attrib.c revision a1471e4877515e2ce4fcc129c4ce26f5c306b193
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 SampleCoverageInvert; /* GL_ARB_multisample */ 126 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ 127 128 GLbitfield Texture[MAX_TEXTURE_UNITS]; 129 GLbitfield TexGen[MAX_TEXTURE_UNITS]; 130 131 /* GL_ARB_vertex_program / GL_NV_vertex_program */ 132 GLboolean VertexProgram; 133 GLboolean VertexProgramPointSize; 134 GLboolean VertexProgramTwoSide; 135 136 /* GL_ARB_point_sprite / GL_NV_point_sprite */ 137 GLboolean PointSprite; 138 GLboolean FragmentShaderATI; 139}; 140 141 142/** 143 * Node for the attribute stack. 144 */ 145struct gl_attrib_node 146{ 147 GLbitfield kind; 148 void *data; 149 struct gl_attrib_node *next; 150}; 151 152 153 154/** 155 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) 156 */ 157struct texture_state 158{ 159 struct gl_texture_attrib Texture; /**< The usual context state */ 160 161 /** to save per texture object state (wrap modes, filters, etc): */ 162 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 163 164 /** 165 * To save references to texture objects (so they don't get accidentally 166 * deleted while saved in the attribute stack). 167 */ 168 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; 169 170 /* We need to keep a reference to the shared state. That's where the 171 * default texture objects are kept. We don't want that state to be 172 * freed while the attribute stack contains pointers to any default 173 * texture objects. 174 */ 175 struct gl_shared_state *SharedRef; 176}; 177 178 179#if FEATURE_attrib_stack 180 181 182/** 183 * Allocate new attribute node of given type/kind. Attach payload data. 184 * Insert it into the linked list named by 'head'. 185 */ 186static void 187save_attrib_data(struct gl_attrib_node **head, 188 GLbitfield kind, void *payload) 189{ 190 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node); 191 if (n) { 192 n->kind = kind; 193 n->data = payload; 194 /* insert at head */ 195 n->next = *head; 196 *head = n; 197 } 198 else { 199 /* out of memory! */ 200 } 201} 202 203 204void GLAPIENTRY 205_mesa_PushAttrib(GLbitfield mask) 206{ 207 struct gl_attrib_node *head; 208 209 GET_CURRENT_CONTEXT(ctx); 210 ASSERT_OUTSIDE_BEGIN_END(ctx); 211 212 if (MESA_VERBOSE & VERBOSE_API) 213 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); 214 215 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { 216 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); 217 return; 218 } 219 220 /* Build linked list of attribute nodes which save all attribute */ 221 /* groups specified by the mask. */ 222 head = NULL; 223 224 if (mask & GL_ACCUM_BUFFER_BIT) { 225 struct gl_accum_attrib *attr; 226 attr = MALLOC_STRUCT( gl_accum_attrib ); 227 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) ); 228 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr); 229 } 230 231 if (mask & GL_COLOR_BUFFER_BIT) { 232 GLuint i; 233 struct gl_colorbuffer_attrib *attr; 234 attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); 235 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) ); 236 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ 237 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) 238 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 239 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr); 240 } 241 242 if (mask & GL_CURRENT_BIT) { 243 struct gl_current_attrib *attr; 244 FLUSH_CURRENT( ctx, 0 ); 245 attr = MALLOC_STRUCT( gl_current_attrib ); 246 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) ); 247 save_attrib_data(&head, GL_CURRENT_BIT, attr); 248 } 249 250 if (mask & GL_DEPTH_BUFFER_BIT) { 251 struct gl_depthbuffer_attrib *attr; 252 attr = MALLOC_STRUCT( gl_depthbuffer_attrib ); 253 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) ); 254 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr); 255 } 256 257 if (mask & GL_ENABLE_BIT) { 258 struct gl_enable_attrib *attr; 259 GLuint i; 260 attr = MALLOC_STRUCT( gl_enable_attrib ); 261 /* Copy enable flags from all other attributes into the enable struct. */ 262 attr->AlphaTest = ctx->Color.AlphaEnabled; 263 attr->AutoNormal = ctx->Eval.AutoNormal; 264 attr->Blend = ctx->Color.BlendEnabled; 265 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; 266 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; 267 attr->CullFace = ctx->Polygon.CullFlag; 268 attr->DepthClamp = ctx->Transform.DepthClamp; 269 attr->DepthTest = ctx->Depth.Test; 270 attr->Dither = ctx->Color.DitherFlag; 271 attr->Fog = ctx->Fog.Enabled; 272 for (i = 0; i < ctx->Const.MaxLights; i++) { 273 attr->Light[i] = ctx->Light.Light[i].Enabled; 274 } 275 attr->Lighting = ctx->Light.Enabled; 276 attr->LineSmooth = ctx->Line.SmoothFlag; 277 attr->LineStipple = ctx->Line.StippleFlag; 278 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; 279 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; 280 attr->Map1Color4 = ctx->Eval.Map1Color4; 281 attr->Map1Index = ctx->Eval.Map1Index; 282 attr->Map1Normal = ctx->Eval.Map1Normal; 283 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; 284 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; 285 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; 286 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; 287 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; 288 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; 289 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib)); 290 attr->Map2Color4 = ctx->Eval.Map2Color4; 291 attr->Map2Index = ctx->Eval.Map2Index; 292 attr->Map2Normal = ctx->Eval.Map2Normal; 293 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; 294 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; 295 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; 296 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; 297 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; 298 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; 299 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib)); 300 attr->Normalize = ctx->Transform.Normalize; 301 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; 302 attr->PointSmooth = ctx->Point.SmoothFlag; 303 attr->PointSprite = ctx->Point.PointSprite; 304 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; 305 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; 306 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; 307 attr->PolygonSmooth = ctx->Polygon.SmoothFlag; 308 attr->PolygonStipple = ctx->Polygon.StippleFlag; 309 attr->RescaleNormals = ctx->Transform.RescaleNormals; 310 attr->Scissor = ctx->Scissor.Enabled; 