attrib.c revision 3998cfa933dcd9134b75d9f0ae2c9cfcd6f2ee45
1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 23 * OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26#include "glheader.h" 27#include "imports.h" 28#include "accum.h" 29#include "arrayobj.h" 30#include "attrib.h" 31#include "blend.h" 32#include "buffers.h" 33#include "bufferobj.h" 34#include "clear.h" 35#include "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 "multisample.h" 47#include "points.h" 48#include "polygon.h" 49#include "shared.h" 50#include "scissor.h" 51#include "stencil.h" 52#include "texenv.h" 53#include "texgen.h" 54#include "texobj.h" 55#include "texparam.h" 56#include "texstate.h" 57#include "varray.h" 58#include "viewport.h" 59#include "mtypes.h" 60#include "main/dispatch.h" 61#include "hash.h" 62#include <stdbool.h> 63 64 65/** 66 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT). 67 */ 68struct gl_enable_attrib 69{ 70 GLboolean AlphaTest; 71 GLboolean AutoNormal; 72 GLboolean Blend; 73 GLbitfield ClipPlanes; 74 GLboolean ColorMaterial; 75 GLboolean CullFace; 76 GLboolean DepthClamp; 77 GLboolean DepthTest; 78 GLboolean Dither; 79 GLboolean Fog; 80 GLboolean Light[MAX_LIGHTS]; 81 GLboolean Lighting; 82 GLboolean LineSmooth; 83 GLboolean LineStipple; 84 GLboolean IndexLogicOp; 85 GLboolean ColorLogicOp; 86 87 GLboolean Map1Color4; 88 GLboolean Map1Index; 89 GLboolean Map1Normal; 90 GLboolean Map1TextureCoord1; 91 GLboolean Map1TextureCoord2; 92 GLboolean Map1TextureCoord3; 93 GLboolean Map1TextureCoord4; 94 GLboolean Map1Vertex3; 95 GLboolean Map1Vertex4; 96 GLboolean Map2Color4; 97 GLboolean Map2Index; 98 GLboolean Map2Normal; 99 GLboolean Map2TextureCoord1; 100 GLboolean Map2TextureCoord2; 101 GLboolean Map2TextureCoord3; 102 GLboolean Map2TextureCoord4; 103 GLboolean Map2Vertex3; 104 GLboolean Map2Vertex4; 105 106 GLboolean Normalize; 107 GLboolean PixelTexture; 108 GLboolean PointSmooth; 109 GLboolean PolygonOffsetPoint; 110 GLboolean PolygonOffsetLine; 111 GLboolean PolygonOffsetFill; 112 GLboolean PolygonSmooth; 113 GLboolean PolygonStipple; 114 GLboolean RescaleNormals; 115 GLboolean Scissor; 116 GLboolean Stencil; 117 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ 118 GLboolean MultisampleEnabled; /* GL_ARB_multisample */ 119 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ 120 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ 121 GLboolean SampleCoverage; /* GL_ARB_multisample */ 122 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ 123 124 GLbitfield Texture[MAX_TEXTURE_UNITS]; 125 GLbitfield TexGen[MAX_TEXTURE_UNITS]; 126 127 /* GL_ARB_vertex_program */ 128 GLboolean VertexProgram; 129 GLboolean VertexProgramPointSize; 130 GLboolean VertexProgramTwoSide; 131 132 /* GL_ARB_fragment_program */ 133 GLboolean FragmentProgram; 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/** 182 * Allocate new attribute node of given type/kind. Attach payload data. 183 * Insert it into the linked list named by 'head'. 184 */ 185static void 186save_attrib_data(struct gl_attrib_node **head, 187 GLbitfield kind, void *payload) 188{ 189 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node); 190 if (n) { 191 n->kind = kind; 192 n->data = payload; 193 /* insert at head */ 194 n->next = *head; 195 *head = n; 196 } 197 else { 198 /* out of memory! */ 199 } 200} 201 202 203void GLAPIENTRY 204_mesa_PushAttrib(GLbitfield mask) 205{ 206 struct gl_attrib_node *head; 207 208 GET_CURRENT_CONTEXT(ctx); 209 210 if (MESA_VERBOSE & VERBOSE_API) 211 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); 212 213 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { 214 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); 215 return; 216 } 217 218 /* Build linked list of attribute nodes which save all attribute */ 219 /* groups specified by the mask. */ 220 head = NULL; 221 222 if (mask & GL_ACCUM_BUFFER_BIT) { 223 struct gl_accum_attrib *attr; 224 attr = MALLOC_STRUCT( gl_accum_attrib ); 225 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); 226 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr); 227 } 228 229 if (mask & GL_COLOR_BUFFER_BIT) { 230 GLuint i; 231 struct gl_colorbuffer_attrib *attr; 232 attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); 233 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); 234 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ 235 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) 236 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 237 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr); 238 } 239 240 if (mask & GL_CURRENT_BIT) { 241 struct gl_current_attrib *attr; 242 FLUSH_CURRENT( ctx, 0 ); 243 attr = MALLOC_STRUCT( gl_current_attrib ); 244 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); 245 save_attrib_data(&head, GL_CURRENT_BIT, attr); 246 } 247 248 if (mask & GL_DEPTH_BUFFER_BIT) { 249 struct gl_depthbuffer_attrib *attr; 250 attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); 251 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); 252 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr); 253 } 254 255 if (mask & GL_ENABLE_BIT) { 256 struct gl_enable_attrib *attr; 257 GLuint i; 258 attr = MALLOC_STRUCT( gl_enable_attrib ); 259 /* Copy enable flags from all other attributes into the enable struct. */ 260 attr->AlphaTest = ctx->Color.AlphaEnabled; 261 attr->AutoNormal = ctx->Eval.AutoNormal; 262 attr->Blend = ctx->Color.BlendEnabled; 263 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; 264 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; 265 attr->CullFace = ctx->Polygon.CullFlag; 266 attr->DepthClamp = ctx->Transform.DepthClamp; 267 attr->DepthTest = ctx->Depth.Test; 268 attr->Dither = ctx->Color.DitherFlag; 269 attr->Fog = ctx->Fog.Enabled; 270 for (i = 0; i < ctx->Const.MaxLights; i++) { 271 attr->Light[i] = ctx->Light.Light[i].Enabled; 272 } 273 attr->Lighting = ctx->Light.Enabled; 274 attr->LineSmooth = ctx->Line.SmoothFlag; 275 attr->LineStipple = ctx->Line.StippleFlag; 