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5564 serge 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 "context.h"
36
#include "depth.h"
37
#include "enable.h"
38
#include "enums.h"
39
#include "fog.h"
40
#include "hint.h"
41
#include "light.h"
42
#include "lines.h"
43
#include "macros.h"
44
#include "matrix.h"
45
#include "multisample.h"
46
#include "points.h"
47
#include "polygon.h"
48
#include "shared.h"
49
#include "scissor.h"
50
#include "stencil.h"
51
#include "texenv.h"
52
#include "texgen.h"
53
#include "texobj.h"
54
#include "texparam.h"
55
#include "texstate.h"
56
#include "varray.h"
57
#include "viewport.h"
58
#include "mtypes.h"
59
#include "main/dispatch.h"
60
#include "hash.h"
61
#include 
62
 
63
 
64
/**
65
 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
66
 */
67
struct gl_enable_attrib
68
{
69
   GLboolean AlphaTest;
70
   GLboolean AutoNormal;
71
   GLboolean Blend;
72
   GLbitfield ClipPlanes;
73
   GLboolean ColorMaterial;
74
   GLboolean CullFace;
75
   GLboolean DepthClamp;
76
   GLboolean DepthTest;
77
   GLboolean Dither;
78
   GLboolean Fog;
79
   GLboolean Light[MAX_LIGHTS];
80
   GLboolean Lighting;
81
   GLboolean LineSmooth;
82
   GLboolean LineStipple;
83
   GLboolean IndexLogicOp;
84
   GLboolean ColorLogicOp;
85
 
86
   GLboolean Map1Color4;
87
   GLboolean Map1Index;
88
   GLboolean Map1Normal;
89
   GLboolean Map1TextureCoord1;
90
   GLboolean Map1TextureCoord2;
91
   GLboolean Map1TextureCoord3;
92
   GLboolean Map1TextureCoord4;
93
   GLboolean Map1Vertex3;
94
   GLboolean Map1Vertex4;
95
   GLboolean Map2Color4;
96
   GLboolean Map2Index;
97
   GLboolean Map2Normal;
98
   GLboolean Map2TextureCoord1;
99
   GLboolean Map2TextureCoord2;
100
   GLboolean Map2TextureCoord3;
101
   GLboolean Map2TextureCoord4;
102
   GLboolean Map2Vertex3;
103
   GLboolean Map2Vertex4;
104
 
105
   GLboolean Normalize;
106
   GLboolean PixelTexture;
107
   GLboolean PointSmooth;
108
   GLboolean PolygonOffsetPoint;
109
   GLboolean PolygonOffsetLine;
110
   GLboolean PolygonOffsetFill;
111
   GLboolean PolygonSmooth;
112
   GLboolean PolygonStipple;
113
   GLboolean RescaleNormals;
114
   GLbitfield Scissor;
115
   GLboolean Stencil;
116
   GLboolean StencilTwoSide;          /* GL_EXT_stencil_two_side */
117
   GLboolean MultisampleEnabled;      /* GL_ARB_multisample */
118
   GLboolean SampleAlphaToCoverage;   /* GL_ARB_multisample */
119
   GLboolean SampleAlphaToOne;        /* GL_ARB_multisample */
120
   GLboolean SampleCoverage;          /* GL_ARB_multisample */
121
   GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
122
 
123
   GLbitfield Texture[MAX_TEXTURE_UNITS];
124
   GLbitfield TexGen[MAX_TEXTURE_UNITS];
125
 
126
   /* GL_ARB_vertex_program */
127
   GLboolean VertexProgram;
128
   GLboolean VertexProgramPointSize;
129
   GLboolean VertexProgramTwoSide;
130
 
131
   /* GL_ARB_fragment_program */
132
   GLboolean FragmentProgram;
133
 
134
   /* GL_ARB_point_sprite / GL_NV_point_sprite */
135
   GLboolean PointSprite;
136
   GLboolean FragmentShaderATI;
137
 
138
   /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
139
   GLboolean sRGBEnabled;
140
};
141
 
142
 
143
/**
144
 * Node for the attribute stack.
145
 */
146
struct gl_attrib_node
147
{
148
   GLbitfield kind;
149
   void *data;
150
   struct gl_attrib_node *next;
151
};
152
 
153
 
154
 
155
/**
156
 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
157
 */
158
struct texture_state
159
{
160
   struct gl_texture_attrib Texture;  /**< The usual context state */
161
 
162
   /** to save per texture object state (wrap modes, filters, etc): */
163
   struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
164
 
165
   /**
166
    * To save references to texture objects (so they don't get accidentally
167
    * deleted while saved in the attribute stack).
168
    */
169
   struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
170
 
171
   /* We need to keep a reference to the shared state.  That's where the
172
    * default texture objects are kept.  We don't want that state to be
173
    * freed while the attribute stack contains pointers to any default
174
    * texture objects.
175
    */
176
   struct gl_shared_state *SharedRef;
177
};
178
 