311 attr->Stencil = ctx->Stencil.Enabled; 312 attr->StencilTwoSide = ctx->Stencil.TestTwoSide; 313 attr->MultisampleEnabled = ctx->Multisample.Enabled; 314 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; 315 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; 316 attr->SampleCoverage = ctx->Multisample.SampleCoverage; 317 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert; 318 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 319 attr->Texture[i] = ctx->Texture.Unit[i].Enabled; 320 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; 321 } 322 /* GL_NV_vertex_program */ 323 attr->VertexProgram = ctx->VertexProgram.Enabled; 324 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; 325 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 326 save_attrib_data(&head, GL_ENABLE_BIT, attr); 327 } 328 329 if (mask & GL_EVAL_BIT) { 330 struct gl_eval_attrib *attr; 331 attr = MALLOC_STRUCT( gl_eval_attrib ); 332 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) ); 333 save_attrib_data(&head, GL_EVAL_BIT, attr); 334 } 335 336 if (mask & GL_FOG_BIT) { 337 struct gl_fog_attrib *attr; 338 attr = MALLOC_STRUCT( gl_fog_attrib ); 339 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) ); 340 save_attrib_data(&head, GL_FOG_BIT, attr); 341 } 342 343 if (mask & GL_HINT_BIT) { 344 struct gl_hint_attrib *attr; 345 attr = MALLOC_STRUCT( gl_hint_attrib ); 346 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) ); 347 save_attrib_data(&head, GL_HINT_BIT, attr); 348 } 349 350 if (mask & GL_LIGHTING_BIT) { 351 struct gl_light_attrib *attr; 352 FLUSH_CURRENT(ctx, 0); /* flush material changes */ 353 attr = MALLOC_STRUCT( gl_light_attrib ); 354 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) ); 355 save_attrib_data(&head, GL_LIGHTING_BIT, attr); 356 } 357 358 if (mask & GL_LINE_BIT) { 359 struct gl_line_attrib *attr; 360 attr = MALLOC_STRUCT( gl_line_attrib ); 361 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) ); 362 save_attrib_data(&head, GL_LINE_BIT, attr); 363 } 364 365 if (mask & GL_LIST_BIT) { 366 struct gl_list_attrib *attr; 367 attr = MALLOC_STRUCT( gl_list_attrib ); 368 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) ); 369 save_attrib_data(&head, GL_LIST_BIT, attr); 370 } 371 372 if (mask & GL_PIXEL_MODE_BIT) { 373 struct gl_pixel_attrib *attr; 374 attr = MALLOC_STRUCT( gl_pixel_attrib ); 375 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) ); 376 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ 377 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 378 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr); 379 } 380 381 if (mask & GL_POINT_BIT) { 382 struct gl_point_attrib *attr; 383 attr = MALLOC_STRUCT( gl_point_attrib ); 384 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) ); 385 save_attrib_data(&head, GL_POINT_BIT, attr); 386 } 387 388 if (mask & GL_POLYGON_BIT) { 389 struct gl_polygon_attrib *attr; 390 attr = MALLOC_STRUCT( gl_polygon_attrib ); 391 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) ); 392 save_attrib_data(&head, GL_POLYGON_BIT, attr); 393 } 394 395 if (mask & GL_POLYGON_STIPPLE_BIT) { 396 GLuint *stipple; 397 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) ); 398 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) ); 399 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple); 400 } 401 402 if (mask & GL_SCISSOR_BIT) { 403 struct gl_scissor_attrib *attr; 404 attr = MALLOC_STRUCT( gl_scissor_attrib ); 405 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) ); 406 save_attrib_data(&head, GL_SCISSOR_BIT, attr); 407 } 408 409 if (mask & GL_STENCIL_BUFFER_BIT) { 410 struct gl_stencil_attrib *attr; 411 attr = MALLOC_STRUCT( gl_stencil_attrib ); 412 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) ); 413 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr); 414 } 415 416 if (mask & GL_TEXTURE_BIT) { 417 struct texture_state *texstate = CALLOC_STRUCT(texture_state); 418 GLuint u, tex; 419 420 if (!texstate) { 421 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 422 goto end; 423 } 424 425 _mesa_lock_context_textures(ctx); 426 427 /* copy/save the bulk of texture state here */ 428 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); 429 430 /* Save references to the currently bound texture objects so they don't 431 * accidentally get deleted while referenced in the attribute stack. 432 */ 433 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 434 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 435 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], 436 ctx->Texture.Unit[u].CurrentTex[tex]); 437 } 438 } 439 440 /* copy state/contents of the currently bound texture objects */ 441 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 442 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 443 _mesa_copy_texture_object(&texstate->SavedObj[u][tex], 444 ctx->Texture.Unit[u].CurrentTex[tex]); 445 } 446 } 447 448 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared); 449 450 _mesa_unlock_context_textures(ctx); 451 452 save_attrib_data(&head, GL_TEXTURE_BIT, texstate); 453 } 454 455 if (mask & GL_TRANSFORM_BIT) { 456 struct gl_transform_attrib *attr; 457 attr = MALLOC_STRUCT( gl_transform_attrib ); 458 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) ); 459 save_attrib_data(&head, GL_TRANSFORM_BIT, attr); 460 } 461 462 if (mask & GL_VIEWPORT_BIT) { 463 struct gl_viewport_attrib *attr; 464 attr = MALLOC_STRUCT( gl_viewport_attrib ); 465 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) ); 466 save_attrib_data(&head, GL_VIEWPORT_BIT, attr); 467 } 468 469 /* GL_ARB_multisample */ 470 if (mask & GL_MULTISAMPLE_BIT_ARB) { 471 struct gl_multisample_attrib *attr; 472 attr = MALLOC_STRUCT( gl_multisample_attrib ); 473 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) ); 474 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr); 475 } 476 477end: 478 ctx->AttribStack[ctx->AttribStackDepth] = head; 479 ctx->AttribStackDepth++; 480} 481 482 483 484static void 485pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable) 486{ 487 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 488 GLuint i; 489 490#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ 491 if ((VALUE) != (NEWVALUE)) { \ 492 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ 493 } 494 495 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); 496 if (ctx->Color.BlendEnabled != enable->Blend) { 497 if (ctx->Extensions.EXT_draw_buffers2) { 498 GLuint i; 499 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 500 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1); 501 } 502 } 503 else { 504 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1)); 505 } 506 } 507 508 for (i=0;i<ctx->Const.MaxClipPlanes;i++) { 509 const GLuint mask = 1 << i; 510 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) 511 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), 512 !!