blob: 45018188168690760762db628fdfa48699fa0c53 [file] [log] [blame]
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "accum.h"
#include "arrayobj.h"
#include "attrib.h"
#include "blend.h"
#include "buffers.h"
#include "bufferobj.h"
#include "clear.h"
#include "context.h"
#include "depth.h"
#include "enable.h"
#include "enums.h"
#include "fog.h"
#include "hint.h"
#include "light.h"
#include "lines.h"
#include "macros.h"
#include "matrix.h"
#include "multisample.h"
#include "pixelstore.h"
#include "points.h"
#include "polygon.h"
#include "shared.h"
#include "scissor.h"
#include "stencil.h"
#include "texenv.h"
#include "texgen.h"
#include "texobj.h"
#include "texparam.h"
#include "texstate.h"
#include "varray.h"
#include "viewport.h"
#include "mtypes.h"
#include "state.h"
#include "hash.h"
#include <stdbool.h>
#include "util/u_memory.h"
/**
* glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
*/
struct gl_enable_attrib
{
GLboolean AlphaTest;
GLboolean AutoNormal;
GLboolean Blend;
GLbitfield ClipPlanes;
GLboolean ColorMaterial;
GLboolean CullFace;
GLboolean DepthClampNear;
GLboolean DepthClampFar;
GLboolean DepthTest;
GLboolean Dither;
GLboolean Fog;
GLboolean Light[MAX_LIGHTS];
GLboolean Lighting;
GLboolean LineSmooth;
GLboolean LineStipple;
GLboolean IndexLogicOp;
GLboolean ColorLogicOp;
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean Normalize;
GLboolean PixelTexture;
GLboolean PointSmooth;
GLboolean PolygonOffsetPoint;
GLboolean PolygonOffsetLine;
GLboolean PolygonOffsetFill;
GLboolean PolygonSmooth;
GLboolean PolygonStipple;
GLboolean RescaleNormals;
GLbitfield Scissor;
GLboolean Stencil;
GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
GLboolean MultisampleEnabled; /* GL_ARB_multisample */
GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
GLboolean SampleCoverage; /* GL_ARB_multisample */
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
GLbitfield Texture[MAX_TEXTURE_UNITS];
GLbitfield TexGen[MAX_TEXTURE_UNITS];
/* GL_ARB_vertex_program */
GLboolean VertexProgram;
GLboolean VertexProgramPointSize;
GLboolean VertexProgramTwoSide;
/* GL_ARB_fragment_program */
GLboolean FragmentProgram;
/* GL_ARB_point_sprite / GL_NV_point_sprite */
GLboolean PointSprite;
GLboolean FragmentShaderATI;
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
GLboolean sRGBEnabled;
/* GL_NV_conservative_raster */
GLboolean ConservativeRasterization;
};
/**
* Node for the attribute stack.
*/
struct gl_attrib_node
{
GLbitfield kind;
void *data;
struct gl_attrib_node *next;
};
/**
* Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
*/
struct texture_state
{
struct gl_texture_attrib Texture; /**< The usual context state */
/** to save per texture object state (wrap modes, filters, etc): */
struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
/**
* To save references to texture objects (so they don't get accidentally
* deleted while saved in the attribute stack).
*/
struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
/* We need to keep a reference to the shared state. That's where the
* default texture objects are kept. We don't want that state to be
* freed while the attribute stack contains pointers to any default
* texture objects.
*/
struct gl_shared_state *SharedRef;
};
struct viewport_state
{
struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS];
GLuint SubpixelPrecisionBias[2];
};
/** An unused GL_*_BIT value */
#define DUMMY_BIT 0x10000000
/**
* Allocate new attribute node of given type/kind. Attach payload data.
* Insert it into the linked list named by 'head'.
*/
static bool
save_attrib_data(struct gl_attrib_node **head,
GLbitfield kind, void *payload)
{
struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
if (n) {
n->kind = kind;
n->data = payload;
/* insert at head */
n->next = *head;
*head = n;
}
else {
/* out of memory! */
return false;
}
return true;
}
/**
* Helper function for_mesa_PushAttrib for simple attributes.
* Allocates memory for attribute data and copies the given attribute data.
* \param head head of linked list to insert attribute data into
* \param attr_bit one of the GL_<attrib>_BIT flags
* \param attr_size number of bytes to allocate for attribute data
* \param attr_data the attribute data to copy
* \return true for success, false for out of memory
*/
static bool
push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
{
void *attribute;
attribute = malloc(attr_size);
if (attribute == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
return false;
}
if (save_attrib_data(head, attr_bit, attribute)) {
memcpy(attribute, attr_data, attr_size);
}
else {
free(attribute);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
return false;
}
return true;
}
void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)
{
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
_mesa_error(ctx, GL_STACK_OVERFLOW, "glPushAttrib");
return;
}
/* Build linked list of attribute nodes which save all attribute */
/* groups specified by the mask. */
head = NULL;
if (mask == 0) {
/* if mask is zero we still need to push something so that we
* don't get a GL_STACK_UNDERFLOW error in glPopAttrib().