179
 
180
/**
181
 * Allocate new attribute node of given type/kind.  Attach payload data.
182
 * Insert it into the linked list named by 'head'.
183
 */
184
static bool
185
save_attrib_data(struct gl_attrib_node **head,
186
                 GLbitfield kind, void *payload)
187
{
188
   struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
189
   if (n) {
190
      n->kind = kind;
191
      n->data = payload;
192
      /* insert at head */
193
      n->next = *head;
194
      *head = n;
195
   }
196
   else {
197
      /* out of memory! */
198
      return false;
199
   }
200
   return true;
201
}
202
 
203
 
204
/**
205
 * Helper function for_mesa_PushAttrib for simple attributes.
206
 * Allocates memory for attribute data and copies the given attribute data.
207
 * \param head  head of linked list to insert attribute data into
208
 * \param attr_bit  one of the GL__BIT flags
209
 * \param attr_size  number of bytes to allocate for attribute data
210
 * \param attr_data  the attribute data to copy
211
 * \return true for success, false for out of memory
212
 */
213
static bool
214
push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
215
            GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
216
{
217
   void *attribute;
218
 
219
   attribute = malloc(attr_size);
220
   if (attribute == NULL) {
221
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
222
      return false;
223
   }
224
 
225
   if (save_attrib_data(head, attr_bit, attribute)) {
226
      memcpy(attribute, attr_data, attr_size);
227
   }
228
   else {
229
      free(attribute);
230
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
231
      return false;
232
   }
233
   return true;
234
}
235
 
236
 
237
void GLAPIENTRY
238
_mesa_PushAttrib(GLbitfield mask)
239
{
240
   struct gl_attrib_node *head;
241
 
242
   GET_CURRENT_CONTEXT(ctx);
243
 
244
   if (MESA_VERBOSE & VERBOSE_API)
245
      _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
246
 
247
   if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
248
      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
249
      return;
250
   }
251
 
252
   /* Build linked list of attribute nodes which save all attribute */
253
   /* groups specified by the mask. */
254
   head = NULL;
255
 
256
   if (mask & GL_ACCUM_BUFFER_BIT) {
257
      if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
258
                       sizeof(struct gl_accum_attrib),
259
                       (void*)&ctx->Accum))
260
         goto end;
261
   }
262
 
263
   if (mask & GL_COLOR_BUFFER_BIT) {
264
      GLuint i;
265
      struct gl_colorbuffer_attrib *attr;
266
      attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
267
      if (attr == NULL) {
268
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
269
         goto end;
270
      }
271
 
272
    if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
273
         memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
274
         /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
275
         for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
276
            attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
277
      }
278
      else {
279
         free(attr);
280
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
281
         goto end;
282
      }
283
   }
284
 
285
   if (mask & GL_CURRENT_BIT) {
286
      FLUSH_CURRENT(ctx, 0);
287
      if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
288
                       sizeof(struct gl_current_attrib),
289
                       (void*)&ctx->Current))
290
         goto end;
291
   }
292
 
293
   if (mask & GL_DEPTH_BUFFER_BIT) {
294
      if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
295
                       sizeof(struct gl_depthbuffer_attrib),
296
                       (void*)&ctx->Depth))
297
         goto end;
298
   }
299
 
300
   if (mask & GL_ENABLE_BIT) {
301
      struct gl_enable_attrib *attr;
302
      GLuint i;
303
      attr = MALLOC_STRUCT( gl_enable_attrib );
304
      if (attr == NULL) {
305
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
306
         goto end;
307
      }
308
 
309
      /* Copy enable flags from all other attributes into the enable struct. */
310
      attr->AlphaTest = ctx->Color.AlphaEnabled;
311
      attr->AutoNormal = ctx->Eval.AutoNormal;
312
      attr->Blend = ctx->Color.BlendEnabled;
313
      attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
314
      attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
315
      attr->CullFace = ctx->Polygon.CullFlag;
316
      attr->DepthClamp = ctx->Transform.DepthClamp;
317
      attr->DepthTest = ctx->Depth.Test;
318
      attr->Dither = ctx->Color.DitherFlag;
319
      attr->Fog = ctx->Fog.Enabled;
320
      for (i = 0; i < ctx->Const.MaxLights; i++) {
321
         attr->Light[i] = ctx->Light.Light[i].Enabled;
322
      }
323
      attr->Lighting = ctx->Light.Enabled;
324
      attr->LineSmooth = ctx->Line.SmoothFlag;
325
      attr->LineStipple = ctx->Line.StippleFlag;
326
      attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
327
      attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
328
      attr->Map1Color4 = ctx->Eval.Map1Color4;
329
      attr->Map1Index = ctx->Eval.Map1Index;
330
      attr->Map1Normal = ctx->Eval.Map1Normal;
331
      attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
332
      attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
333
      attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
334
      attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
335
      attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
336
      attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
337
      attr->Map2Color4 = ctx->Eval.Map2Color4;
338
      attr->Map2Index = ctx->Eval.Map2Index;
339
      attr->Map2Normal = ctx->Eval.Map2Normal;
340
      attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
341
      attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
342
      attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
343
      attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
344
      attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
345
      attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
346
      attr->Normalize = ctx->Transform.Normalize;
347
      attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
348
      attr->PointSmooth = ctx->Point.SmoothFlag;
349
      attr->PointSprite = ctx->Point.PointSprite;
350
      attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
351
      attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
352
      attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
353
      attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
354
      attr->PolygonStipple = ctx->Polygon.StippleFlag;
355
      attr->RescaleNormals = ctx->Transform.RescaleNormals;
356
      attr->Scissor = ctx->Scissor.EnableFlags;
357
      attr->Stencil = ctx->Stencil.Enabled;
358
      attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
359
      attr->MultisampleEnabled = ctx->Multisample.Enabled;
360
      attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
361
      attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
362
      attr->SampleCoverage = ctx->Multisample.SampleCoverage;
363
      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
364
         attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
365
         attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
366
      }
367
      /* GL_ARB_vertex_program */
368
      attr->VertexProgram = ctx->VertexProgram.Enabled;
369
      attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
370
      attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
371
 