(enable->ClipPlanes & mask)); 513 } 514 515 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, 516 GL_COLOR_MATERIAL); 517 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); 518 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp, 519 GL_DEPTH_CLAMP); 520 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); 521 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); 522 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); 523 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); 524 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); 525 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, 526 GL_LINE_STIPPLE); 527 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, 528 GL_INDEX_LOGIC_OP); 529 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, 530 GL_COLOR_LOGIC_OP); 531 532 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); 533 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); 534 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); 535 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, 536 GL_MAP1_TEXTURE_COORD_1); 537 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, 538 GL_MAP1_TEXTURE_COORD_2); 539 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, 540 GL_MAP1_TEXTURE_COORD_3); 541 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, 542 GL_MAP1_TEXTURE_COORD_4); 543 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, 544 GL_MAP1_VERTEX_3); 545 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, 546 GL_MAP1_VERTEX_4); 547 for (i = 0; i < 16; i++) { 548 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i], 549 GL_MAP1_VERTEX_ATTRIB0_4_NV + i); 550 } 551 552 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); 553 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); 554 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); 555 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, 556 GL_MAP2_TEXTURE_COORD_1); 557 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, 558 GL_MAP2_TEXTURE_COORD_2); 559 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, 560 GL_MAP2_TEXTURE_COORD_3); 561 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, 562 GL_MAP2_TEXTURE_COORD_4); 563 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, 564 GL_MAP2_VERTEX_3); 565 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, 566 GL_MAP2_VERTEX_4); 567 for (i = 0; i < 16; i++) { 568 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i], 569 GL_MAP2_VERTEX_ATTRIB0_4_NV + i); 570 } 571 572 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 573 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); 574 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, 575 GL_RESCALE_NORMAL_EXT); 576 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, 577 enable->RasterPositionUnclipped, 578 GL_RASTER_POSITION_UNCLIPPED_IBM); 579 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, 580 GL_POINT_SMOOTH); 581 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { 582 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, 583 GL_POINT_SPRITE_NV); 584 } 585 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, 586 GL_POLYGON_OFFSET_POINT); 587 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, 588 GL_POLYGON_OFFSET_LINE); 589 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, 590 GL_POLYGON_OFFSET_FILL); 591 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, 592 GL_POLYGON_SMOOTH); 593 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 594 GL_POLYGON_STIPPLE); 595 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST); 596 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); 597 if (ctx->Extensions.EXT_stencil_two_side) { 598 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); 599 } 600 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, 601 GL_MULTISAMPLE_ARB); 602 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 603 enable->SampleAlphaToCoverage, 604 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); 605 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 606 enable->SampleAlphaToOne, 607 GL_SAMPLE_ALPHA_TO_ONE_ARB); 608 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 609 enable->SampleCoverage, 610 GL_SAMPLE_COVERAGE_ARB); 611 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert, 612 enable->SampleCoverageInvert, 613 GL_SAMPLE_COVERAGE_INVERT_ARB); 614 /* GL_ARB_vertex_program, GL_NV_vertex_program */ 615 TEST_AND_UPDATE(ctx->VertexProgram.Enabled, 616 enable->VertexProgram, 617 GL_VERTEX_PROGRAM_ARB); 618 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, 619 enable->VertexProgramPointSize, 620 GL_VERTEX_PROGRAM_POINT_SIZE_ARB); 621 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, 622 enable->VertexProgramTwoSide, 623 GL_VERTEX_PROGRAM_TWO_SIDE_ARB); 624 625#undef TEST_AND_UPDATE 626 627 /* texture unit enables */ 628 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 629 const GLbitfield enabled = enable->Texture[i]; 630 const GLbitfield genEnabled = enable->TexGen[i]; 631 632 if (ctx->Texture.Unit[i].Enabled != enabled) { 633 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 634 635 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT)); 636 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT)); 637 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT)); 638 if (ctx->Extensions.NV_texture_rectangle) { 639 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, 640 !!(enabled & TEXTURE_RECT_BIT)); 641 } 642 if (ctx->Extensions.ARB_texture_cube_map) { 643 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 644 !!(enabled & TEXTURE_CUBE_BIT)); 645 } 646 if (ctx->Extensions.MESA_texture_array) { 647 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 648 !!(enabled & TEXTURE_1D_ARRAY_BIT)); 649 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 650 !!(enabled & TEXTURE_2D_ARRAY_BIT)); 651 } 652 } 653 654 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { 655 _mesa_ActiveTextureARB(GL_TEXTURE0 + i); 656 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT)); 657 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT)); 658 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT)); 659 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT)); 660 } 661 } 662 663 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave); 664} 665 666 667/** 668 * Pop/restore texture attribute/group state. 