*/
GLuint dummy = 0;
if (!push_attrib(ctx, &head, DUMMY_BIT, sizeof(dummy), &dummy))
goto end;
}
if (mask & GL_ACCUM_BUFFER_BIT) {
if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
sizeof(struct gl_accum_attrib),
(void*)&ctx->Accum))
goto end;
}
if (mask & GL_COLOR_BUFFER_BIT) {
GLuint i;
struct gl_colorbuffer_attrib *attr;
attr = MALLOC_STRUCT(gl_colorbuffer_attrib);
if (attr == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
goto end;
}
if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
/* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
}
else {
free(attr);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
goto end;
}
}
if (mask & GL_CURRENT_BIT) {
FLUSH_CURRENT(ctx, 0);
if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
sizeof(struct gl_current_attrib),
(void*)&ctx->Current))
goto end;
}
if (mask & GL_DEPTH_BUFFER_BIT) {
if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
sizeof(struct gl_depthbuffer_attrib),
(void*)&ctx->Depth))
goto end;
}
if (mask & GL_ENABLE_BIT) {
struct gl_enable_attrib *attr;
GLuint i;
attr = MALLOC_STRUCT(gl_enable_attrib);
if (attr == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
goto end;
}
/* Copy enable flags from all other attributes into the enable struct. */
attr->AlphaTest = ctx->Color.AlphaEnabled;
attr->AutoNormal = ctx->Eval.AutoNormal;
attr->Blend = ctx->Color.BlendEnabled;
attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
attr->CullFace = ctx->Polygon.CullFlag;
attr->DepthClampNear = ctx->Transform.DepthClampNear;
attr->DepthClampFar = ctx->Transform.DepthClampFar;
attr->DepthTest = ctx->Depth.Test;
attr->Dither = ctx->Color.DitherFlag;
attr->Fog = ctx->Fog.Enabled;
for (i = 0; i < ctx->Const.MaxLights; i++) {
attr->Light[i] = ctx->Light.Light[i].Enabled;
}
attr->Lighting = ctx->Light.Enabled;
attr->LineSmooth = ctx->Line.SmoothFlag;
attr->LineStipple = ctx->Line.StippleFlag;
attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
attr->Map1Color4 = ctx->Eval.Map1Color4;
attr->Map1Index = ctx->Eval.Map1Index;
attr->Map1Normal = ctx->Eval.Map1Normal;
attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
attr->Map2Color4 = ctx->Eval.Map2Color4;
attr->Map2Index = ctx->Eval.Map2Index;
attr->Map2Normal = ctx->Eval.Map2Normal;
attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
attr->Normalize = ctx->Transform.Normalize;
attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
attr->PointSmooth = ctx->Point.SmoothFlag;
attr->PointSprite = ctx->Point.PointSprite;
attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
attr->PolygonStipple = ctx->Polygon.StippleFlag;
attr->RescaleNormals = ctx->Transform.RescaleNormals;
attr->Scissor = ctx->Scissor.EnableFlags;
attr->Stencil = ctx->Stencil.Enabled;
attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
attr->MultisampleEnabled = ctx->Multisample.Enabled;
attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
attr->SampleCoverage = ctx->Multisample.SampleCoverage;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
attr->Texture[i] = ctx->Texture.FixedFuncUnit[i].Enabled;
attr->TexGen[i] = ctx->Texture.FixedFuncUnit[i].TexGenEnabled;
}
/* GL_ARB_vertex_program */
attr->VertexProgram = ctx->VertexProgram.Enabled;
attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
/* GL_ARB_fragment_program */
attr->FragmentProgram = ctx->FragmentProgram.Enabled;
if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
free(attr);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
goto end;
}
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
attr->sRGBEnabled = ctx->Color.sRGBEnabled;
/* GL_NV_conservative_raster */
attr->ConservativeRasterization = ctx->ConservativeRasterization;
}
if (mask & GL_EVAL_BIT) {
if (!push_attrib(ctx, &head, GL_EVAL_BIT,
sizeof(struct gl_eval_attrib),
(void*)&ctx->Eval))
goto end;
}
if (mask & GL_FOG_BIT) {
if (!push_attrib(ctx, &head, GL_FOG_BIT,
sizeof(struct gl_fog_attrib),
(void*)&ctx->Fog))
goto end;
}
if (mask & GL_HINT_BIT) {
if (!push_attrib(ctx, &head, GL_HINT_BIT,
sizeof(struct gl_hint_attrib),
(void*)&ctx->Hint))
goto end;
}
if (mask & GL_LIGHTING_BIT) {
FLUSH_CURRENT(ctx, 0); /* flush material changes */
if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
sizeof(struct gl_light_attrib),
(void*)&ctx->Light))
goto end;
}
if (mask & GL_LINE_BIT) {
if (!push_attrib(ctx, &head, GL_LINE_BIT,
sizeof(struct gl_line_attrib),
(void*)&ctx->Line))
goto end;
}
if (mask & GL_LIST_BIT) {
if (!push_attrib(ctx, &head, GL_LIST_BIT,
sizeof(struct gl_list_attrib),
(void*)&ctx->List))
goto end;
}
if (mask & GL_PIXEL_MODE_BIT) {
struct gl_pixel_attrib *attr;
attr = MALLOC_STRUCT(gl_pixel_attrib);
if (attr == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
goto end;
}
if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
/* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
}
else {
free(attr);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
goto end;
}
}
if (mask & GL_POINT_BIT) {
if (!push_attrib(ctx, &head, GL_POINT_BIT,
sizeof(struct gl_point_attrib),
(void*)&ctx->Point))
goto end;
}
if (mask & GL_POLYGON_BIT) {
if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
sizeof(struct gl_polygon_attrib),
(void*)&ctx->Polygon))
goto end;
}
if (mask & GL_POLYGON_STIPPLE_BIT) {
if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
sizeof(ctx->PolygonStipple),
(void*)&ctx->PolygonStipple))
goto end;
}
if (mask & GL_SCISSOR_BIT) {
if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
sizeof(struct gl_scissor_attrib),
(void*)&ctx->Scissor))
goto end;
}
if (mask & GL_STENCIL_BUFFER_BIT) {
if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
sizeof(struct gl_stencil_attrib),
(void*)&ctx->Stencil))
goto end;
}
if (mask & GL_TEXTURE_BIT) {
struct texture_state *texstate = CALLOC_STRUCT(texture_state);
GLuint u, tex;
if (!texstate) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
goto end;
}
if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
free(texstate);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
goto end;
}
_mesa_lock_context_textures(ctx);
/* copy/save the bulk of texture state here */
memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
/* Save references to the currently bound texture objects so they don't
* accidentally get deleted while referenced in the attribute stack.