372
      /* GL_ARB_fragment_program */
373
      attr->FragmentProgram = ctx->FragmentProgram.Enabled;
374
 
375
      if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
376
         free(attr);
377
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
378
         goto end;
379
      }
380
 
381
      /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
382
      attr->sRGBEnabled = ctx->Color.sRGBEnabled;
383
   }
384
 
385
   if (mask & GL_EVAL_BIT) {
386
      if (!push_attrib(ctx, &head, GL_EVAL_BIT,
387
                       sizeof(struct gl_eval_attrib),
388
                       (void*)&ctx->Eval))
389
         goto end;
390
   }
391
 
392
   if (mask & GL_FOG_BIT) {
393
      if (!push_attrib(ctx, &head, GL_FOG_BIT,
394
                       sizeof(struct gl_fog_attrib),
395
                       (void*)&ctx->Fog))
396
         goto end;
397
   }
398
 
399
   if (mask & GL_HINT_BIT) {
400
      if (!push_attrib(ctx, &head, GL_HINT_BIT,
401
                       sizeof(struct gl_hint_attrib),
402
                       (void*)&ctx->Hint))
403
         goto end;
404
   }
405
 
406
   if (mask & GL_LIGHTING_BIT) {
407
      FLUSH_CURRENT(ctx, 0);   /* flush material changes */
408
      if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
409
                       sizeof(struct gl_light_attrib),
410
                       (void*)&ctx->Light))
411
         goto end;
412
   }
413
 
414
   if (mask & GL_LINE_BIT) {
415
      if (!push_attrib(ctx, &head, GL_LINE_BIT,
416
                       sizeof(struct gl_line_attrib),
417
                       (void*)&ctx->Line))
418
         goto end;
419
   }
420
 
421
   if (mask & GL_LIST_BIT) {
422
      if (!push_attrib(ctx, &head, GL_LIST_BIT,
423
                       sizeof(struct gl_list_attrib),
424
                       (void*)&ctx->List))
425
         goto end;
426
   }
427
 
428
   if (mask & GL_PIXEL_MODE_BIT) {
429
      struct gl_pixel_attrib *attr;
430
      attr = MALLOC_STRUCT( gl_pixel_attrib );
431
      if (attr == NULL) {
432
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
433
         goto end;
434
      }
435
 
436
      if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
437
         memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
438
         /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
439
         attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
440
      }
441
      else {
442
         free(attr);
443
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
444
         goto end;
445
      }
446
   }
447
 
448
   if (mask & GL_POINT_BIT) {
449
      if (!push_attrib(ctx, &head, GL_POINT_BIT,
450
                       sizeof(struct gl_point_attrib),
451
                       (void*)&ctx->Point))
452
         goto end;
453
   }
454
 
455
   if (mask & GL_POLYGON_BIT) {
456
      if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
457
                       sizeof(struct gl_polygon_attrib),
458
                       (void*)&ctx->Polygon))
459
         goto end;
460
   }
461
 
462
   if (mask & GL_POLYGON_STIPPLE_BIT) {
463
      if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
464
                       sizeof(ctx->PolygonStipple),
465
                       (void*)&ctx->PolygonStipple))
466
         goto end;
467
   }
468
 
469
   if (mask & GL_SCISSOR_BIT) {
470
      if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
471
                       sizeof(struct gl_scissor_attrib),
472
                       (void*)&ctx->Scissor))
473
         goto end;
474
   }
475
 
476
   if (mask & GL_STENCIL_BUFFER_BIT) {
477
      if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
478
                       sizeof(struct gl_stencil_attrib),
479
                       (void*)&ctx->Stencil))
480
         goto end;
481
   }
482
 
483
   if (mask & GL_TEXTURE_BIT) {
484
      struct texture_state *texstate = CALLOC_STRUCT(texture_state);
485
      GLuint u, tex;
486
 
487
      if (!texstate) {
488
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
489
         goto end;
490
      }
491
 
492
      if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
493
         free(texstate);
494
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
495
         goto end;
496
      }
497
 
498
      _mesa_lock_context_textures(ctx);
499
 
500
      /* copy/save the bulk of texture state here */
501
      memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
502
 
503
      /* Save references to the currently bound texture objects so they don't
504
       * accidentally get deleted while referenced in the attribute stack.
505
       */
506
      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
507
         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
508
            _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
509
                                   ctx->Texture.Unit[u].CurrentTex[tex]);
510
         }
511
      }
512
 
513
      /* copy state/contents of the currently bound texture objects */
514
      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
515
         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
516
            _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
517
                                      ctx->Texture.Unit[u].CurrentTex[tex]);
518
         }
519
      }
520
 