669 */ 670static void 671pop_texture_group(struct gl_context *ctx, struct texture_state *texstate) 672{ 673 GLuint u; 674 675 _mesa_lock_context_textures(ctx); 676 677 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 678 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; 679 GLuint tgt; 680 681 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); 682 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT)); 683 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT)); 684 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT)); 685 if (ctx->Extensions.ARB_texture_cube_map) { 686 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB, 687 !!(unit->Enabled & TEXTURE_CUBE_BIT)); 688 } 689 if (ctx->Extensions.NV_texture_rectangle) { 690 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, 691 !!(unit->Enabled & TEXTURE_RECT_BIT)); 692 } 693 if (ctx->Extensions.MESA_texture_array) { 694 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT, 695 !!(unit->Enabled & TEXTURE_1D_ARRAY_BIT)); 696 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT, 697 !!(unit->Enabled & TEXTURE_2D_ARRAY_BIT)); 698 } 699 700 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); 701 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); 702 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); 703 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); 704 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); 705 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); 706 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); 707 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); 708 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); 709 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); 710 /* Eye plane done differently to avoid re-transformation */ 711 { 712 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; 713 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); 714 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); 715 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); 716 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); 717 if (ctx->Driver.TexGen) { 718 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); 719 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); 720 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); 721 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); 722 } 723 } 724 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT)); 725 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT)); 726 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT)); 727 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT)); 728 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 729 unit->LodBias); 730 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 731 unit->Combine.ModeRGB); 732 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 733 unit->Combine.ModeA); 734 { 735 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3; 736 GLuint i; 737 for (i = 0; i < n; i++) { 738 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i, 739 unit->Combine.SourceRGB[i]); 740 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i, 741 unit->Combine.SourceA[i]); 742 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i, 743 unit->Combine.OperandRGB[i]); 744 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i, 745 unit->Combine.OperandA[i]); 746 } 747 } 748 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 749 1 << unit->Combine.ScaleShiftRGB); 750 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 751 1 << unit->Combine.ScaleShiftA); 752 753 /* Restore texture object state for each target */ 754 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 755 const struct gl_texture_object *obj = NULL; 756 const struct gl_sampler_object *samp; 757 GLenum target; 758 759 obj = &texstate->SavedObj[u][tgt]; 760 761 /* don't restore state for unsupported targets to prevent 762 * raising GL errors. 763 */ 764 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && 765 !ctx->Extensions.ARB_texture_cube_map) { 766 continue; 767 } 768 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 769 !ctx->Extensions.NV_texture_rectangle) { 770 continue; 771 } 772 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 773 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 774 !ctx->Extensions.MESA_texture_array) { 775 continue; 776 } 777 else if (obj->Target == GL_TEXTURE_BUFFER) 778 continue; 779 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES) 780 continue; 781 782 target = obj->Target; 783 784 _mesa_BindTexture(target, obj->Name); 785 786 samp = &obj->Sampler; 787 788 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f); 789 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS); 790 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT); 791 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR); 792 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter); 793 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter); 794 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod); 795 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod); 796 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias); 797 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); 798 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); 799 if (target != GL_TEXTURE_RECTANGLE_ARB) 800 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); 801 if (ctx->Extensions.EXT_texture_filter_anisotropic) { 802 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 803 samp->MaxAnisotropy); 804 } 805 if (ctx->Extensions.ARB_shadow_ambient) { 806 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 807 samp->CompareFailValue); 808 } 809 } 810 811 /* remove saved references to the texture objects */ 812 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 813 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 814 } 815 } 816 817 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); 818 819 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL); 820 821 _mesa_unlock_context_textures(ctx); 822} 823 824 825/* 826 * This function is kind of long just because we have to call a lot 827 * of device driver functions to update device driver state. 828 * 829 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions 830 * in order to restore GL state. This isn't terribly efficient but it 831 * ensures that dirty flags and any derived state gets updated correctly. 