*/
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
ctx->Texture.Unit[u].CurrentTex[tex]);
}
}
/* copy state/contents of the currently bound texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_copy_texture_object(&texstate->SavedObj[u][tex],
ctx->Texture.Unit[u].CurrentTex[tex]);
}
}
_mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
_mesa_unlock_context_textures(ctx);
}
if (mask & GL_TRANSFORM_BIT) {
if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
sizeof(struct gl_transform_attrib),
(void*)&ctx->Transform))
goto end;
}
if (mask & GL_VIEWPORT_BIT) {
struct viewport_state *viewstate = CALLOC_STRUCT(viewport_state);
if (!viewstate) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_VIEWPORT_BIT)");
goto end;
}
if (!save_attrib_data(&head, GL_VIEWPORT_BIT, viewstate)) {
free(viewstate);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_VIEWPORT_BIT)");
goto end;
}
memcpy(&viewstate->ViewportArray, &ctx->ViewportArray,
sizeof(struct gl_viewport_attrib)*ctx->Const.MaxViewports);
viewstate->SubpixelPrecisionBias[0] = ctx->SubpixelPrecisionBias[0];
viewstate->SubpixelPrecisionBias[1] = ctx->SubpixelPrecisionBias[1];
}
/* GL_ARB_multisample */
if (mask & GL_MULTISAMPLE_BIT_ARB) {
if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
sizeof(struct gl_multisample_attrib),
(void*)&ctx->Multisample))
goto end;
}
end:
if (head != NULL) {
ctx->AttribStack[ctx->AttribStackDepth] = head;
ctx->AttribStackDepth++;
}
}
static void
pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
{
const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
GLuint i;
#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
if ((VALUE) != (NEWVALUE)) { \
_mesa_set_enable(ctx, ENUM, (NEWVALUE)); \
}
TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
if (ctx->Color.BlendEnabled != enable->Blend) {
if (ctx->Extensions.EXT_draw_buffers2) {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
_mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
}
}
else {
_mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
}
}
for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
const GLuint mask = 1 << i;
if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
_mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
!!(enable->ClipPlanes & mask));
}
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_COLOR_MATERIAL);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
if (!ctx->Extensions.AMD_depth_clamp_separate) {
TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
enable->DepthClampNear && enable->DepthClampFar,
GL_DEPTH_CLAMP);
} else {
TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
GL_DEPTH_CLAMP_NEAR_AMD);
TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
GL_DEPTH_CLAMP_FAR_AMD);
}
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
GL_LINE_STIPPLE);
TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
GL_INDEX_LOGIC_OP);
TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
GL_COLOR_LOGIC_OP);
TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
GL_MAP1_TEXTURE_COORD_1);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
GL_MAP1_TEXTURE_COORD_2);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
GL_MAP1_TEXTURE_COORD_3);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
GL_MAP1_TEXTURE_COORD_4);
TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
GL_MAP1_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
GL_MAP1_VERTEX_4);
TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
GL_MAP2_TEXTURE_COORD_1);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
GL_MAP2_TEXTURE_COORD_2);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
GL_MAP2_TEXTURE_COORD_3);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
GL_MAP2_TEXTURE_COORD_4);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
GL_MAP2_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
GL_MAP2_VERTEX_4);
TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
GL_RESCALE_NORMAL_EXT);
TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
enable->RasterPositionUnclipped,
GL_RASTER_POSITION_UNCLIPPED_IBM);
TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
GL_POINT_SMOOTH);
if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
GL_POINT_SPRITE_NV);
}
TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
GL_POLYGON_OFFSET_POINT);
TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
GL_POLYGON_OFFSET_LINE);
TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
GL_POLYGON_OFFSET_FILL);
TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
GL_POLYGON_SMOOTH);
TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
GL_POLYGON_STIPPLE);
if (ctx->Scissor.EnableFlags != enable->Scissor) {
unsigned i;
for (i = 0; i < ctx->Const.MaxViewports; i++) {
_mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
}
}
TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
if (ctx->Extensions.EXT_stencil_two_side) {
TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
}
TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
GL_MULTISAMPLE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
enable->SampleAlphaToCoverage,
GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
enable->SampleAlphaToOne,
GL_SAMPLE_ALPHA_TO_ONE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
enable->SampleCoverage,
GL_SAMPLE_COVERAGE_ARB);
/* GL_ARB_vertex_program */
TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
enable->VertexProgram,
GL_VERTEX_PROGRAM_ARB);
TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
enable->VertexProgramPointSize,
GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
enable->VertexProgramTwoSide,
GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
/* GL_ARB_fragment_program */
TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
enable->FragmentProgram,
GL_FRAGMENT_PROGRAM_ARB);
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
GL_FRAMEBUFFER_SRGB);
/* GL_NV_conservative_raster */
if (ctx->Extensions.NV_conservative_raster) {
TEST_AND_UPDATE(ctx->ConservativeRasterization,
enable->ConservativeRasterization,
GL_CONSERVATIVE_RASTERIZATION_NV);
}
/* texture unit enables */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
const GLbitfield enabled = enable->Texture[i];
const GLbitfield genEnabled = enable->TexGen[i];
if (ctx->Texture.FixedFuncUnit[i].Enabled != enabled) {
_mesa_ActiveTexture(GL_TEXTURE0 + i);
_mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
if (ctx->Extensions.NV_texture_rectangle) {
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
!!(enabled & TEXTURE_RECT_BIT));
}
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
!!(enabled & TEXTURE_CUBE_BIT));
}
}
if (ctx->Texture.FixedFuncUnit[i].TexGenEnabled != genEnabled) {
_mesa_ActiveTexture(GL_TEXTURE0 + i);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
}
}
_mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
}
/**
* Pop/restore texture attribute/group state.
