
1526 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1527 /* unpacking attribs */
1528 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1529 copy_pixelstore(ctx, attr, &ctx->Unpack);
1530 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1531 }
1532
1533 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1534 struct gl_array_attrib *attr;
1535 attr = CALLOC_STRUCT( gl_array_attrib );
1536 init_array_attrib_data(ctx, attr);
1537 save_array_attrib(ctx, attr, &ctx->Array);
1538 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1539 }
1540
1541 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1542 ctx->ClientAttribStackDepth++;
1543 }
1544
1545
1546
1547
1548 void GLAPIENTRY
_mesa_PopClientAttrib(void)1549 _mesa_PopClientAttrib(void)
1550 {
1551 struct gl_attrib_node *node, *next;
1552
1553 GET_CURRENT_CONTEXT(ctx);
1554 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1555
1556 if (ctx->ClientAttribStackDepth == 0) {
1557 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1558 return;
1559 }
1560
1561 ctx->ClientAttribStackDepth--;
1562 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1563
1564 while (node) {
1565 switch (node->kind) {
1566 case GL_CLIENT_PACK_BIT:
1567 {
1568 struct gl_pixelstore_attrib *store =
1569 (struct gl_pixelstore_attrib *) node->data;
1570 copy_pixelstore(ctx, &ctx->Pack, store);
1571 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1572 }
1573 ctx->NewState |= _NEW_PACKUNPACK;
1574 break;
1575 case GL_CLIENT_UNPACK_BIT:
1576 {
1577 struct gl_pixelstore_attrib *store =
1578 (struct gl_pixelstore_attrib *) node->data;
1579 copy_pixelstore(ctx, &ctx->Unpack, store);
1580 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1581 }
1582 ctx->NewState |= _NEW_PACKUNPACK;
1583 break;
1584 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1585 struct gl_array_attrib * attr =
1586 (struct gl_array_attrib *) node->data;
1587 restore_array_attrib(ctx, &ctx->Array, attr);
1588 free_array_attrib_data(ctx, attr);
1589 ctx->NewState |= _NEW_ARRAY;
1590 break;
1591 }
1592 default:
1593 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1594 break;
1595 }
1596
1597 next = node->next;
1598 FREE( node->data );
1599 FREE( node );
1600 node = next;
1601 }
1602 }
1603
1604
1605 void
_mesa_init_attrib_dispatch(struct _glapi_table * disp)1606 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
1607 {
1608 SET_PopAttrib(disp, _mesa_PopAttrib);
1609 SET_PushAttrib(disp, _mesa_PushAttrib);
1610 SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1611 SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1612 }
1613
1614
1615 #endif /* FEATURE_attrib_stack */
1616
1617
1618 /**
1619 * Free any attribute state data that might be attached to the context.
1620 */
1621 void
_mesa_free_attrib_data(struct gl_context * ctx)1622 _mesa_free_attrib_data(struct gl_context *ctx)
1623 {
1624 while (ctx->AttribStackDepth > 0) {
1625 struct gl_attrib_node *attr, *next;
1626
1627 ctx->AttribStackDepth--;
1628 attr = ctx->AttribStack[ctx->AttribStackDepth];
1629
1630 while (attr) {
1631 if (attr->kind == GL_TEXTURE_BIT) {
1632 struct texture_state *texstate = (struct texture_state*)attr->data;
1633 GLuint u, tgt;
1634 /* clear references to the saved texture objects */
1635 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1636 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1637 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1638 }
1639 }
1640 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1641 }
1642 else {
1643 /* any other chunks of state that requires special handling? */
1644 }
1645
1646 next = attr->next;
1647 free(attr->data);
1648 free(attr);
1649 attr = next;
1650 }
1651 }
1652 }
1653
1654
_mesa_init_attrib(struct gl_context * ctx)1655 void _mesa_init_attrib( struct gl_context *ctx )
1656 {
1657 /* Renderer and client attribute stacks */
1658 ctx->AttribStackDepth = 0;
1659 ctx->ClientAttribStackDepth = 0;
1660 }
1661