832 * We could at least check if the value to restore equals the current value 833 * and then skip the Mesa call. 834 */ 835void GLAPIENTRY 836_mesa_PopAttrib(void) 837{ 838 struct gl_attrib_node *attr, *next; 839 GET_CURRENT_CONTEXT(ctx); 840 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 841 842 if (ctx->AttribStackDepth == 0) { 843 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); 844 return; 845 } 846 847 ctx->AttribStackDepth--; 848 attr = ctx->AttribStack[ctx->AttribStackDepth]; 849 850 while (attr) { 851 852 if (MESA_VERBOSE & VERBOSE_API) { 853 _mesa_debug(ctx, "glPopAttrib %s\n", 854 _mesa_lookup_enum_by_nr(attr->kind)); 855 } 856 857 switch (attr->kind) { 858 case GL_ACCUM_BUFFER_BIT: 859 { 860 const struct gl_accum_attrib *accum; 861 accum = (const struct gl_accum_attrib *) attr->data; 862 _mesa_ClearAccum(accum->ClearColor[0], 863 accum->ClearColor[1], 864 accum->ClearColor[2], 865 accum->ClearColor[3]); 866 } 867 break; 868 case GL_COLOR_BUFFER_BIT: 869 { 870 const struct gl_colorbuffer_attrib *color; 871 872 color = (const struct gl_colorbuffer_attrib *) attr->data; 873 _mesa_ClearIndex((GLfloat) color->ClearIndex); 874 _mesa_ClearColor(color->ClearColor.f[0], 875 color->ClearColor.f[1], 876 color->ClearColor.f[2], 877 color->ClearColor.f[3]); 878 _mesa_IndexMask(color->IndexMask); 879 if (!ctx->Extensions.EXT_draw_buffers2) { 880 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0), 881 (GLboolean) (color->ColorMask[0][1] != 0), 882 (GLboolean) (color->ColorMask[0][2] != 0), 883 (GLboolean) (color->ColorMask[0][3] != 0)); 884 } 885 else { 886 GLuint i; 887 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 888 _mesa_ColorMaskIndexed(i, 889 (GLboolean) (color->ColorMask[i][0] != 0), 890 (GLboolean) (color->ColorMask[i][1] != 0), 891 (GLboolean) (color->ColorMask[i][2] != 0), 892 (GLboolean) (color->ColorMask[i][3] != 0)); 893 } 894 } 895 { 896 /* Need to determine if more than one color output is 897 * specified. If so, call glDrawBuffersARB, else call 898 * glDrawBuffer(). This is a subtle, but essential point 899 * since GL_FRONT (for example) is illegal for the former 900 * function, but legal for the later. 901 */ 902 GLboolean multipleBuffers = GL_FALSE; 903 GLuint i; 904 905 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { 906 if (color->DrawBuffer[i] != GL_NONE) { 907 multipleBuffers = GL_TRUE; 908 break; 909 } 910 } 911 /* Call the API_level functions, not _mesa_drawbuffers() 912 * since we need to do error checking on the pop'd 913 * GL_DRAW_BUFFER. 914 * Ex: if GL_FRONT were pushed, but we're popping with a 915 * user FBO bound, GL_FRONT will be illegal and we'll need 916 * to record that error. Per OpenGL ARB decision. 917 */ 918 if (multipleBuffers) 919 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers, 920 color->DrawBuffer); 921 else 922 _mesa_DrawBuffer(color->DrawBuffer[0]); 923 } 924 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); 925 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped); 926 if (ctx->Color.BlendEnabled != color->BlendEnabled) { 927 if (ctx->Extensions.EXT_draw_buffers2) { 928 GLuint i; 929 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 930 _mesa_set_enablei(ctx, GL_BLEND, i, 931 (color->BlendEnabled >> i) & 1); 932 } 933 } 934 else { 935 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1)); 936 } 937 } 938 if (ctx->Color._BlendFuncPerBuffer || 939 ctx->Color._BlendEquationPerBuffer) { 940 /* set blend per buffer */ 941 GLuint buf; 942 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) { 943 _mesa_BlendFuncSeparatei(buf, color->Blend[buf].SrcRGB, 944 color->Blend[buf].DstRGB, 945 color->Blend[buf].SrcA, 946 color->Blend[buf].DstA); 947 _mesa_BlendEquationSeparatei(buf, 948 color->Blend[buf].EquationRGB, 949 color->Blend[buf].EquationA); 950 } 951 } 952 else { 953 /* set same blend modes for all buffers */ 954 _mesa_BlendFuncSeparateEXT(color->Blend[0].SrcRGB, 955 color->Blend[0].DstRGB, 956 color->Blend[0].SrcA, 957 color->Blend[0].DstA); 958 /* This special case is because glBlendEquationSeparateEXT 959 * cannot take GL_LOGIC_OP as a parameter. 960 */ 961 if (color->Blend[0].EquationRGB == 962 color->Blend[0].EquationA) { 963 _mesa_BlendEquation(color->Blend[0].EquationRGB); 964 } 965 else { 966 _mesa_BlendEquationSeparateEXT( 967 color->Blend[0].EquationRGB, 968 color->Blend[0].EquationA); 969 } 970 } 971 _mesa_BlendColor(color->BlendColorUnclamped[0], 972 color->BlendColorUnclamped[1], 973 color->BlendColorUnclamped[2], 974 color->BlendColorUnclamped[3]); 975 _mesa_LogicOp(color->LogicOp); 976 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, 977 color->ColorLogicOpEnabled); 978 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, 979 color->IndexLogicOpEnabled); 980 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); 981 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor); 982 _mesa_ClampColorARB(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor); 983 } 984 break; 985 case GL_CURRENT_BIT: 986 FLUSH_CURRENT( ctx, 0 ); 987 memcpy( &ctx->Current, attr->data, 988 sizeof(struct gl_current_attrib) ); 989 break; 990 case GL_DEPTH_BUFFER_BIT: 991 { 992 const struct gl_depthbuffer_attrib *depth; 993 depth = (const struct gl_depthbuffer_attrib *) attr->data; 994 _mesa_DepthFunc(depth->Func); 995 _mesa_ClearDepth(depth->Clear); 996 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 997 _mesa_DepthMask(depth->Mask); 998 } 999 break; 1000 case GL_ENABLE_BIT: 1001 { 1002 const struct gl_enable_attrib *enable; 1003 enable = (const struct gl_enable_attrib *) attr->data; 1004 pop_enable_group(ctx, enable); 1005 ctx->NewState |= _NEW_ALL; 1006 } 1007 break; 1008 case GL_EVAL_BIT: 1009 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1010 ctx->NewState |= _NEW_EVAL; 1011 break; 1012 case GL_FOG_BIT: 1013 { 1014 const struct gl_fog_attrib *fog; 1015 fog = (const struct gl_fog_attrib *) attr->data; 1016 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1017 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1018 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1019 _mesa_Fogf(GL_FOG_START, fog->Start); 1020 _mesa_Fogf(GL_FOG_END, fog->End); 1021 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1022 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1023 } 1024 break; 1025 case GL_HINT_BIT: 1026 { 1027 const struct gl_hint_attrib *hint; 1028 hint = (const struct gl_hint_attrib *) attr->data; 1029 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1030 hint->PerspectiveCorrection ); 1031 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1032 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1033 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1034 