*/
static void
pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
{
GLuint u;
_mesa_lock_context_textures(ctx);
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
const struct gl_fixedfunc_texture_unit *unit =
&texstate->Texture.FixedFuncUnit[u];
GLuint tgt;
_mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
_mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
!!(unit->Enabled & TEXTURE_CUBE_BIT));
}
if (ctx->Extensions.NV_texture_rectangle) {
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
!!(unit->Enabled & TEXTURE_RECT_BIT));
}
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
_mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
_mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
_mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
_mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
_mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
_mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
_mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
_mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
_mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
/* Eye plane done differently to avoid re-transformation */
{
struct gl_fixedfunc_texture_unit *destUnit =
&ctx->Texture.FixedFuncUnit[u];
COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
if (ctx->Driver.TexGen) {
ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
}
}
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
_mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
texstate->Texture.Unit[u].LodBias);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
unit->Combine.ModeRGB);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
unit->Combine.ModeA);
{
const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
GLuint i;
for (i = 0; i < n; i++) {
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
unit->Combine.SourceRGB[i]);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
unit->Combine.SourceA[i]);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
unit->Combine.OperandRGB[i]);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
unit->Combine.OperandA[i]);
}
}
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
1 << unit->Combine.ScaleShiftRGB);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
1 << unit->Combine.ScaleShiftA);
/* Restore texture object state for each target */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
const struct gl_texture_object *obj = NULL;
const struct gl_sampler_object *samp;
GLenum target;
obj = &texstate->SavedObj[u][tgt];
/* don't restore state for unsupported targets to prevent
* raising GL errors.
*/
if (obj->Target == GL_TEXTURE_CUBE_MAP &&
!ctx->Extensions.ARB_texture_cube_map) {
continue;
}
else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
!ctx->Extensions.NV_texture_rectangle) {
continue;
}
else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
!ctx->Extensions.EXT_texture_array) {
continue;
}
else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
!ctx->Extensions.ARB_texture_cube_map_array) {
continue;
} else if (obj->Target == GL_TEXTURE_BUFFER)
continue;
else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
continue;
else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
continue;
target = obj->Target;
_mesa_BindTexture(target, obj->Name);
samp = &obj->Sampler;
_mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
_mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
_mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
_mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
_mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
if (target != GL_TEXTURE_RECTANGLE_ARB)
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
if (ctx->Extensions.EXT_texture_filter_anisotropic) {
_mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
samp->MaxAnisotropy);
}
if (ctx->Extensions.ARB_shadow) {
_mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
samp->CompareMode);
_mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
samp->CompareFunc);
}
if (ctx->Extensions.ARB_depth_texture)
_mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
}
/* remove saved references to the texture objects */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
_mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
}
}
_mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
_mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
_mesa_unlock_context_textures(ctx);
}
/*
* This function is kind of long just because we have to call a lot
* of device driver functions to update device driver state.
*
* XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
* in order to restore GL state. This isn't terribly efficient but it
* ensures that dirty flags and any derived state gets updated correctly.
* We could at least check if the value to restore equals the current value
* and then skip the Mesa call.
*/
void GLAPIENTRY
_mesa_PopAttrib(void)
{
struct gl_attrib_node *attr, *next;
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
if (ctx->AttribStackDepth == 0) {
_mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopAttrib");
return;
}
ctx->AttribStackDepth--;
attr = ctx->AttribStack[ctx->AttribStackDepth];
while (attr) {
if (MESA_VERBOSE & VERBOSE_API) {
_mesa_debug(ctx, "glPopAttrib %s\n",
_mesa_enum_to_string(attr->kind));
}
switch (attr->kind) {
case DUMMY_BIT:
/* do nothing */
break;
case GL_ACCUM_BUFFER_BIT:
{
const struct gl_accum_attrib *accum;
accum = (const struct gl_accum_attrib *) attr->data;
_mesa_ClearAccum(accum->ClearColor[0],
accum->ClearColor[1],
accum->ClearColor[2],
accum->ClearColor[3]);
}
break;
case GL_COLOR_BUFFER_BIT:
{
const struct gl_colorbuffer_attrib *color;
color = (const struct gl_colorbuffer_attrib *) attr->data;
_mesa_ClearIndex((GLfloat) color->ClearIndex);
_mesa_ClearColor(color->ClearColor.f[0],
color->ClearColor.f[1],
color->ClearColor.f[2],
color->ClearColor.f[3]);
_mesa_IndexMask(color->IndexMask);
if (!ctx->Extensions.EXT_draw_buffers2) {
_mesa_ColorMask(GET_COLORMASK_BIT(color->ColorMask, 0, 0),
GET_COLORMASK_BIT(color->ColorMask, 0, 1),
GET_COLORMASK_BIT(color->ColorMask, 0, 2),
GET_COLORMASK_BIT(color->ColorMask, 0, 3));
}
else {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
_mesa_ColorMaski(i,
GET_COLORMASK_BIT(color->ColorMask, i, 0),
GET_COLORMASK_BIT(color->ColorMask, i, 1),
GET_COLORMASK_BIT(color->ColorMask, i, 2),
GET_COLORMASK_BIT(color->ColorMask, i, 3));
}
}
{
/* Need to determine if more than one color output is
* specified. If so, call glDrawBuffersARB, else call
* glDrawBuffer(). This is a subtle, but essential point
* since GL_FRONT (for example) is illegal for the former
* function, but legal for the later.
*/
GLboolean multipleBuffers = GL_FALSE;
GLuint i;
for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
if (color->DrawBuffer[i] != GL_NONE) {
multipleBuffers = GL_TRUE;
break;
}
}
/* Call the API_level functions, not _mesa_drawbuffers()
* since we need to do error checking on the pop'd
* GL_DRAW_BUFFER.
* Ex: if GL_FRONT were pushed, but we're popping with a
* user FBO bound, GL_FRONT will be illegal and we'll need
* to record that error. Per OpenGL ARB decision.
*/
if (multipleBuffers) {
GLenum buffers[MAX_DRAW_BUFFERS];
for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
buffers[i] = color->DrawBuffer[i];
_mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
} else {
_mesa_DrawBuffer(color->DrawBuffer[0]);
}
}
_mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
_mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
if (ctx->Color.BlendEnabled != color->BlendEnabled) {
if (ctx->Extensions.EXT_draw_buffers2) {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
_mesa_set_enablei(ctx, GL_BLEND, i,
(color->BlendEnabled >> i) & 1);
}
}
else {
_mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
}
}
if (ctx->Color._BlendFuncPerBuffer ||
ctx->Color._BlendEquationPerBuffer) {
/* set blend per buffer */
GLuint buf;
for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
_mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
color->Blend[buf].DstRGB,
color->Blend[buf].SrcA,
color->Blend[buf].DstA);
_mesa_BlendEquationSeparateiARB(buf,
color->Blend[buf].EquationRGB,
color->Blend[buf].EquationA);
}
}
else {
/* set same blend modes for all buffers */
_mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
color->Blend[0].DstRGB,
color->Blend[0].SrcA,
color->Blend[0].DstA);
/* This special case is because glBlendEquationSeparateEXT
* cannot take GL_LOGIC_OP as a parameter.