521
      _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
522
 
523
      _mesa_unlock_context_textures(ctx);
524
   }
525
 
526
   if (mask & GL_TRANSFORM_BIT) {
527
      if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
528
                       sizeof(struct gl_transform_attrib),
529
                       (void*)&ctx->Transform))
530
         goto end;
531
   }
532
 
533
   if (mask & GL_VIEWPORT_BIT) {
534
      if (!push_attrib(ctx, &head, GL_VIEWPORT_BIT,
535
                       sizeof(struct gl_viewport_attrib)
536
                       * ctx->Const.MaxViewports,
537
                       (void*)&ctx->ViewportArray))
538
         goto end;
539
   }
540
 
541
   /* GL_ARB_multisample */
542
   if (mask & GL_MULTISAMPLE_BIT_ARB) {
543
      if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
544
                       sizeof(struct gl_multisample_attrib),
545
                       (void*)&ctx->Multisample))
546
         goto end;
547
   }
548
 
549
end:
550
   if (head != NULL) {
551
       ctx->AttribStack[ctx->AttribStackDepth] = head;
552
       ctx->AttribStackDepth++;
553
   }
554
}
555
 
556
 
557
 
558
static void
559
pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
560
{
561
   const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
562
   GLuint i;
563
 
564
#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)		\
565
	if ((VALUE) != (NEWVALUE)) {			\
566
	   _mesa_set_enable( ctx, ENUM, (NEWVALUE) );	\
567
	}
568
 
569
   TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
570
   if (ctx->Color.BlendEnabled != enable->Blend) {
571
      if (ctx->Extensions.EXT_draw_buffers2) {
572
         GLuint i;
573
         for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
574
            _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
575
         }
576
      }
577
      else {
578
         _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
579
      }
580
   }
581
 
582
   for (i=0;iConst.MaxClipPlanes;i++) {
583
      const GLuint mask = 1 << i;
584
      if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
585
	  _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
586
			   !!(enable->ClipPlanes & mask));
587
   }
588
 
589
   TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
590
                   GL_COLOR_MATERIAL);
591
   TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
592
   TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
593
		   GL_DEPTH_CLAMP);
594
   TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
595
   TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
596
   TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
597
   TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
598
   TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
599
   TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
600
                   GL_LINE_STIPPLE);
601
   TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
602
                   GL_INDEX_LOGIC_OP);
603
   TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
604
                   GL_COLOR_LOGIC_OP);
605
 
606
   TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
607
   TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
608
   TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
609
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
610
                   GL_MAP1_TEXTURE_COORD_1);
611
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
612
                   GL_MAP1_TEXTURE_COORD_2);
613
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
614
                   GL_MAP1_TEXTURE_COORD_3);
615
   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
616
                   GL_MAP1_TEXTURE_COORD_4);
617
   TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
618
                   GL_MAP1_VERTEX_3);
619
   TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
620
                   GL_MAP1_VERTEX_4);
621
 
622
   TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
623
   TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
624
   TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
625
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
626
                   GL_MAP2_TEXTURE_COORD_1);
627
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
628
                   GL_MAP2_TEXTURE_COORD_2);
629
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
630
                   GL_MAP2_TEXTURE_COORD_3);
631
   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
632
                   GL_MAP2_TEXTURE_COORD_4);
633
   TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
634
                   GL_MAP2_VERTEX_3);
635
   TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
636
                   GL_MAP2_VERTEX_4);
637
 
638
   TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
639
   TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
640
   TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
641
                   GL_RESCALE_NORMAL_EXT);
642
   TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
643
                   enable->RasterPositionUnclipped,
644
                   GL_RASTER_POSITION_UNCLIPPED_IBM);
645
   TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
646
                   GL_POINT_SMOOTH);
647
   if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
648
      TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
649
                      GL_POINT_SPRITE_NV);
650
   }
651
   TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
652
                   GL_POLYGON_OFFSET_POINT);
653
   TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
654
                   GL_POLYGON_OFFSET_LINE);
655
   TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
656
                   GL_POLYGON_OFFSET_FILL);
657
   TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
658
                   GL_POLYGON_SMOOTH);
659
   TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
660
                   GL_POLYGON_STIPPLE);
661
   if (ctx->Scissor.EnableFlags != enable->Scissor) {
662
      unsigned i;
663
 
664
      for (i = 0; i < ctx->Const.MaxViewports; i++) {
665
         _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
666
      }
667
   }
668
   TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
669
   if (ctx->Extensions.EXT_stencil_two_side) {
670
      TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
671
   }
672
   TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
673
                   GL_MULTISAMPLE_ARB);
674
   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
675
                   enable->SampleAlphaToCoverage,
676
                   GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
677
   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
678
                   enable->SampleAlphaToOne,
679
                   GL_SAMPLE_ALPHA_TO_ONE_ARB);
680
   TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
681
                   enable->SampleCoverage,
682
                   GL_SAMPLE_COVERAGE_ARB);
683
   /* GL_ARB_vertex_program */
684
   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
685
                   enable->VertexProgram,
686
                   GL_VERTEX_PROGRAM_ARB);
687
   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
688
                   enable->VertexProgramPointSize,
689
                   GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
690
   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
691
                   enable->VertexProgramTwoSide,
692
                   GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
693
 