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1035 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, 1036 hint->ClipVolumeClipping); 1037 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1038 hint->TextureCompression); 1039 } 1040 break; 1041 case GL_LIGHTING_BIT: 1042 { 1043 GLuint i; 1044 const struct gl_light_attrib *light; 1045 light = (const struct gl_light_attrib *) attr->data; 1046 /* lighting enable */ 1047 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1048 /* per-light state */ 1049 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1050 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1051 1052 for (i = 0; i < ctx->Const.MaxLights; i++) { 1053 const struct gl_light *l = &light->Light[i]; 1054 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1055 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1056 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1057 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1058 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1059 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1060 { 1061 GLfloat p[4] = { 0 }; 1062 p[0] = l->SpotExponent; 1063 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); 1064 } 1065 { 1066 GLfloat p[4] = { 0 }; 1067 p[0] = l->SpotCutoff; 1068 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); 1069 } 1070 { 1071 GLfloat p[4] = { 0 }; 1072 p[0] = l->ConstantAttenuation; 1073 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); 1074 } 1075 { 1076 GLfloat p[4] = { 0 }; 1077 p[0] = l->LinearAttenuation; 1078 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); 1079 } 1080 { 1081 GLfloat p[4] = { 0 }; 1082 p[0] = l->QuadraticAttenuation; 1083 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); 1084 } 1085 } 1086 /* light model */ 1087 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1088 light->Model.Ambient); 1089 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1090 (GLfloat) light->Model.LocalViewer); 1091 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1092 (GLfloat) light->Model.TwoSide); 1093 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1094 (GLfloat) light->Model.ColorControl); 1095 /* shade model */ 1096 _mesa_ShadeModel(light->ShadeModel); 1097 /* color material */ 1098 _mesa_ColorMaterial(light->ColorMaterialFace, 1099 light->ColorMaterialMode); 1100 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1101 light->ColorMaterialEnabled); 1102 /* materials */ 1103 memcpy(&ctx->Light.Material, &light->Material, 1104 sizeof(struct gl_material)); 1105 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, light->ClampVertexColor); 1106 } 1107 break; 1108 case GL_LINE_BIT: 1109 { 1110 const struct gl_line_attrib *line; 1111 line = (const struct gl_line_attrib *) attr->data; 1112 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1113 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1114 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1115 _mesa_LineWidth(line->Width); 1116 } 1117 break; 1118 case GL_LIST_BIT: 1119 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1120 break; 1121 case GL_PIXEL_MODE_BIT: 1122 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1123 /* XXX what other pixel state needs to be set by function calls? */ 1124 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1125 ctx->NewState |= _NEW_PIXEL; 1126 break; 1127 case GL_POINT_BIT: 1128 { 1129 const struct gl_point_attrib *point; 1130 point = (const struct gl_point_attrib *) attr->data; 1131 _mesa_PointSize(point->Size); 1132 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1133 if (ctx->Extensions.EXT_point_parameters) { 1134 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1135 point->Params); 1136 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1137 point->MinSize); 1138 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1139 point->MaxSize); 1140 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1141 point->Threshold); 1142 } 1143 if (ctx->Extensions.NV_point_sprite 1144 || ctx->Extensions.ARB_point_sprite) { 1145 GLuint u; 1146 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1147 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1148 (GLint) point->CoordReplace[u]); 1149 } 1150 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1151 if (ctx->Extensions.NV_point_sprite) 1152 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1153 ctx->Point.SpriteRMode); 1154 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1155 (GLfloat)ctx->Point.SpriteOrigin); 1156 } 1157 } 1158 break; 1159 case GL_POLYGON_BIT: 1160 { 1161 const struct gl_polygon_attrib *polygon; 1162 polygon = (const struct gl_polygon_attrib *) attr->data; 1163 _mesa_CullFace(polygon->CullFaceMode); 1164 _mesa_FrontFace(polygon->FrontFace); 1165 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1166 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1167 _mesa_PolygonOffset(polygon->OffsetFactor, 1168 polygon->OffsetUnits); 1169 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1170 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1171 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1172 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1173 polygon->OffsetPoint); 1174 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1175 polygon->OffsetLine); 1176 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1177 polygon->OffsetFill); 1178 } 1179 break; 1180 case GL_POLYGON_STIPPLE_BIT: 1181 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1182 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1183 if (ctx->Driver.PolygonStipple) 1184 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1185 break; 1186 case GL_SCISSOR_BIT: 1187 { 1188 const struct gl_scissor_attrib *scissor; 1189 scissor = (const struct gl_scissor_attrib *) attr->data; 1190 _mesa_Scissor(scissor->X, scissor->Y, 1191 scissor->Width, scissor->Height); 1192 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled); 1193 } 1194 break; 1195 case GL_STENCIL_BUFFER_BIT: 1196 { 1197 const struct gl_stencil_attrib *stencil; 1198 stencil = (const struct gl_stencil_attrib *) attr->data; 1199 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1200 _mesa_ClearStencil(stencil->Clear); 1201 if (ctx->Extensions.EXT_stencil_two_side) { 1202 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1203 stencil->TestTwoSide); 1204 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1205 ? GL_BACK : GL_FRONT); 1206 } 1207 /* front state */ 1208 _mesa_StencilFuncSeparate(GL_FRONT, 1209 stencil->Function[0], 1210 stencil->Ref[0], 1211 