*/
if (color->Blend[0].EquationRGB ==
color->Blend[0].EquationA) {
_mesa_BlendEquation(color->Blend[0].EquationRGB);
}
else {
_mesa_BlendEquationSeparate(
color->Blend[0].EquationRGB,
color->Blend[0].EquationA);
}
}
_mesa_BlendColor(color->BlendColorUnclamped[0],
color->BlendColorUnclamped[1],
color->BlendColorUnclamped[2],
color->BlendColorUnclamped[3]);
_mesa_LogicOp(color->LogicOp);
_mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
color->ColorLogicOpEnabled);
_mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
color->IndexLogicOpEnabled);
_mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
if (ctx->Extensions.ARB_color_buffer_float)
_mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
color->ClampFragmentColor);
if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30)
_mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
if (ctx->Extensions.EXT_framebuffer_sRGB)
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
}
break;
case GL_CURRENT_BIT:
FLUSH_CURRENT(ctx, 0);
memcpy(&ctx->Current, attr->data,
sizeof(struct gl_current_attrib));
break;
case GL_DEPTH_BUFFER_BIT:
{
const struct gl_depthbuffer_attrib *depth;
depth = (const struct gl_depthbuffer_attrib *) attr->data;
_mesa_DepthFunc(depth->Func);
_mesa_ClearDepth(depth->Clear);
_mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
_mesa_DepthMask(depth->Mask);
if (ctx->Extensions.EXT_depth_bounds_test) {
_mesa_set_enable(ctx, GL_DEPTH_BOUNDS_TEST_EXT,
depth->BoundsTest);
_mesa_DepthBoundsEXT(depth->BoundsMin, depth->BoundsMax);
}
}
break;
case GL_ENABLE_BIT:
{
const struct gl_enable_attrib *enable;
enable = (const struct gl_enable_attrib *) attr->data;
pop_enable_group(ctx, enable);
ctx->NewState |= _NEW_ALL;
ctx->NewDriverState |= ctx->DriverFlags.NewAlphaTest |
ctx->DriverFlags.NewBlend |
ctx->DriverFlags.NewClipPlaneEnable |
ctx->DriverFlags.NewDepth |
ctx->DriverFlags.NewDepthClamp |
ctx->DriverFlags.NewFramebufferSRGB |
ctx->DriverFlags.NewLineState |
ctx->DriverFlags.NewLogicOp |
ctx->DriverFlags.NewMultisampleEnable |
ctx->DriverFlags.NewPolygonState |
ctx->DriverFlags.NewSampleAlphaToXEnable |
ctx->DriverFlags.NewSampleMask |
ctx->DriverFlags.NewScissorTest |
ctx->DriverFlags.NewStencil |
ctx->DriverFlags.NewNvConservativeRasterization;
}
break;
case GL_EVAL_BIT:
memcpy(&ctx->Eval, attr->data, sizeof(struct gl_eval_attrib));
vbo_exec_update_eval_maps(ctx);
break;
case GL_FOG_BIT:
{
const struct gl_fog_attrib *fog;
fog = (const struct gl_fog_attrib *) attr->data;
_mesa_set_enable(ctx, GL_FOG, fog->Enabled);
_mesa_Fogfv(GL_FOG_COLOR, fog->Color);
_mesa_Fogf(GL_FOG_DENSITY, fog->Density);
_mesa_Fogf(GL_FOG_START, fog->Start);
_mesa_Fogf(GL_FOG_END, fog->End);
_mesa_Fogf(GL_FOG_INDEX, fog->Index);
_mesa_Fogi(GL_FOG_MODE, fog->Mode);
}
break;
case GL_HINT_BIT:
{
const struct gl_hint_attrib *hint;
hint = (const struct gl_hint_attrib *) attr->data;
_mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
hint->PerspectiveCorrection);
_mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
_mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
_mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
_mesa_Hint(GL_FOG_HINT, hint->Fog);
_mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
hint->TextureCompression);
}
break;
case GL_LIGHTING_BIT:
{
GLuint i;
const struct gl_light_attrib *light;
light = (const struct gl_light_attrib *) attr->data;
/* lighting enable */
_mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
/* per-light state */
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
_math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
for (i = 0; i < ctx->Const.MaxLights; i++) {
const struct gl_light *l = &light->Light[i];
_mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
_mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
_mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
_mesa_light(ctx, i, GL_SPECULAR, l->Specular);
_mesa_light(ctx, i, GL_POSITION, l->EyePosition);
_mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
{
GLfloat p[4] = { 0 };
p[0] = l->SpotExponent;
_mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
}
{
GLfloat p[4] = { 0 };
p[0] = l->SpotCutoff;
_mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
}
{
GLfloat p[4] = { 0 };
p[0] = l->ConstantAttenuation;
_mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
}
{
GLfloat p[4] = { 0 };
p[0] = l->LinearAttenuation;
_mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
}
{
GLfloat p[4] = { 0 };
p[0] = l->QuadraticAttenuation;
_mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
}
}
/* light model */
_mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
light->Model.Ambient);
_mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
(GLfloat) light->Model.LocalViewer);
_mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
(GLfloat) light->Model.TwoSide);
_mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
(GLfloat) light->Model.ColorControl);
/* shade model */
_mesa_ShadeModel(light->ShadeModel);
/* color material */
_mesa_ColorMaterial(light->ColorMaterialFace,
light->ColorMaterialMode);
_mesa_set_enable(ctx, GL_COLOR_MATERIAL,
light->ColorMaterialEnabled);
/* materials */
memcpy(&ctx->Light.Material, &light->Material,
sizeof(struct gl_material));
if (ctx->Extensions.ARB_color_buffer_float) {
_mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
light->ClampVertexColor);
}
}
break;
case GL_LINE_BIT:
{
const struct gl_line_attrib *line;
line = (const struct gl_line_attrib *) attr->data;
_mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
_mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
_mesa_LineStipple(line->StippleFactor, line->StipplePattern);
_mesa_LineWidth(line->Width);
}
break;
case GL_LIST_BIT:
memcpy(&ctx->List, attr->data, sizeof(struct gl_list_attrib));
break;
case GL_PIXEL_MODE_BIT:
memcpy(&ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib));
/* XXX what other pixel state needs to be set by function calls? */
_mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
ctx->NewState |= _NEW_PIXEL;
break;
case GL_POINT_BIT:
{
const struct gl_point_attrib *point;
point = (const struct gl_point_attrib *) attr->data;
_mesa_PointSize(point->Size);
_mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
if (ctx->Extensions.EXT_point_parameters) {
_mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
point->Params);
_mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
point->MinSize);
_mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
point->MaxSize);
_mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
point->Threshold);
}
if (ctx->Extensions.NV_point_sprite
|| ctx->Extensions.ARB_point_sprite) {
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
_mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
!!(point->CoordReplace & (1u << u)));
}
_mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
if (ctx->Extensions.NV_point_sprite)
_mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
ctx->Point.SpriteRMode);
if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
|| ctx->API == API_OPENGL_CORE)
_mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
(GLfloat)ctx->Point.SpriteOrigin);
}
}
break;
case GL_POLYGON_BIT:
{
const struct gl_polygon_attrib *polygon;
polygon = (const struct gl_polygon_attrib *) attr->data;
_mesa_CullFace(polygon->CullFaceMode);
_mesa_FrontFace(polygon->FrontFace);
_mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
_mesa_PolygonMode(GL_BACK, polygon->BackMode);
_mesa_polygon_offset_clamp(ctx,
polygon->OffsetFactor,
polygon->OffsetUnits,
polygon->OffsetClamp);
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
_mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
polygon->OffsetPoint);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
polygon->OffsetLine);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
polygon->OffsetFill);
}
break;
case GL_POLYGON_STIPPLE_BIT:
memcpy(ctx->PolygonStipple, attr->data, 32*sizeof(GLuint));
if (ctx->DriverFlags.NewPolygonStipple)
ctx->NewDriverState |= ctx->DriverFlags.NewPolygonStipple;
else
ctx->NewState |= _NEW_POLYGONSTIPPLE;
if (ctx->Driver.PolygonStipple)
ctx->Driver.PolygonStipple(ctx, (const GLubyte *) attr->data);
break;
case GL_SCISSOR_BIT:
{
unsigned i;
const struct gl_scissor_attrib *scissor;
scissor = (const struct gl_scissor_attrib *) attr->data;
for (i = 0; i < ctx->Const.MaxViewports; i++) {
_mesa_set_scissor(ctx, i,
scissor->ScissorArray[i].X,
scissor->ScissorArray[i].Y,
scissor->ScissorArray[i].Width,
scissor->ScissorArray[i].Height);
_mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
(scissor->EnableFlags >> i) & 1);
}
if (ctx->Extensions.EXT_window_rectangles) {
STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
4 * sizeof(GLint));
_mesa_WindowRectanglesEXT(
scissor->WindowRectMode, scissor->NumWindowRects,
(const GLint *)scissor->WindowRects);
}
}
break;
case GL_STENCIL_BUFFER_BIT:
{
const struct gl_stencil_attrib *stencil;
stencil = (const struct gl_stencil_attrib *) attr->data;
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
_mesa_ClearStencil(stencil->Clear);
if (ctx->Extensions.EXT_stencil_two_side) {
_mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
stencil->TestTwoSide);
_mesa_ActiveStencilFaceEXT(stencil->ActiveFace
? GL_BACK : GL_FRONT);
}
/* front state */
_mesa_StencilFuncSeparate(GL_FRONT,
stencil->Function[0],
stencil->Ref[0],
stencil->ValueMask[0]);
_mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
_mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
stencil->ZFailFunc[0],
stencil->ZPassFunc[0]);
/* back state */
_mesa_StencilFuncSeparate(GL_BACK,
stencil->Function[1],
stencil->Ref[1],
stencil->ValueMask[1]);
_mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
_mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
stencil->ZFailFunc[1],
stencil->ZPassFunc[1]);
}
break;
case GL_TRANSFORM_BIT:
{
GLuint i;
const struct gl_transform_attrib *xform;
xform = (const struct gl_transform_attrib *) attr->data;
_mesa_MatrixMode(xform->MatrixMode);
if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
_math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
/* restore clip planes */
for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
const GLuint mask = 1 << i;
const GLfloat *eyePlane = xform->EyeUserPlane[i];
COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
_mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
!!(xform->ClipPlanesEnabled & mask));
if (ctx->Driver.ClipPlane)
ctx->Driver.ClipPlane(ctx, GL_CLIP_PLANE0 + i, eyePlane);
}
/* normalize/rescale */
if (xform->Normalize != ctx->Transform.Normalize)
_mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
_mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
ctx->Transform.RescaleNormals);
if (!ctx->Extensions.AMD_depth_clamp_separate) {
if (xform->DepthClampNear != ctx->Transform.DepthClampNear &&
xform->DepthClampFar != ctx->Transform.DepthClampFar) {
_mesa_set_enable(ctx, GL_DEPTH_CLAMP,
ctx->Transform.DepthClampNear &&
ctx->Transform.DepthClampFar);
}
} else {