276 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; 277 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; 278 attr->Map1Color4 = ctx->Eval.Map1Color4; 279 attr->Map1Index = ctx->Eval.Map1Index; 280 attr->Map1Normal = ctx->Eval.Map1Normal; 281 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; 282 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; 283 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; 284 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; 285 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; 286 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; 287 attr->Map2Color4 = ctx->Eval.Map2Color4; 288 attr->Map2Index = ctx->Eval.Map2Index; 289 attr->Map2Normal = ctx->Eval.Map2Normal; 290 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; 291 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; 292 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; 293 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; 294 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; 295 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; 296 attr->Normalize = ctx->Transform.Normalize; 297 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; 298 attr->PointSmooth = ctx->Point.SmoothFlag; 299 attr->PointSprite = ctx->Point.PointSprite; 300 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; 301 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; 302 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; 303 attr->PolygonSmooth = ctx->Polygon.SmoothFlag; 304 attr->PolygonStipple = ctx->Polygon.StippleFlag; 305 attr->RescaleNormals = ctx->Transform.RescaleNormals; 306 attr->Scissor = ctx->Scissor.Enabled; 307 attr->Stencil = ctx->Stencil.Enabled; 308 attr->StencilTwoSide = ctx->Stencil.TestTwoSide; 309 attr->MultisampleEnabled = ctx->Multisample.Enabled; 310 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; 311 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; 312 attr->SampleCoverage = ctx->Multisample.SampleCoverage; 313 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 314 attr->Texture[i] = ctx->Texture.Unit[i].Enabled; 315 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; 316 } 317 /* GL_ARB_vertex_program */ 318 attr->VertexProgram = ctx->VertexProgram.Enabled; 319 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; 320 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 321 322 /* GL_ARB_fragment_program */ 323 attr->FragmentProgram = ctx->FragmentProgram.Enabled; 324 325 save_attrib_data(&head, GL_ENABLE_BIT, attr); 326 327 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ 328 attr->sRGBEnabled = ctx->Color.sRGBEnabled; 329 } 330 331 if (mask & GL_EVAL_BIT) { 332 struct gl_eval_attrib *attr; 333 attr = MALLOC_STRUCT( gl_eval_attrib ); 334 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); 335 save_attrib_data(&head, GL_EVAL_BIT, attr); 336 } 337 338 if (mask & GL_FOG_BIT) { 339 struct gl_fog_attrib *attr; 340 attr = MALLOC_STRUCT( gl_fog_attrib ); 341 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); 342 save_attrib_data(&head, GL_FOG_BIT, attr); 343 } 344 345 if (mask & GL_HINT_BIT) { 346 struct gl_hint_attrib *attr; 347 attr = MALLOC_STRUCT( gl_hint_attrib ); 348 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); 349 save_attrib_data(&head, GL_HINT_BIT, attr); 350 } 351 352 if (mask & GL_LIGHTING_BIT) { 353 struct gl_light_attrib *attr; 354 FLUSH_CURRENT(ctx, 0); /* flush material changes */ 355 attr = MALLOC_STRUCT( gl_light_attrib ); 356 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); 357 save_attrib_data(&head, GL_LIGHTING_BIT, attr); 358 } 359 360 if (mask & GL_LINE_BIT) { 361 struct gl_line_attrib *attr; 362 attr = MALLOC_STRUCT( gl_line_attrib ); 363 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); 364 save_attrib_data(&head, GL_LINE_BIT, attr); 365 } 366 367 if (mask & GL_LIST_BIT) { 368 struct gl_list_attrib *attr; 369 attr = MALLOC_STRUCT( gl_list_attrib ); 370 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) ); 371 save_attrib_data(&head, GL_LIST_BIT, attr); 372 } 373 374 if (mask & GL_PIXEL_MODE_BIT) { 375 struct gl_pixel_attrib *attr; 376 attr = MALLOC_STRUCT( gl_pixel_attrib ); 377 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); 378 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ 379 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 380 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr); 381 } 382 383 if (mask & GL_POINT_BIT) { 384 struct gl_point_attrib *attr; 385 attr = MALLOC_STRUCT( gl_point_attrib ); 386 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); 387 save_attrib_data(&head, GL_POINT_BIT, attr); 388 } 389 390 if (mask & GL_POLYGON_BIT) { 391 struct gl_polygon_attrib *attr; 392 attr = MALLOC_STRUCT( gl_polygon_attrib ); 393 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); 394 save_attrib_data(&head, GL_POLYGON_BIT, attr); 395 } 396 397 if (mask & GL_POLYGON_STIPPLE_BIT) { 398 GLuint *stipple; 399 stipple = malloc( 32*sizeof(GLuint) ); 400 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); 401 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple); 402 } 403 404 if (mask & GL_SCISSOR_BIT) { 405 struct gl_scissor_attrib *attr; 406 attr = MALLOC_STRUCT( gl_scissor_attrib ); 407 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); 408 save_attrib_data(&head, GL_SCISSOR_BIT, attr); 409 } 410 411 if (mask & GL_STENCIL_BUFFER_BIT) { 412 struct gl_stencil_attrib *attr; 413 attr = MALLOC_STRUCT( gl_stencil_attrib ); 414 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); 415 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr); 416 } 417 418 if (mask & GL_TEXTURE_BIT) { 419 struct texture_state *texstate = CALLOC_STRUCT(texture_state); 420 GLuint u, tex; 421 422 if (!texstate) { 423 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 424 goto end; 425 } 426 427 _mesa_lock_context_textures(ctx); 428 429 /* copy/save the bulk of texture state here */ 430 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); 431 432 /* Save references to the currently bound texture objects so they don't 433 * accidentally get deleted while referenced in the attribute stack. 