694
   /* GL_ARB_fragment_program */
695
   TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
696
                   enable->FragmentProgram,
697
                   GL_FRAGMENT_PROGRAM_ARB);
698
 
699
   /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
700
   TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
701
                   GL_FRAMEBUFFER_SRGB);
702
 
703
   /* texture unit enables */
704
   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
705
      const GLbitfield enabled = enable->Texture[i];
706
      const GLbitfield genEnabled = enable->TexGen[i];
707
 
708
      if (ctx->Texture.Unit[i].Enabled != enabled) {
709
         _mesa_ActiveTexture(GL_TEXTURE0 + i);
710
 
711
         _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
712
         _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
713
         _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
714
         if (ctx->Extensions.NV_texture_rectangle) {
715
            _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
716
                             !!(enabled & TEXTURE_RECT_BIT));
717
         }
718
         if (ctx->Extensions.ARB_texture_cube_map) {
719
            _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
720
                             !!(enabled & TEXTURE_CUBE_BIT));
721
         }
722
      }
723
 
724
      if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
725
         _mesa_ActiveTexture(GL_TEXTURE0 + i);
726
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
727
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
728
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
729
         _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
730
      }
731
   }
732
 
733
   _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
734
}
735
 
736
 
737
/**
738
 * Pop/restore texture attribute/group state.
739
 */
740
static void
741
pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
742
{
743
   GLuint u;
744
 
745
   _mesa_lock_context_textures(ctx);
746
 
747
   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
748
      const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
749
      GLuint tgt;
750
 
751
      _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
752
      _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
753
      _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
754
      _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
755
      if (ctx->Extensions.ARB_texture_cube_map) {
756
         _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
757
                          !!(unit->Enabled & TEXTURE_CUBE_BIT));
758
      }
759
      if (ctx->Extensions.NV_texture_rectangle) {
760
         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
761
                          !!(unit->Enabled & TEXTURE_RECT_BIT));
762
      }
763
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
764
      _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
765
      _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
766
      _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
767
      _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
768
      _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
769
      _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
770
      _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
771
      _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
772
      _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
773
      /* Eye plane done differently to avoid re-transformation */
774
      {
775
         struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
776
         COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
777
         COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
778
         COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
779
         COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
780
         if (ctx->Driver.TexGen) {
781
            ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
782
            ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
783
            ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
784
            ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
785
         }
786
      }
787
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
788
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
789
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
790
      _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
791
      _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
792
		    unit->LodBias);
793
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
794
		    unit->Combine.ModeRGB);
795
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
796
		    unit->Combine.ModeA);
797
      {
798
         const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
799
         GLuint i;
800
         for (i = 0; i < n; i++) {
801
            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
802
                          unit->Combine.SourceRGB[i]);
803
            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
804
                          unit->Combine.SourceA[i]);
805
            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
806
                          unit->Combine.OperandRGB[i]);
807
            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
808
                          unit->Combine.OperandA[i]);
809
         }
810
      }
811
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
812
		    1 << unit->Combine.ScaleShiftRGB);
813
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
814
		    1 << unit->Combine.ScaleShiftA);
815
 
816
      /* Restore texture object state for each target */
817
      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
818
         const struct gl_texture_object *obj = NULL;
819
         const struct gl_sampler_object *samp;
820
         GLenum target;
821
 
822
         obj = &texstate->SavedObj[u][tgt];
823
 
824
         /* don't restore state for unsupported targets to prevent
825
          * raising GL errors.
826
          */
827
         if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
828
             !ctx->Extensions.ARB_texture_cube_map) {
829
            continue;
830
         }
831
         else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
832
                  !ctx->Extensions.NV_texture_rectangle) {
833
            continue;
834
         }
835
         else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
836
                   obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
837
                  !ctx->Extensions.EXT_texture_array) {
838
            continue;
839
         }
840
         else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
841
             !ctx->Extensions.ARB_texture_cube_map_array) {
842
            continue;
843
         } else if (obj->Target == GL_TEXTURE_BUFFER)
844
            continue;
845
         else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
846
            continue;
847
         else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
848
                  obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
849
            continue;
850
 
851
         target = obj->Target;
852
 
853
         _mesa_BindTexture(target, obj->Name);
854
 
855
         samp = &obj->Sampler;
856
 
857
         _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
858
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
859
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
860
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
861
         _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
862
         _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
863
         _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
864
         _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
865
         _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
866
         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
867
         _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
868
         if (target != GL_TEXTURE_RECTANGLE_ARB)
869
            _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
870
         if (ctx->Extensions.EXT_texture_filter_anisotropic) {
871
            _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
872
                                samp->MaxAnisotropy);
873
         }
874
         if (ctx->Extensions.ARB_shadow) {
875
            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
876
                                samp->CompareMode);
877
            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
878
                                samp->CompareFunc);
879
         }
880
         if (ctx->Extensions.ARB_depth_texture)
881
            _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
882
      }
883
 
884
      /* remove saved references to the texture objects */
885
      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
886
         _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
887
      }
888
   }
889
 