if (xform->DepthClampNear != ctx->Transform.DepthClampNear)
_mesa_set_enable(ctx, GL_DEPTH_CLAMP_NEAR_AMD,
ctx->Transform.DepthClampNear);
if (xform->DepthClampFar != ctx->Transform.DepthClampFar)
_mesa_set_enable(ctx, GL_DEPTH_CLAMP_FAR_AMD,
ctx->Transform.DepthClampFar);
}
if (ctx->Extensions.ARB_clip_control)
_mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode);
}
break;
case GL_TEXTURE_BIT:
{
struct texture_state *texstate
= (struct texture_state *) attr->data;
pop_texture_group(ctx, texstate);
ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
}
break;
case GL_VIEWPORT_BIT:
{
unsigned i;
const struct viewport_state *viewstate;
viewstate = (const struct viewport_state *) attr->data;
for (i = 0; i < ctx->Const.MaxViewports; i++) {
const struct gl_viewport_attrib *vp = &viewstate->ViewportArray[i];
_mesa_set_viewport(ctx, i, vp->X, vp->Y, vp->Width,
vp->Height);
_mesa_set_depth_range(ctx, i, vp->Near, vp->Far);
}
if (ctx->Extensions.NV_conservative_raster) {
GLuint biasx = viewstate->SubpixelPrecisionBias[0];
GLuint biasy = viewstate->SubpixelPrecisionBias[1];
_mesa_SubpixelPrecisionBiasNV(biasx, biasy);
}
}
break;
case GL_MULTISAMPLE_BIT_ARB:
{
const struct gl_multisample_attrib *ms;
ms = (const struct gl_multisample_attrib *) attr->data;
TEST_AND_UPDATE(ctx->Multisample.Enabled,
ms->Enabled,
GL_MULTISAMPLE);
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
ms->SampleCoverage,
GL_SAMPLE_COVERAGE);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
ms->SampleAlphaToCoverage,
GL_SAMPLE_ALPHA_TO_COVERAGE);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
ms->SampleAlphaToOne,
GL_SAMPLE_ALPHA_TO_ONE);
_mesa_SampleCoverage(ms->SampleCoverageValue,
ms->SampleCoverageInvert);
_mesa_AlphaToCoverageDitherControlNV(ms->SampleAlphaToCoverageDitherControl);
}
break;
default:
unreachable("Bad attrib flag in PopAttrib");
}
next = attr->next;
free(attr->data);
free(attr);
attr = next;
}
}
/**
* Copy gl_pixelstore_attrib from src to dst, updating buffer
* object refcounts.
*/
static void
copy_pixelstore(struct gl_context *ctx,
struct gl_pixelstore_attrib *dst,
const struct gl_pixelstore_attrib *src)
{
dst->Alignment = src->Alignment;
dst->RowLength = src->RowLength;
dst->SkipPixels = src->SkipPixels;
dst->SkipRows = src->SkipRows;
dst->ImageHeight = src->ImageHeight;
dst->SkipImages = src->SkipImages;
dst->SwapBytes = src->SwapBytes;
dst->LsbFirst = src->LsbFirst;
dst->Invert = src->Invert;
_mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
}
#define GL_CLIENT_PACK_BIT (1<<20)
#define GL_CLIENT_UNPACK_BIT (1<<21)
/**
* Copy gl_vertex_array_object from src to dest.
* 'dest' must be in an initialized state.
*/
static void
copy_array_object(struct gl_context *ctx,
struct gl_vertex_array_object *dest,
struct gl_vertex_array_object *src)
{
GLuint i;
/* skip Name */
/* skip RefCount */
for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) {
_mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
_mesa_copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
}
/* Enabled must be the same than on push */
dest->Enabled = src->Enabled;
dest->_EffEnabledVBO = src->_EffEnabledVBO;
dest->_EffEnabledNonZeroDivisor = src->_EffEnabledNonZeroDivisor;
/* The bitmask of bound VBOs needs to match the VertexBinding array */
dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
dest->NonZeroDivisorMask = src->NonZeroDivisorMask;
dest->_AttributeMapMode = src->_AttributeMapMode;
dest->NewArrays = src->NewArrays;
dest->NumUpdates = src->NumUpdates;
dest->IsDynamic = src->IsDynamic;
}
/**
* Copy gl_array_attrib from src to dest.
* 'dest' must be in an initialized state.
*/
static void
copy_array_attrib(struct gl_context *ctx,
struct gl_array_attrib *dest,
struct gl_array_attrib *src,
bool vbo_deleted)
{
/* skip ArrayObj */
/* skip DefaultArrayObj, Objects */
dest->ActiveTexture = src->ActiveTexture;
dest->LockFirst = src->LockFirst;
dest->LockCount = src->LockCount;
dest->PrimitiveRestart = src->PrimitiveRestart;
dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
dest->_PrimitiveRestart = src->_PrimitiveRestart;
dest->RestartIndex = src->RestartIndex;
memcpy(dest->_RestartIndex, src->_RestartIndex, sizeof(src->_RestartIndex));
/* skip NewState */
/* skip RebindArrays */
if (!vbo_deleted)
copy_array_object(ctx, dest->VAO, src->VAO);
/* skip ArrayBufferObj */
/* skip IndexBufferObj */
/* Invalidate array state. It will be updated during the next draw. */
_mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);
}
/**
* Save the content of src to dest.
*/
static void
save_array_attrib(struct gl_context *ctx,
struct gl_array_attrib *dest,
struct gl_array_attrib *src)
{
/* Set the Name, needed for restore, but do never overwrite.
* Needs to match value in the object hash. */
dest->VAO->Name = src->VAO->Name;
/* And copy all of the rest. */
copy_array_attrib(ctx, dest, src, false);
/* Just reference them here */
_mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
src->ArrayBufferObj);
_mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
src->VAO->IndexBufferObj);
}
/**
* Restore the content of src to dest.
*/
static void
restore_array_attrib(struct gl_context *ctx,
struct gl_array_attrib *dest,
struct gl_array_attrib *src)
{
bool is_vao_name_zero = src->VAO->Name == 0;
/* The ARB_vertex_array_object spec says:
*
* "BindVertexArray fails and an INVALID_OPERATION error is generated
* if array is not a name returned from a previous call to
* GenVertexArrays, or if such a name has since been deleted with
* DeleteVertexArrays."