434 */ 435 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 436 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 437 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], 438 ctx->Texture.Unit[u].CurrentTex[tex]); 439 } 440 } 441 442 /* copy state/contents of the currently bound texture objects */ 443 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 444 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 445 _mesa_copy_texture_object(&texstate->SavedObj[u][tex], 446 ctx->Texture.Unit[u].CurrentTex[tex]); 447 } 448 } 449 450 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared); 451 452 _mesa_unlock_context_textures(ctx); 453 454 save_attrib_data(&head, GL_TEXTURE_BIT, texstate); 455 } 456 457 if (mask & GL_TRANSFORM_BIT) { 458 struct gl_transform_attrib *attr; 459 attr = MALLOC_STRUCT( gl_transform_attrib ); 460 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); 461 save_attrib_data(&head, GL_TRANSFORM_BIT, attr); 462 } 463 464 if (mask & GL_VIEWPORT_BIT) { 465 struct gl_viewport_attrib *attr; 466 attr = MALLOC_STRUCT( gl_viewport_attrib ); 467 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); 468 save_attrib_data(&head, GL_VIEWPORT_BIT, attr); 469 } 470 471 /* GL_ARB_multisample */ 472 if (mask & GL_MULTISAMPLE_BIT_ARB) { 473 struct gl_multisample_attrib *attr; 474 attr = MALLOC_STRUCT( gl_multisample_attrib ); 475 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); 476 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr); 477 } 478 479end: 480 ctx->AttribStack[ctx->AttribStackDepth] = head; 481 ctx->AttribStackDepth++; 482} 483 484 485 486static void 487pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable) 488{ 489 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 490 GLuint i; 491 492#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ 493 if ((VALUE) != (NEWVALUE)) { \ 494 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ 495 } 496 497 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); 498 if (ctx->Color.BlendEnabled != enable->Blend) { 499 if (ctx->Extensions.EXT_draw_buffers2) { 500 GLuint i; 501 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 502 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1); 503 } 504 } 505 else { 506 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1)); 507 } 508 } 509 510 for (i=0;i<ctx->Const.MaxClipPlanes;i++) { 511 const GLuint mask = 1 << i; 512 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) 513 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), 514 !!(enable->ClipPlanes & mask)); 515 } 516 517 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, 518 GL_COLOR_MATERIAL); 519 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); 520 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp, 521 GL_DEPTH_CLAMP); 522 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); 523 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); 524 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); 525 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); 526 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); 527 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, 528 GL_LINE_STIPPLE); 529 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, 530 GL_INDEX_LOGIC_OP); 531 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, 532 GL_COLOR_LOGIC_OP); 533 534 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); 535 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); 536 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); 537 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, 538 GL_MAP1_TEXTURE_COORD_1); 539 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, 540 GL_MAP1_TEXTURE_COORD_2); 541 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, 542 GL_MAP1_TEXTURE_COORD_3); 543 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, 544 GL_MAP1_TEXTURE_COORD_4); 545 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, 546 GL_MAP1_VERTEX_3); 547 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, 548 GL_MAP1_VERTEX_4); 549 550 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); 551 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); 552 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); 553 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, 554 GL_MAP2_TEXTURE_COORD_1); 555 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, 556 GL_MAP2_TEXTURE_COORD_2); 557 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, 558 GL_MAP2_TEXTURE_COORD_3); 559 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, 560 GL_MAP2_TEXTURE_COORD_4); 561 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, 562 GL_MAP2_VERTEX_3); 563 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, 564 GL_MAP2_VERTEX_4); 565 566 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 567 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); 568 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, 569 GL_RESCALE_NORMAL_EXT); 570 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, 571 enable->RasterPositionUnclipped, 572 GL_RASTER_POSITION_UNCLIPPED_IBM); 573 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, 574 GL_POINT_SMOOTH); 575 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { 576 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, 577 GL_POINT_SPRITE_NV); 578 } 579 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, 580 GL_POLYGON_OFFSET_POINT); 581 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, 582 GL_POLYGON_OFFSET_LINE); 583 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, 584 GL_POLYGON_OFFSET_FILL); 585 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, 586 GL_POLYGON_SMOOTH); 587 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 588 GL_POLYGON_STIPPLE); 589 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); 590 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); 