stencil->ValueMask[0]); 1212 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1213 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1214 stencil->ZFailFunc[0], 1215 stencil->ZPassFunc[0]); 1216 /* back state */ 1217 _mesa_StencilFuncSeparate(GL_BACK, 1218 stencil->Function[1], 1219 stencil->Ref[1], 1220 stencil->ValueMask[1]); 1221 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1222 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1223 stencil->ZFailFunc[1], 1224 stencil->ZPassFunc[1]); 1225 } 1226 break; 1227 case GL_TRANSFORM_BIT: 1228 { 1229 GLuint i; 1230 const struct gl_transform_attrib *xform; 1231 xform = (const struct gl_transform_attrib *) attr->data; 1232 _mesa_MatrixMode(xform->MatrixMode); 1233 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1234 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1235 1236 /* restore clip planes */ 1237 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { 1238 const GLuint mask = 1 << i; 1239 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1240 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1241 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, 1242 !!(xform->ClipPlanesEnabled & mask)); 1243 if (ctx->Driver.ClipPlane) 1244 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1245 } 1246 1247 /* normalize/rescale */ 1248 if (xform->Normalize != ctx->Transform.Normalize) 1249 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1250 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1251 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1252 ctx->Transform.RescaleNormals); 1253 if (xform->DepthClamp != ctx->Transform.DepthClamp) 1254 _mesa_set_enable(ctx, GL_DEPTH_CLAMP, 1255 ctx->Transform.DepthClamp); 1256 } 1257 break; 1258 case GL_TEXTURE_BIT: 1259 { 1260 struct texture_state *texstate 1261 = (struct texture_state *) attr->data; 1262 pop_texture_group(ctx, texstate); 1263 ctx->NewState |= _NEW_TEXTURE; 1264 } 1265 break; 1266 case GL_VIEWPORT_BIT: 1267 { 1268 const struct gl_viewport_attrib *vp; 1269 vp = (const struct gl_viewport_attrib *) attr->data; 1270 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height); 1271 _mesa_DepthRange(vp->Near, vp->Far); 1272 } 1273 break; 1274 case GL_MULTISAMPLE_BIT_ARB: 1275 { 1276 const struct gl_multisample_attrib *ms; 1277 ms = (const struct gl_multisample_attrib *) attr->data; 1278 _mesa_SampleCoverageARB(ms->SampleCoverageValue, 1279 ms->SampleCoverageInvert); 1280 } 1281 break; 1282 1283 default: 1284 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1285 break; 1286 } 1287 1288 next = attr->next; 1289 FREE( attr->data ); 1290 FREE( attr ); 1291 attr = next; 1292 } 1293} 1294 1295 1296/** 1297 * Copy gl_pixelstore_attrib from src to dst, updating buffer 1298 * object refcounts. 1299 */ 1300static void 1301copy_pixelstore(struct gl_context *ctx, 1302 struct gl_pixelstore_attrib *dst, 1303 const struct gl_pixelstore_attrib *src) 1304{ 1305 dst->Alignment = src->Alignment; 1306 dst->RowLength = src->RowLength; 1307 dst->SkipPixels = src->SkipPixels; 1308 dst->SkipRows = src->SkipRows; 1309 dst->ImageHeight = src->ImageHeight; 1310 dst->SkipImages = src->SkipImages; 1311 dst->SwapBytes = src->SwapBytes; 1312 dst->LsbFirst = src->LsbFirst; 1313 dst->Invert = src->Invert; 1314 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); 1315} 1316 1317 1318#define GL_CLIENT_PACK_BIT (1<<20) 1319#define GL_CLIENT_UNPACK_BIT (1<<21) 1320 1321/** 1322 * Copy gl_array_object from src to dest. 1323 * 'dest' must be in an initialized state. 1324 */ 1325static void 1326copy_array_object(struct gl_context *ctx, 1327 struct gl_array_object *dest, 1328 struct gl_array_object *src) 1329{ 1330 GLuint i; 1331 1332 /* skip Name */ 1333 /* skip RefCount */ 1334 1335 /* In theory must be the same anyway, but on recreate make sure it matches */ 1336 dest->ARBsemantics = src->ARBsemantics; 1337 1338 for (i = 0; i < Elements(src->VertexAttrib); i++) 1339 _mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]); 1340 1341 /* _Enabled must be the same than on push */ 1342 dest->_Enabled = src->_Enabled; 1343 dest->_MaxElement = src->_MaxElement; 1344} 1345 1346/** 1347 * Copy gl_array_attrib from src to dest. 1348 * 'dest' must be in an initialized state. 1349 */ 1350static void 1351copy_array_attrib(struct gl_context *ctx, 1352 struct gl_array_attrib *dest, 1353 struct gl_array_attrib *src, 1354 bool vbo_deleted) 1355{ 1356 /* skip ArrayObj */ 1357 /* skip DefaultArrayObj, Objects */ 1358 dest->ActiveTexture = src->ActiveTexture; 1359 dest->LockFirst = src->LockFirst; 1360 dest->LockCount = src->LockCount; 1361 dest->PrimitiveRestart = src->PrimitiveRestart; 1362 dest->RestartIndex = src->RestartIndex; 1363 /* skip NewState */ 1364 /* skip RebindArrays */ 1365 1366 if (!vbo_deleted) 1367 copy_array_object(ctx, dest->ArrayObj, src->ArrayObj); 1368 1369 /* skip ArrayBufferObj */ 1370 /* skip ElementArrayBufferObj */ 1371} 1372 1373/** 1374 * Save the content of src to dest. 1375 */ 1376static void 1377save_array_attrib(struct gl_context *ctx, 1378 struct gl_array_attrib *dest, 1379 struct gl_array_attrib *src) 1380{ 1381 /* Set the Name, needed for restore, but do never overwrite. 1382 * Needs to match value in the object hash. */ 1383 dest->ArrayObj->Name = src->ArrayObj->Name; 1384 /* And copy all of the rest. */ 1385 copy_array_attrib(ctx, dest, src, false); 1386 1387 /* Just reference them here */ 1388 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj, 1389 src->ArrayBufferObj); 1390 _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj, 1391 src->ArrayObj->ElementArrayBufferObj); 1392} 1393 1394/** 1395 * Restore the content of src to dest. 1396 */ 1397static void 1398restore_array_attrib(struct gl_context *ctx, 1399 struct gl_array_attrib *dest, 1400 struct gl_array_attrib *src) 1401{ 1402 /* The ARB_vertex_array_object spec says: 1403 * 1404 * "BindVertexArray fails and an INVALID_OPERATION error is generated 1405 * if array is not a name returned from a previous call to 1406 * GenVertexArrays, or if such a name has since been deleted with 1407 * DeleteVertexArrays." 1408 * 1409 * Therefore popping a deleted VAO cannot magically recreate it. 1410 * 1411 * The semantics of objects created using APPLE_vertex_array_objects behave 1412 * differently. These objects expect to be recreated by pop. Alas. 1413 */ 1414 const bool arb_vao = (src->ArrayObj->Name != 0 1415 && src->ArrayObj->ARBsemantics); 1416 1417 if (arb_vao && !