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 */
69struct 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 */
147struct 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 */
159struct 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 */
188static void
189save_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
206void GLAPIENTRY
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
481end:
482   ctx->AttribStack[ctx->AttribStackDepth] = head;
483   ctx->AttribStackDepth++;
484}
485
486
487
488static void
489pop_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 */
673static void
674pop_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 */
842void GLAPIENTRY
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 */
1331static void
1332copy_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 */
1356static void
1357copy_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 */
1381static void
1382copy_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 */
1407static void
1408save_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 */
1428static void
1429restore_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 */
1477static void
1478init_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 */
1491static void
1492free_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
1503void GLAPIENTRY
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
1548void GLAPIENTRY
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
1605void
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 */
1621void
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
1655void _mesa_init_attrib( struct gl_context *ctx )
1656{
1657   /* Renderer and client attribute stacks */
1658   ctx->AttribStackDepth = 0;
1659   ctx->ClientAttribStackDepth = 0;
1660}
1661