591 if (ctx->Extensions.EXT_stencil_two_side) { 592 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); 593 } 594 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, 595 GL_MULTISAMPLE_ARB); 596 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 597 enable->SampleAlphaToCoverage, 598 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); 599 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 600 enable->SampleAlphaToOne, 601 GL_SAMPLE_ALPHA_TO_ONE_ARB); 602 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 603 enable->SampleCoverage, 604 GL_SAMPLE_COVERAGE_ARB); 605 /* GL_ARB_vertex_program */ 606 TEST_AND_UPDATE(ctx->VertexProgram.Enabled, 607 enable->VertexProgram, 608 GL_VERTEX_PROGRAM_ARB); 609 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, 610 enable->VertexProgramPointSize, 611 GL_VERTEX_PROGRAM_POINT_SIZE_ARB); 612 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, 613 enable->VertexProgramTwoSide, 614 GL_VERTEX_PROGRAM_TWO_SIDE_ARB); 615 616 /* GL_ARB_fragment_program */ 617 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled, 618 enable->FragmentProgram, 619 GL_FRAGMENT_PROGRAM_ARB); 620 621 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ 622 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled, 623 GL_FRAMEBUFFER_SRGB); 624 625 /* texture unit enables */ 626 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 627 const GLbitfield enabled = enable->Texture[i]; 628 const GLbitfield genEnabled = enable->TexGen[i]; 629 630 if (ctx->Texture.Unit[i].Enabled != enabled) { 631 _mesa_ActiveTexture(GL_TEXTURE0 + i); 632 633 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT)); 634 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT)); 635 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT)); 636 if (ctx->Extensions.NV_texture_rectangle) { 637 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, 638 !!(enabled & TEXTURE_RECT_BIT)); 639 } 640 if (ctx->Extensions.ARB_texture_cube_map) { 641 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 642 !!(enabled & TEXTURE_CUBE_BIT)); 643 } 644 if (ctx->Extensions.MESA_texture_array) { 645 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 646 !!(enabled & TEXTURE_1D_ARRAY_BIT)); 647 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 648 !!(enabled & TEXTURE_2D_ARRAY_BIT)); 649 } 650 } 651 652 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { 653 _mesa_ActiveTexture(GL_TEXTURE0 + i); 654 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT)); 655 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT)); 656 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT)); 657 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT)); 658 } 659 } 660 661 _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave); 662} 663 664 665/** 666 * Pop/restore texture attribute/group state. 667 */ 668static void 669pop_texture_group(struct gl_context *ctx, struct texture_state *texstate) 670{ 671 GLuint u; 672 673 _mesa_lock_context_textures(ctx); 674 675 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 676 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; 677 GLuint tgt; 678 679 _mesa_ActiveTexture(GL_TEXTURE0_ARB + u); 680 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT)); 681 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT)); 682 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT)); 683 if (ctx->Extensions.ARB_texture_cube_map) { 684 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, 685 !!(unit->Enabled & TEXTURE_CUBE_BIT)); 686 } 687 if (ctx->Extensions.NV_texture_rectangle) { 688 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, 689 !!(unit->Enabled & TEXTURE_RECT_BIT)); 690 } 691 if (ctx->Extensions.MESA_texture_array) { 692 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 693 !!(unit->Enabled & TEXTURE_1D_ARRAY_BIT)); 694 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 695 !!(unit->Enabled & TEXTURE_2D_ARRAY_BIT)); 696 } 697 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); 698 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); 699 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); 700 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); 701 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); 702 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); 703 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); 704 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); 705 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); 706 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); 707 /* Eye plane done differently to avoid re-transformation */ 708 { 709 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; 710 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); 711 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); 712 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); 713 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); 714 if (ctx->Driver.TexGen) { 715 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); 716 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); 717 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); 718 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); 719 } 720 } 721 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT)); 722 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT)); 723 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT)); 724 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT)); 725 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 726 unit->LodBias); 727 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 728 unit->Combine.ModeRGB); 729 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 730 unit->Combine.ModeA); 731 { 732 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3; 733 GLuint i; 734 for (i = 0; i < n; i++) { 735 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i, 736 unit->Combine.SourceRGB[i]); 737 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i, 738 unit->Combine.SourceA[i]); 739 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i, 740 unit->Combine.OperandRGB[i]); 741 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i, 742 unit->Combine.OperandA[i]); 743 } 744 } 745 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 746 1 << unit->Combine.ScaleShiftRGB); 747 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 748 1 << unit->Combine.ScaleShiftA); 749 750 /* Restore texture object state for each target */ 751 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 752 const struct gl_texture_object *obj = NULL; 753 const struct gl_sampler_object *samp; 754 GLenum target; 755 756 obj = &texstate->SavedObj[u][tgt]; 757 758 /* don't restore state for unsupported targets to prevent 759 * raising GL errors. 