890
   _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
891
 
892
   _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
893
 
894
   _mesa_unlock_context_textures(ctx);
895
}
896
 
897
 
898
/*
899
 * This function is kind of long just because we have to call a lot
900
 * of device driver functions to update device driver state.
901
 *
902
 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
903
 * in order to restore GL state.  This isn't terribly efficient but it
904
 * ensures that dirty flags and any derived state gets updated correctly.
905
 * We could at least check if the value to restore equals the current value
906
 * and then skip the Mesa call.
907
 */
908
void GLAPIENTRY
909
_mesa_PopAttrib(void)
910
{
911
   struct gl_attrib_node *attr, *next;
912
   GET_CURRENT_CONTEXT(ctx);
913
   FLUSH_VERTICES(ctx, 0);
914
 
915
   if (ctx->AttribStackDepth == 0) {
916
      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
917
      return;
918
   }
919
 
920
   ctx->AttribStackDepth--;
921
   attr = ctx->AttribStack[ctx->AttribStackDepth];
922
 
923
   while (attr) {
924
 
925
      if (MESA_VERBOSE & VERBOSE_API) {
926
         _mesa_debug(ctx, "glPopAttrib %s\n",
927
                     _mesa_lookup_enum_by_nr(attr->kind));
928
      }
929
 
930
      switch (attr->kind) {
931
         case GL_ACCUM_BUFFER_BIT:
932
            {
933
               const struct gl_accum_attrib *accum;
934
               accum = (const struct gl_accum_attrib *) attr->data;
935
               _mesa_ClearAccum(accum->ClearColor[0],
936
                                accum->ClearColor[1],
937
                                accum->ClearColor[2],
938
                                accum->ClearColor[3]);
939
            }
940
            break;
941
         case GL_COLOR_BUFFER_BIT:
942
            {
943
               const struct gl_colorbuffer_attrib *color;
944
 
945
               color = (const struct gl_colorbuffer_attrib *) attr->data;
946
               _mesa_ClearIndex((GLfloat) color->ClearIndex);
947
               _mesa_ClearColor(color->ClearColor.f[0],
948
                                color->ClearColor.f[1],
949
                                color->ClearColor.f[2],
950
                                color->ClearColor.f[3]);
951
               _mesa_IndexMask(color->IndexMask);
952
               if (!ctx->Extensions.EXT_draw_buffers2) {
953
                  _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
954
                                  (GLboolean) (color->ColorMask[0][1] != 0),
955
                                  (GLboolean) (color->ColorMask[0][2] != 0),
956
                                  (GLboolean) (color->ColorMask[0][3] != 0));
957
               }
958
               else {
959
                  GLuint i;
960
                  for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
961
                     _mesa_ColorMaski(i,
962
                                  (GLboolean) (color->ColorMask[i][0] != 0),
963
                                  (GLboolean) (color->ColorMask[i][1] != 0),
964
                                  (GLboolean) (color->ColorMask[i][2] != 0),
965
                                  (GLboolean) (color->ColorMask[i][3] != 0));
966
                  }
967
               }
968
               {
969
                  /* Need to determine if more than one color output is
970
                   * specified.  If so, call glDrawBuffersARB, else call
971
                   * glDrawBuffer().  This is a subtle, but essential point
972
                   * since GL_FRONT (for example) is illegal for the former
973
                   * function, but legal for the later.
974
                   */
975
                  GLboolean multipleBuffers = GL_FALSE;
976
		  GLuint i;
977
 
978
		  for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
979
		     if (color->DrawBuffer[i] != GL_NONE) {
980
			multipleBuffers = GL_TRUE;
981
			break;
982
		     }
983
                  }
984
                  /* Call the API_level functions, not _mesa_drawbuffers()
985
                   * since we need to do error checking on the pop'd
986
                   * GL_DRAW_BUFFER.
987
                   * Ex: if GL_FRONT were pushed, but we're popping with a
988
                   * user FBO bound, GL_FRONT will be illegal and we'll need
989
                   * to record that error.  Per OpenGL ARB decision.
990
                   */
991
                  if (multipleBuffers)
992
                     _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers,
993
                                          color->DrawBuffer);
994
                  else
995
                     _mesa_DrawBuffer(color->DrawBuffer[0]);
996
               }
997
               _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
998
               _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
999
               if (ctx->Color.BlendEnabled != color->BlendEnabled) {
1000
                  if (ctx->Extensions.EXT_draw_buffers2) {
1001
                     GLuint i;
1002
                     for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1003
                        _mesa_set_enablei(ctx, GL_BLEND, i,
1004
                                          (color->BlendEnabled >> i) & 1);
1005
                     }
1006
                  }
1007
                  else {
1008
                     _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
1009
                  }
1010
               }
1011
               if (ctx->Color._BlendFuncPerBuffer ||
1012
                   ctx->Color._BlendEquationPerBuffer) {
1013
                  /* set blend per buffer */
1014
                  GLuint buf;
1015
                  for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
1016
                     _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
1017
                                              color->Blend[buf].DstRGB,
1018
                                              color->Blend[buf].SrcA,
1019
                                              color->Blend[buf].DstA);
1020
                     _mesa_BlendEquationSeparateiARB(buf,
1021
                                                  color->Blend[buf].EquationRGB,
1022
                                                  color->Blend[buf].EquationA);
1023
                  }
1024
               }
1025
               else {
1026
                  /* set same blend modes for all buffers */
1027
                  _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
1028
                                             color->Blend[0].DstRGB,
1029
                                             color->Blend[0].SrcA,
1030
                                             color->Blend[0].DstA);
1031
                  /* This special case is because glBlendEquationSeparateEXT
1032
                   * cannot take GL_LOGIC_OP as a parameter.
1033
                   */
1034
                  if (color->Blend[0].EquationRGB ==
1035
                      color->Blend[0].EquationA) {
1036
                     _mesa_BlendEquation(color->Blend[0].EquationRGB);
1037
                  }
1038
                  else {
1039
                     _mesa_BlendEquationSeparate(
1040
                                                 color->Blend[0].EquationRGB,
1041
                                                 color->Blend[0].EquationA);
1042
                  }
1043
               }
1044
               _mesa_BlendColor(color->BlendColorUnclamped[0],
1045
                                color->BlendColorUnclamped[1],
1046
                                color->BlendColorUnclamped[2],
1047
                                color->BlendColorUnclamped[3]);
1048
               _mesa_LogicOp(color->LogicOp);
1049
               _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1050
                                color->ColorLogicOpEnabled);
1051
               _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1052
                                color->IndexLogicOpEnabled);
1053
               _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1054
               if (ctx->Extensions.ARB_color_buffer_float)
1055
                  _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
1056
                                   color->ClampFragmentColor);
1057
               _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
1058
 
