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