760 */ 761 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && 762 !ctx->Extensions.ARB_texture_cube_map) { 763 continue; 764 } 765 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 766 !ctx->Extensions.NV_texture_rectangle) { 767 continue; 768 } 769 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 770 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 771 !ctx->Extensions.MESA_texture_array) { 772 continue; 773 } 774 else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY && 775 !ctx->Extensions.ARB_texture_cube_map_array) { 776 continue; 777 } else if (obj->Target == GL_TEXTURE_BUFFER) 778 continue; 779 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES) 780 continue; 781 else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE || 782 obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) 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_ActiveTexture(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 FLUSH_VERTICES(ctx, 0); 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_ColorMaski(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_DrawBuffers(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_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB, 951 color->Blend[buf].DstRGB, 952 color->Blend[buf].SrcA, 953 color->Blend[buf].DstA); 954 _mesa_BlendEquationSeparateiARB(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_BlendFuncSeparate(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_BlendEquationSeparate( 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 if (ctx->Extensions.ARB_color_buffer_float) 989 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB, 990 color->ClampFragmentColor); 991 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor); 992 993 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ 994 if (ctx->Extensions.EXT_framebuffer_sRGB) 995 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled); 996 } 997 break; 998 case GL_CURRENT_BIT: 999 FLUSH_CURRENT( ctx, 0 ); 1000 memcpy( &ctx->Current, attr->data, 1001 sizeof(struct gl_current_attrib) ); 1002 break; 1003 case GL_DEPTH_BUFFER_BIT: 1004 { 1005 const struct gl_depthbuffer_attrib *depth; 1006 depth = (const struct gl_depthbuffer_attrib *) attr->data; 1007 _mesa_DepthFunc(depth->Func); 1008 _mesa_ClearDepth(depth->Clear); 1009 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 1010 _mesa_DepthMask(depth->Mask); 1011 } 1012 break; 1013 case GL_ENABLE_BIT: 1014 { 1015 const struct gl_enable_attrib *enable; 1016 enable = (const struct gl_enable_attrib *) attr->data; 1017 pop_enable_group(ctx, enable); 1018 ctx->NewState |= _NEW_ALL; 1019 } 1020 break; 1021 case GL_EVAL_BIT: 1022 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1023 ctx->NewState |= _NEW_EVAL; 1024 break; 1025 case GL_FOG_BIT: 1026 { 1027 const struct gl_fog_attrib *fog; 1028 fog = (const struct gl_fog_attrib *) attr->data; 1029 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1030 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1031 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1032 _mesa_Fogf(GL_FOG_START, fog->Start); 1033 _mesa_Fogf(GL_FOG_END, fog->End); 1034 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1035 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1036 } 1037 break; 1038 case GL_HINT_BIT: 1039 { 1040 const struct gl_hint_attrib *hint; 1041 hint = (const struct gl_hint_attrib *) attr->data; 1042 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1043 hint->PerspectiveCorrection ); 1044 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1045 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1046 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1047 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1048 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, 1049 hint->ClipVolumeClipping); 1050 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1051 hint->TextureCompression); 1052 } 1053 break; 1054 case GL_LIGHTING_BIT: 1055 { 1056 GLuint i; 1057 const struct gl_light_attrib *light; 1058 light = (const struct gl_light_attrib *) attr->data; 1059 /* lighting enable */ 1060 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1061 /* per-light state */ 1062 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1063 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1064 1065 for (i = 0; i < ctx->Const.MaxLights; i++) { 1066 const struct gl_light *l = &light->Light[i]; 1067 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1068 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1069 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1070 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1071 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1072 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1073 { 1074 GLfloat p[4] = { 0 }; 1075 p[0] = l->SpotExponent; 1076 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); 1077 } 1078 { 1079 GLfloat p[4] = { 0 }; 1080 p[0] = l->SpotCutoff; 1081 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); 1082 } 1083 { 1084 GLfloat p[4] = { 0 }; 1085 p[0] = l->ConstantAttenuation; 1086 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); 1087 } 1088 { 1089 GLfloat p[4] = { 0 }; 1090 p[0] = l->LinearAttenuation; 1091 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); 