1059
               /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
1060
               if (ctx->Extensions.EXT_framebuffer_sRGB)
1061
                  _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
1062
            }
1063
            break;
1064
         case GL_CURRENT_BIT:
1065
	    FLUSH_CURRENT( ctx, 0 );
1066
            memcpy( &ctx->Current, attr->data,
1067
		    sizeof(struct gl_current_attrib) );
1068
            break;
1069
         case GL_DEPTH_BUFFER_BIT:
1070
            {
1071
               const struct gl_depthbuffer_attrib *depth;
1072
               depth = (const struct gl_depthbuffer_attrib *) attr->data;
1073
               _mesa_DepthFunc(depth->Func);
1074
               _mesa_ClearDepth(depth->Clear);
1075
               _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1076
               _mesa_DepthMask(depth->Mask);
1077
            }
1078
            break;
1079
         case GL_ENABLE_BIT:
1080
            {
1081
               const struct gl_enable_attrib *enable;
1082
               enable = (const struct gl_enable_attrib *) attr->data;
1083
               pop_enable_group(ctx, enable);
1084
	       ctx->NewState |= _NEW_ALL;
1085
            }
1086
            break;
1087
         case GL_EVAL_BIT:
1088
            memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1089
	    ctx->NewState |= _NEW_EVAL;
1090
            break;
1091
         case GL_FOG_BIT:
1092
            {
1093
               const struct gl_fog_attrib *fog;
1094
               fog = (const struct gl_fog_attrib *) attr->data;
1095
               _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1096
               _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1097
               _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1098
               _mesa_Fogf(GL_FOG_START, fog->Start);
1099
               _mesa_Fogf(GL_FOG_END, fog->End);
1100
               _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1101
               _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1102
            }
1103
            break;
1104
         case GL_HINT_BIT:
1105
            {
1106
               const struct gl_hint_attrib *hint;
1107
               hint = (const struct gl_hint_attrib *) attr->data;
1108
               _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1109
                          hint->PerspectiveCorrection );
1110
               _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1111
               _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1112
               _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1113
               _mesa_Hint(GL_FOG_HINT, hint->Fog);
1114
	       _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1115
			  hint->TextureCompression);
1116
            }
1117
            break;
1118
         case GL_LIGHTING_BIT:
1119
            {
1120
               GLuint i;
1121
               const struct gl_light_attrib *light;
1122
               light = (const struct gl_light_attrib *) attr->data;
1123
               /* lighting enable */
1124
               _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1125
               /* per-light state */
1126
               if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1127
                  _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1128
 