*
* Therefore popping a deleted VAO cannot magically recreate it.
*/
if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
return;
_mesa_BindVertexArray(src->VAO->Name);
/* Restore or recreate the buffer objects by the names ... */
if (is_vao_name_zero || !src->ArrayBufferObj ||
_mesa_IsBuffer(src->ArrayBufferObj->Name)) {
/* ... and restore its content */
copy_array_attrib(ctx, dest, src, false);
_mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
src->ArrayBufferObj ?
src->ArrayBufferObj->Name : 0);
} else {
copy_array_attrib(ctx, dest, src, true);
}
if (is_vao_name_zero || !src->VAO->IndexBufferObj ||
_mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) {
_mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
src->VAO->IndexBufferObj ?
src->VAO->IndexBufferObj->Name : 0);
}
}
void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)
{
struct gl_client_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
_mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
return;
}
head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
head->Mask = mask;
if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
copy_pixelstore(ctx, &head->Pack, &ctx->Pack);
copy_pixelstore(ctx, &head->Unpack, &ctx->Unpack);
}
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
_mesa_initialize_vao(ctx, &head->VAO, 0);
/* Use the VAO declared within the node instead of allocating it. */
head->Array.VAO = &head->VAO;
save_array_attrib(ctx, &head->Array, &ctx->Array);
}
ctx->ClientAttribStackDepth++;
}
void GLAPIENTRY
_mesa_PopClientAttrib(void)
{
struct gl_client_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
if (ctx->ClientAttribStackDepth == 0) {
_mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
return;
}
ctx->ClientAttribStackDepth--;
head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
if (head->Mask & GL_CLIENT_PIXEL_STORE_BIT) {
copy_pixelstore(ctx, &ctx->Pack, &head->Pack);
_mesa_reference_buffer_object(ctx, &head->Pack.BufferObj, NULL);
copy_pixelstore(ctx, &ctx->Unpack, &head->Unpack);
_mesa_reference_buffer_object(ctx, &head->Unpack.BufferObj, NULL);
}
if (head->Mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
restore_array_attrib(ctx, &ctx->Array, &head->Array);
_mesa_unbind_array_object_vbos(ctx, &head->VAO);
_mesa_reference_buffer_object(ctx, &head->VAO.IndexBufferObj, NULL);
_mesa_reference_buffer_object(ctx, &head->Array.ArrayBufferObj, NULL);
}
}
void GLAPIENTRY
_mesa_ClientAttribDefaultEXT( GLbitfield mask )
{
if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
_mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
_mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
_mesa_PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
_mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
_mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 4);
_mesa_PixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
_mesa_PixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
_mesa_PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
_mesa_PixelStorei(GL_PACK_SKIP_IMAGES, 0);
_mesa_PixelStorei(GL_PACK_ROW_LENGTH, 0);
_mesa_PixelStorei(GL_PACK_SKIP_ROWS, 0);
_mesa_PixelStorei(GL_PACK_SKIP_PIXELS, 0);
_mesa_PixelStorei(GL_PACK_ALIGNMENT, 4);
_mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
_mesa_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
GET_CURRENT_CONTEXT(ctx);
int i;
_mesa_BindBuffer(GL_ARRAY_BUFFER, 0);
_mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
_mesa_DisableClientState(GL_EDGE_FLAG_ARRAY);
_mesa_EdgeFlagPointer(0, 0);
_mesa_DisableClientState(GL_INDEX_ARRAY);
_mesa_IndexPointer(GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_SECONDARY_COLOR_ARRAY);
_mesa_SecondaryColorPointer(4, GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_FOG_COORD_ARRAY);
_mesa_FogCoordPointer(GL_FLOAT, 0, 0);
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
_mesa_ClientActiveTexture(GL_TEXTURE0 + i);
_mesa_DisableClientState(GL_TEXTURE_COORD_ARRAY);
_mesa_TexCoordPointer(4, GL_FLOAT, 0, 0);
}
_mesa_DisableClientState(GL_COLOR_ARRAY);
_mesa_ColorPointer(4, GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_NORMAL_ARRAY);
_mesa_NormalPointer(GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_VERTEX_ARRAY);
_mesa_VertexPointer(4, GL_FLOAT, 0, 0);
for (i = 0; i < ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs; i++) {
_mesa_DisableVertexAttribArray(i);
_mesa_VertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
}
_mesa_ClientActiveTexture(GL_TEXTURE0);
_mesa_PrimitiveRestartIndex_no_error(0);
if (ctx->Version >= 31)
_mesa_Disable(GL_PRIMITIVE_RESTART);
else if (_mesa_has_NV_primitive_restart(ctx))
_mesa_DisableClientState(GL_PRIMITIVE_RESTART_NV);
if (_mesa_has_ARB_ES3_compatibility(ctx))
_mesa_Disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
}
void GLAPIENTRY
_mesa_PushClientAttribDefaultEXT( GLbitfield mask )
{
_mesa_PushClientAttrib(mask);
_mesa_ClientAttribDefaultEXT(mask);
}
/**
* Free any attribute state data that might be attached to the context.
*/
void
_mesa_free_attrib_data(struct gl_context *ctx)
{
while (ctx->AttribStackDepth > 0) {
struct gl_attrib_node *attr, *next;
ctx->AttribStackDepth--;
attr = ctx->AttribStack[ctx->AttribStackDepth];
while (attr) {
if (attr->kind == GL_TEXTURE_BIT) {
struct texture_state *texstate = (struct texture_state*)attr->data;
GLuint u, tgt;
/* clear references to the saved texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
_mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
}
}
_mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
}
else {
/* any other chunks of state that requires special handling? */
}
next = attr->next;
free(attr->data);
free(attr);
attr = next;
}
}
}
void
_mesa_init_attrib(struct gl_context *ctx)
{
/* Renderer and client attribute stacks */
ctx->AttribStackDepth = 0;
ctx->ClientAttribStackDepth = 0;
}