_mesa_IsVertexArrayAPPLE(src->ArrayObj->Name)) 1418 return; 1419 1420 _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name); 1421 1422 /* Restore or recreate the buffer objects by the names ... */ 1423 if (!arb_vao 1424 || src->ArrayBufferObj->Name == 0 1425 || _mesa_IsBufferARB(src->ArrayBufferObj->Name)) { 1426 /* ... and restore its content */ 1427 copy_array_attrib(ctx, dest, src, false); 1428 1429 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 1430 src->ArrayBufferObj->Name); 1431 } else { 1432 copy_array_attrib(ctx, dest, src, true); 1433 } 1434 1435 if (!arb_vao 1436 || src->ArrayObj->ElementArrayBufferObj->Name == 0 1437 || _mesa_IsBufferARB(src->ArrayObj->ElementArrayBufferObj->Name)) 1438 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 1439 src->ArrayObj->ElementArrayBufferObj->Name); 1440 1441 /* Better safe than sorry?! */ 1442 dest->RebindArrays = GL_TRUE; 1443 1444 /* FIXME: Should some bits in ctx->Array->NewState also be set 1445 * FIXME: here? It seems like it should be set to inclusive-or 1446 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled. 1447 * ... just do it. 1448 */ 1449 dest->NewState |= src->ArrayObj->_Enabled | dest->ArrayObj->_Enabled; 1450} 1451 1452/** 1453 * init/alloc the fields of 'attrib'. 1454 * Needs to the init part matching free_array_attrib_data below. 1455 */ 1456static void 1457init_array_attrib_data(struct gl_context *ctx, 1458 struct gl_array_attrib *attrib) 1459{ 1460 /* Get a non driver gl_array_object. */ 1461 attrib->ArrayObj = CALLOC_STRUCT( gl_array_object ); 1462 _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0); 1463} 1464 1465/** 1466 * Free/unreference the fields of 'attrib' but don't delete it (that's 1467 * done later in the calling code). 1468 * Needs to the cleanup part matching init_array_attrib_data above. 1469 */ 1470static void 1471free_array_attrib_data(struct gl_context *ctx, 1472 struct gl_array_attrib *attrib) 1473{ 1474 /* We use a non driver array object, so don't just unref since we would 1475 * end up using the drivers DeleteArrayObject function for deletion. */ 1476 _mesa_delete_array_object(ctx, attrib->ArrayObj); 1477 attrib->ArrayObj = 0; 1478 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL); 1479} 1480 1481 1482void GLAPIENTRY 1483_mesa_PushClientAttrib(GLbitfield mask) 1484{ 1485 struct gl_attrib_node *head; 1486 1487 GET_CURRENT_CONTEXT(ctx); 1488 ASSERT_OUTSIDE_BEGIN_END(ctx); 1489 1490 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1491 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1492 return; 1493 } 1494 1495 /* Build linked list of attribute nodes which save all attribute 1496 * groups specified by the mask. 1497 */ 1498 head = NULL; 1499 1500 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1501 struct gl_pixelstore_attrib *attr; 1502 /* packing attribs */ 1503 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1504 copy_pixelstore(ctx, attr, &ctx->Pack); 1505 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr); 1506 /* unpacking attribs */ 1507 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1508 copy_pixelstore(ctx, attr, &ctx->Unpack); 1509 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr); 1510 } 1511 1512 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1513 struct gl_array_attrib *attr; 1514 attr = CALLOC_STRUCT( gl_array_attrib ); 1515 init_array_attrib_data(ctx, attr); 1516 save_array_attrib(ctx, attr, &ctx->Array); 1517 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr); 1518 } 1519 1520 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1521 ctx->ClientAttribStackDepth++; 1522} 1523 1524 1525 1526 1527void GLAPIENTRY 1528_mesa_PopClientAttrib(void) 1529{ 1530 struct gl_attrib_node *node, *next; 1531 1532 GET_CURRENT_CONTEXT(ctx); 1533 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1534 1535 if (ctx->ClientAttribStackDepth == 0) { 1536 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1537 return; 1538 } 1539 1540 ctx->ClientAttribStackDepth--; 1541 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1542 1543 while (node) { 1544 switch (node->kind) { 1545 case GL_CLIENT_PACK_BIT: 1546 { 1547 struct gl_pixelstore_attrib *store = 1548 (struct gl_pixelstore_attrib *) node->data; 1549 copy_pixelstore(ctx, &ctx->Pack, store); 1550 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1551 } 1552 ctx->NewState |= _NEW_PACKUNPACK; 1553 break; 1554 case GL_CLIENT_UNPACK_BIT: 1555 { 1556 struct gl_pixelstore_attrib *store = 1557 (struct gl_pixelstore_attrib *) node->data; 1558 copy_pixelstore(ctx, &ctx->Unpack, store); 1559 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1560 } 1561 ctx->NewState |= _NEW_PACKUNPACK; 1562 break; 1563 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1564 struct gl_array_attrib * attr = 1565 (struct gl_array_attrib *) node->data; 1566 restore_array_attrib(ctx, &ctx->Array, attr); 1567 free_array_attrib_data(ctx, attr); 1568 ctx->NewState |= _NEW_ARRAY; 1569 break; 1570 } 1571 default: 1572 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1573 break; 1574 } 1575 1576 next = node->next; 1577 FREE( node->data ); 1578 FREE( node ); 1579 node = next; 1580 } 1581} 1582 1583 1584void 1585_mesa_init_attrib_dispatch(struct _glapi_table *disp) 1586{ 1587 SET_PopAttrib(disp, _mesa_PopAttrib); 1588 SET_PushAttrib(disp, _mesa_PushAttrib); 1589 SET_PopClientAttrib(disp, _mesa_PopClientAttrib); 1590 SET_PushClientAttrib(disp, _mesa_PushClientAttrib); 1591} 1592 1593 1594#endif /* FEATURE_attrib_stack */ 1595 1596 1597/** 1598 * Free any attribute state data that might be attached to the context. 1599 */ 1600void 1601_mesa_free_attrib_data(struct gl_context *ctx) 1602{ 1603 while (ctx->AttribStackDepth > 0) { 1604 struct gl_attrib_node *attr, *next; 1605 1606 ctx->AttribStackDepth--; 1607 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1608 1609 while (attr) { 1610 if (attr->kind == GL_TEXTURE_BIT) { 1611 struct texture_state *texstate = (struct texture_state*)attr->data; 1612 GLuint u, tgt; 1613 /* clear references to the saved texture objects */ 1614 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1615 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1616 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1617 } 1618 } 1619 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL); 1620 } 1621 else { 1622 /* any other chunks of state that requires special handling? */ 1623 } 1624 1625 next = attr->next; 1626 free(attr->data); 1627 free(attr); 1628 attr = next; 1629 } 1630 } 1631} 1632 1633 1634void _mesa_init_attrib( struct gl_context *ctx ) 1635{ 1636 /* Renderer and client attribute stacks */ 1637 ctx->AttribStackDepth = 0; 1638 ctx->ClientAttribStackDepth = 0; 1639} 1640