1092 } 1093 { 1094 GLfloat p[4] = { 0 }; 1095 p[0] = l->QuadraticAttenuation; 1096 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); 1097 } 1098 } 1099 /* light model */ 1100 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1101 light->Model.Ambient); 1102 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1103 (GLfloat) light->Model.LocalViewer); 1104 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1105 (GLfloat) light->Model.TwoSide); 1106 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1107 (GLfloat) light->Model.ColorControl); 1108 /* shade model */ 1109 _mesa_ShadeModel(light->ShadeModel); 1110 /* color material */ 1111 _mesa_ColorMaterial(light->ColorMaterialFace, 1112 light->ColorMaterialMode); 1113 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1114 light->ColorMaterialEnabled); 1115 /* materials */ 1116 memcpy(&ctx->Light.Material, &light->Material, 1117 sizeof(struct gl_material)); 1118 if (ctx->Extensions.ARB_color_buffer_float) { 1119 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB, 1120 light->ClampVertexColor); 1121 } 1122 } 1123 break; 1124 case GL_LINE_BIT: 1125 { 1126 const struct gl_line_attrib *line; 1127 line = (const struct gl_line_attrib *) attr->data; 1128 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1129 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1130 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1131 _mesa_LineWidth(line->Width); 1132 } 1133 break; 1134 case GL_LIST_BIT: 1135 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1136 break; 1137 case GL_PIXEL_MODE_BIT: 1138 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1139 /* XXX what other pixel state needs to be set by function calls? */ 1140 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1141 ctx->NewState |= _NEW_PIXEL; 1142 break; 1143 case GL_POINT_BIT: 1144 { 1145 const struct gl_point_attrib *point; 1146 point = (const struct gl_point_attrib *) attr->data; 1147 _mesa_PointSize(point->Size); 1148 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1149 if (ctx->Extensions.EXT_point_parameters) { 1150 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1151 point->Params); 1152 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1153 point->MinSize); 1154 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1155 point->MaxSize); 1156 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1157 point->Threshold); 1158 } 1159 if (ctx->Extensions.NV_point_sprite 1160 || ctx->Extensions.ARB_point_sprite) { 1161 GLuint u; 1162 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1163 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1164 (GLint) point->CoordReplace[u]); 1165 } 1166 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1167 if (ctx->Extensions.NV_point_sprite) 1168 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1169 ctx->Point.SpriteRMode); 1170 1171 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20) 1172 || ctx->API == API_OPENGL_CORE) 1173 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1174 (GLfloat)ctx->Point.SpriteOrigin); 1175 } 1176 } 1177 break; 1178 case GL_POLYGON_BIT: 1179 { 1180 const struct gl_polygon_attrib *polygon; 1181 polygon = (const struct gl_polygon_attrib *) attr->data; 1182 _mesa_CullFace(polygon->CullFaceMode); 1183 _mesa_FrontFace(polygon->FrontFace); 1184 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1185 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1186 _mesa_PolygonOffset(polygon->OffsetFactor, 1187 polygon->OffsetUnits); 1188 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1189 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1190 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1191 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1192 polygon->OffsetPoint); 1193 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1194 polygon->OffsetLine); 1195 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1196 polygon->OffsetFill); 1197 } 1198 break; 1199 case GL_POLYGON_STIPPLE_BIT: 1200 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1201 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1202 if (ctx->Driver.PolygonStipple) 1203 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1204 break; 1205 case GL_SCISSOR_BIT: 1206 { 1207 const struct gl_scissor_attrib *scissor; 1208 scissor = (const struct gl_scissor_attrib *) attr->data; 1209 _mesa_Scissor(scissor->X, scissor->Y, 1210 scissor->Width, scissor->Height); 1211 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); 1212 } 1213 break; 1214 case GL_STENCIL_BUFFER_BIT: 1215 { 1216 const struct gl_stencil_attrib *stencil; 1217 stencil = (const struct gl_stencil_attrib *) attr->data; 1218 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1219 _mesa_ClearStencil(stencil->Clear); 1220 if (ctx->Extensions.EXT_stencil_two_side) { 1221 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1222 stencil->TestTwoSide); 1223 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1224 ? GL_BACK : GL_FRONT); 1225 } 1226 /* front state */ 1227 _mesa_StencilFuncSeparate(GL_FRONT, 1228 stencil->Function[0], 1229 stencil->Ref[0], 1230 stencil->ValueMask[0]); 1231 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1232 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1233 stencil->ZFailFunc[0], 1234 stencil->ZPassFunc[0]); 1235 /* back state */ 1236 _mesa_StencilFuncSeparate(GL_BACK, 1237 stencil->Function[1], 1238 stencil->Ref[1], 1239 stencil->ValueMask[1]); 1240 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1241 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1242 stencil->ZFailFunc[1], 1243 stencil->ZPassFunc[1]); 1244 } 1245 break; 1246 case GL_TRANSFORM_BIT: 1247 { 1248 GLuint i; 1249 const struct gl_transform_attrib *xform; 1250 xform = (const struct gl_transform_attrib *) attr->data; 1251 _mesa_MatrixMode(xform->MatrixMode); 1252 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1253 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1254 1255 /* restore clip planes */ 1256 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { 1257 const GLuint mask = 1 << i; 1258 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1259 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1260 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, 1261 !!(xform->ClipPlanesEnabled & mask)); 1262 if (ctx->Driver.ClipPlane) 1263 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1264 } 1265 1266 /* normalize/rescale */ 1267 if (xform->Normalize != ctx->Transform.Normalize) 1268 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1269 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1270 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1271 ctx->Transform.RescaleNormals); 1272 if (xform->DepthClamp != ctx->Transform.DepthClamp) 1273 _mesa_set_enable(ctx, GL_DEPTH_CLAMP, 1274 ctx->Transform.DepthClamp); 1275 } 1276 break; 1277 case GL_TEXTURE_BIT: 1278 { 1279 struct texture_state *texstate 1280 = (struct texture_state *) attr->data; 1281 pop_texture_group(ctx, texstate); 1282 ctx->NewState |= _NEW_TEXTURE; 1283 } 1284 break; 1285 case GL_VIEWPORT_BIT: 1286 { 1287 const struct gl_viewport_attrib *vp; 1288 vp = (const struct gl_viewport_attrib *) attr->data; 1289 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); 1290 _mesa_DepthRange(vp->Near, vp->Far); 1291 } 1292 break; 1293 case GL_MULTISAMPLE_BIT_ARB: 1294 { 1295 const struct gl_multisample_attrib *ms; 1296 ms = (const struct gl_multisample_attrib *) attr->data; 1297 1298 TEST_AND_UPDATE(ctx->Multisample.Enabled, 1299 ms->Enabled, 1300 GL_MULTISAMPLE); 1301 1302 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 1303 ms->SampleCoverage, 1304 GL_SAMPLE_COVERAGE); 1305 1306 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 1307 ms->SampleAlphaToCoverage, 1308 GL_SAMPLE_ALPHA_TO_COVERAGE); 1309 1310 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 1311 ms->SampleAlphaToOne, 1312 GL_SAMPLE_ALPHA_TO_ONE); 1313 1314 _mesa_SampleCoverage(ms->SampleCoverageValue, 1315 ms->SampleCoverageInvert); 1316 } 1317 break; 1318 1319 default: 1320 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1321 break; 1322 } 1323 1324 next = attr->next; 1325 free(attr->data); 1326 free(attr); 1327 attr = next; 1328 } 1329} 1330 1331 1332/** 1333 * Copy gl_pixelstore_attrib from src to dst, updating buffer 1334 * object refcounts. 1335 */ 1336static void 1337copy_pixelstore(struct gl_context *ctx, 1338 struct gl_pixelstore_attrib *dst, 1339 const struct gl_pixelstore_attrib *src) 1340{ 1341 dst->Alignment = src->Alignment; 1342 dst->RowLength = src->RowLength; 1343 dst->SkipPixels = src->SkipPixels; 1344 dst->SkipRows = src->SkipRows; 1345 dst->ImageHeight = src->ImageHeight; 1346 dst->SkipImages = src->SkipImages; 1347 dst->SwapBytes = src->SwapBytes; 1348 dst->LsbFirst = src->LsbFirst; 1349 dst->Invert = src->Invert; 1350 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); 1351} 1352 1353 1354#define GL_CLIENT_PACK_BIT (1<<20) 1355#define GL_CLIENT_UNPACK_BIT (1<<21) 1356 1357/** 1358 * Copy gl_array_object from src to dest. 1359 * 'dest' must be in an initialized state. 1360 */ 1361static void 1362copy_array_object(struct gl_context *ctx, 1363 struct gl_array_object *dest, 1364 struct gl_array_object *src) 1365{ 1366 GLuint i; 1367 1368 /* skip Name */ 1369 /* skip RefCount */ 1370 1371 /* In theory must be the same anyway, but on recreate make sure it matches */ 1372 dest->ARBsemantics = src->ARBsemantics; 1373 1374 for (i = 0; i < Elements(src->VertexAttrib); i++) 1375 _mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]); 1376 1377 /* _Enabled must be the same than on push */ 1378 dest->_Enabled = src->_Enabled; 1379 dest->_MaxElement = src->_MaxElement; 1380} 1381 1382/** 1383 * Copy gl_array_attrib from src to dest. 1384 * 'dest' must be in an initialized state. 1385 */ 1386static void 1387copy_array_attrib(struct gl_context *ctx, 1388 struct gl_array_attrib *dest, 1389 struct gl_array_attrib *src, 1390 bool vbo_deleted) 1391{ 1392 /* skip ArrayObj */ 1393 /* skip DefaultArrayObj, Objects */ 1394 dest->ActiveTexture = src->ActiveTexture; 1395 dest->LockFirst = src->LockFirst; 1396 dest->LockCount = src->LockCount; 1397 dest->PrimitiveRestart = src->PrimitiveRestart; 1398 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex; 1399 dest->_PrimitiveRestart = src->_PrimitiveRestart; 1400 dest->RestartIndex = src->RestartIndex; 1401 /* skip NewState */ 1402 /* skip RebindArrays */ 1403 1404 if (!vbo_deleted) 1405 copy_array_object(ctx, dest->ArrayObj, src->ArrayObj); 1406 1407 /* skip ArrayBufferObj */ 1408 /* skip ElementArrayBufferObj */ 1409} 1410 1411/** 1412 * Save the content of src to dest. 1413 */ 1414static void 1415save_array_attrib(struct gl_context *ctx, 1416 struct gl_array_attrib *dest, 1417 struct gl_array_attrib *src) 1418{ 1419 /* Set the Name, needed for restore, but do never overwrite. 1420 * Needs to match value in the object hash. */ 1421 dest->ArrayObj->Name = src->ArrayObj->Name; 1422 /* And copy all of the rest. */ 1423 copy_array_attrib(ctx, dest, src, false); 1424 1425 /* Just reference them here */ 1426 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj, 1427 src->ArrayBufferObj); 1428 _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj, 1429 src->ArrayObj->ElementArrayBufferObj); 1430} 1431 1432/** 1433 * Restore the content of src to dest. 1434 */ 1435static void 1436restore_array_attrib(struct gl_context *ctx, 1437 struct gl_array_attrib *dest, 1438 struct gl_array_attrib *src) 1439{ 1440 /* The ARB_vertex_array_object spec says: 1441 * 1442 * "BindVertexArray fails and an INVALID_OPERATION error is generated 1443 * if array is not a name returned from a previous call to 1444 * GenVertexArrays, or if such a name has since been deleted with 1445 * DeleteVertexArrays." 1446 * 1447 * Therefore popping a deleted VAO cannot magically recreate it. 1448 * 1449 * The semantics of objects created using APPLE_vertex_array_objects behave 1450 * differently. These objects expect to be recreated by pop. Alas. 1451 */ 1452 const bool arb_vao = (src->ArrayObj->Name != 0 1453 && src->ArrayObj->ARBsemantics); 1454 1455 if (arb_vao && !_mesa_IsVertexArray(src->ArrayObj->Name)) 1456 return; 1457 1458 _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name); 1459 1460 /* Restore or recreate the buffer objects by the names ... */ 1461 if (!arb_vao 1462 || src->ArrayBufferObj->Name == 0 1463 || _mesa_IsBuffer(src->ArrayBufferObj->Name)) { 1464 /* ... and restore its content */ 1465 copy_array_attrib(ctx, dest, src, false); 1466 1467 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, 1468 src->ArrayBufferObj->Name); 1469 } else { 1470 copy_array_attrib(ctx, dest, src, true); 1471 } 1472 1473 if (!arb_vao 1474 || src->ArrayObj->ElementArrayBufferObj->Name == 0 1475 || _mesa_IsBuffer(src->ArrayObj->ElementArrayBufferObj->Name)) 1476 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 1477 src->ArrayObj->ElementArrayBufferObj->Name); 1478} 1479 1480/** 1481 * init/alloc the fields of 'attrib'. 1482 * Needs to the init part matching free_array_attrib_data below. 1483 */ 1484static void 1485init_array_attrib_data(struct gl_context *ctx, 1486 struct gl_array_attrib *attrib) 1487{ 1488 /* Get a non driver gl_array_object. */ 1489 attrib->ArrayObj = CALLOC_STRUCT( gl_array_object ); 1490 _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0); 1491} 1492 1493/** 1494 * Free/unreference the fields of 'attrib' but don't delete it (that's 1495 * done later in the calling code). 1496 * Needs to the cleanup part matching init_array_attrib_data above. 1497 */ 1498static void 1499free_array_attrib_data(struct gl_context *ctx, 1500 struct gl_array_attrib *attrib) 1501{ 1502 /* We use a non driver array object, so don't just unref since we would 1503 * end up using the drivers DeleteArrayObject function for deletion. */ 1504 _mesa_delete_array_object(ctx, attrib->ArrayObj); 1505 attrib->ArrayObj = 0; 1506 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL); 1507} 1508 1509 1510void GLAPIENTRY 1511_mesa_PushClientAttrib(GLbitfield mask) 1512{ 1513 struct gl_attrib_node *head; 1514 1515 GET_CURRENT_CONTEXT(ctx); 1516 1517 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1518 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1519 return; 1520 } 1521 1522 /* Build linked list of attribute nodes which save all attribute 1523 * groups specified by the mask. 1524 */ 1525 head = NULL; 1526 1527 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1528 struct gl_pixelstore_attrib *attr; 1529 /* packing attribs */ 1530 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1531 copy_pixelstore(ctx, attr, &ctx->Pack); 1532 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr); 1533 /* unpacking attribs */ 1534 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1535 copy_pixelstore(ctx, attr, &ctx->Unpack); 1536 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr); 1537 } 1538 1539 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1540 struct gl_array_attrib *attr; 1541 attr = CALLOC_STRUCT( gl_array_attrib ); 1542 init_array_attrib_data(ctx, attr); 1543 save_array_attrib(ctx, attr, &ctx->Array); 1544 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr); 1545 } 1546 1547 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1548 ctx->ClientAttribStackDepth++; 1549} 1550 1551 1552 1553 1554void GLAPIENTRY 1555_mesa_PopClientAttrib(void) 1556{ 1557 struct gl_attrib_node *node, *next; 1558 1559 GET_CURRENT_CONTEXT(ctx); 1560 FLUSH_VERTICES(ctx, 0); 1561 1562 if (ctx->ClientAttribStackDepth == 0) { 1563 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1564 return; 1565 } 1566 1567 ctx->ClientAttribStackDepth--; 1568 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1569 1570 while (node) { 1571 switch (node->kind) { 1572 case GL_CLIENT_PACK_BIT: 1573 { 1574 struct gl_pixelstore_attrib *store = 1575 (struct gl_pixelstore_attrib *) node->data; 1576 copy_pixelstore(ctx, &ctx->Pack, store); 1577 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1578 } 1579 break; 1580 case GL_CLIENT_UNPACK_BIT: 1581 { 1582 struct gl_pixelstore_attrib *store = 1583 (struct gl_pixelstore_attrib *) node->data; 1584 copy_pixelstore(ctx, &ctx->Unpack, store); 1585 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1586 } 1587 break; 1588 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1589 struct gl_array_attrib * attr = 1590 (struct gl_array_attrib *) node->data; 1591 restore_array_attrib(ctx, &ctx->Array, attr); 1592 free_array_attrib_data(ctx, attr); 1593 ctx->NewState |= _NEW_ARRAY; 1594 break; 1595 } 1596 default: 1597 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1598 break; 1599 } 1600 1601 next = node->next; 1602 free(node->data); 1603 free(node); 1604 node = next; 1605 } 1606} 1607 1608 1609/** 1610 * Free any attribute state data that might be attached to the context. 1611 */ 1612void 1613_mesa_free_attrib_data(struct gl_context *ctx) 1614{ 1615 while (ctx->AttribStackDepth > 0) { 1616 struct gl_attrib_node *attr, *next; 1617 1618 ctx->AttribStackDepth--; 1619 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1620 1621 while (attr) { 1622 if (attr->kind == GL_TEXTURE_BIT) { 1623 struct texture_state *texstate = (struct texture_state*)attr->data; 1624 GLuint u, tgt; 1625 /* clear references to the saved texture objects */ 1626 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1627 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1628 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1629 } 1630 } 1631 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL); 1632 } 1633 else { 1634 /* any other chunks of state that requires special handling? */ 1635 } 1636 1637 next = attr->next; 1638 free(attr->data); 1639 free(attr); 1640 attr = next; 1641 } 1642 } 1643} 1644 1645 1646void _mesa_init_attrib( struct gl_context *ctx ) 1647{ 1648 /* Renderer and client attribute stacks */ 1649 ctx->AttribStackDepth = 0; 1650 ctx->ClientAttribStackDepth = 0; 1651} 1652