1129
               for (i = 0; i < ctx->Const.MaxLights; i++) {
1130
                  const struct gl_light *l = &light->Light[i];
1131
                  _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1132
                  _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1133
                  _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1134
                  _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1135
                  _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1136
                  _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1137
                  {
1138
                     GLfloat p[4] = { 0 };
1139
                     p[0] = l->SpotExponent;
1140
                     _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1141
                  }
1142
                  {
1143
                     GLfloat p[4] = { 0 };
1144
                     p[0] = l->SpotCutoff;
1145
                     _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1146
                  }
1147
                  {
1148
                     GLfloat p[4] = { 0 };
1149
                     p[0] = l->ConstantAttenuation;
1150
                     _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1151
                  }
1152
                  {
1153
                     GLfloat p[4] = { 0 };
1154
                     p[0] = l->LinearAttenuation;
1155
                     _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1156
                  }
1157
                  {
1158
                     GLfloat p[4] = { 0 };
1159
                     p[0] = l->QuadraticAttenuation;
1160
                     _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1161
                  }
1162
               }
1163
               /* light model */
1164
               _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1165
                                  light->Model.Ambient);
1166
               _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1167
                                 (GLfloat) light->Model.LocalViewer);
1168
               _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1169
                                 (GLfloat) light->Model.TwoSide);
1170
               _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1171
                                 (GLfloat) light->Model.ColorControl);
1172
               /* shade model */
1173
               _mesa_ShadeModel(light->ShadeModel);
1174
               /* color material */
1175
               _mesa_ColorMaterial(light->ColorMaterialFace,
1176
                                   light->ColorMaterialMode);
1177
               _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1178
                                light->ColorMaterialEnabled);
1179
               /* materials */
1180
               memcpy(&ctx->Light.Material, &light->Material,
1181
                      sizeof(struct gl_material));
1182
               if (ctx->Extensions.ARB_color_buffer_float) {
1183
                  _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1184
                                   light->ClampVertexColor);
1185
               }
1186
            }
1187
            break;
1188
         case GL_LINE_BIT:
1189
            {
1190
               const struct gl_line_attrib *line;
1191
               line = (const struct gl_line_attrib *) attr->data;
1192
               _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1193
               _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1194
               _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1195
               _mesa_LineWidth(line->Width);
1196
            }
1197
            break;
1198
         case GL_LIST_BIT:
1199
            memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1200
            break;
1201
         case GL_PIXEL_MODE_BIT:
1202
            memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1203
            /* XXX what other pixel state needs to be set by function calls? */
1204
            _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1205
	    ctx->NewState |= _NEW_PIXEL;
1206
            break;
1207
         case GL_POINT_BIT:
1208
            {
1209
               const struct gl_point_attrib *point;
1210
               point = (const struct gl_point_attrib *) attr->data;
1211
               _mesa_PointSize(point->Size);
1212
               _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1213
               if (ctx->Extensions.EXT_point_parameters) {
1214
                  _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1215
                                         point->Params);
1216
                  _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1217
                                        point->MinSize);
1218
                  _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1219
                                        point->MaxSize);
1220
                  _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1221
                                        point->Threshold);
1222
               }
1223
               if (ctx->Extensions.NV_point_sprite
1224
		   || ctx->Extensions.ARB_point_sprite) {
1225
                  GLuint u;
1226
                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1227
                     _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1228
                                   (GLint) point->CoordReplace[u]);
1229
                  }
1230
                  _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1231
                  if (ctx->Extensions.NV_point_sprite)
1232
                     _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1233
                                           ctx->Point.SpriteRMode);
1234
 
1235
                  if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1236
                      || ctx->API == API_OPENGL_CORE)
1237
                     _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1238
                                           (GLfloat)ctx->Point.SpriteOrigin);
1239
               }
1240
            }
1241
            break;
1242
         case GL_POLYGON_BIT:
1243
            {
1244
               const struct gl_polygon_attrib *polygon;
1245
               polygon = (const struct gl_polygon_attrib *) attr->data;
1246
               _mesa_CullFace(polygon->CullFaceMode);
1247
               _mesa_FrontFace(polygon->FrontFace);
1248
               _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1249
               _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1250
               _mesa_polygon_offset_clamp(ctx,
1251
                                          polygon->OffsetFactor,
1252
                                          polygon->OffsetUnits,
1253
                                          polygon->OffsetClamp);
1254
               _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1255
               _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1256
               _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1257
               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1258
                                polygon->OffsetPoint);
1259
               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1260
                                polygon->OffsetLine);
1261
               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1262
                                polygon->OffsetFill);
1263
            }
1264
            break;
1265
	 case GL_POLYGON_STIPPLE_BIT:
1266
	    memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1267
	    ctx->NewState |= _NEW_POLYGONSTIPPLE;
1268
	    if (ctx->Driver.PolygonStipple)
1269
	       ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1270
	    break;
1271
         case GL_SCISSOR_BIT:
1272
            {
1273
               unsigned i;
1274
               const struct gl_scissor_attrib *scissor;
1275
               scissor = (const struct gl_scissor_attrib *) attr->data;
1276
 
1277
               for (i = 0; i < ctx->Const.MaxViewports; i++) {
1278
                  _mesa_set_scissor(ctx, i,
1279
                                    scissor->ScissorArray[i].X,
1280
                                    scissor->ScissorArray[i].Y,
1281
                                    scissor->ScissorArray[i].Width,
1282
                                    scissor->ScissorArray[i].Height);
1283
                  _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
1284
                                    (scissor->EnableFlags >> i) & 1);
1285
               }
1286
            }
1287
            break;
1288
         case GL_STENCIL_BUFFER_BIT:
1289
            {
1290
               const struct gl_stencil_attrib *stencil;
1291
               stencil = (const struct gl_stencil_attrib *) attr->data;
1292
               _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1293
               _mesa_ClearStencil(stencil->Clear);
1294
               if (ctx->Extensions.EXT_stencil_two_side) {
1295
                  _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1296
                                   stencil->TestTwoSide);
1297
                  _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1298
                                             ? GL_BACK : GL_FRONT);
1299
               }
1300
               /* front state */
1301
               _mesa_StencilFuncSeparate(GL_FRONT,
1302
                                         stencil->Function[0],
1303
                                         stencil->Ref[0],
1304
                                         stencil->ValueMask[0]);
1305
               _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1306
               _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1307
                                       stencil->ZFailFunc[0],
1308
                                       stencil->ZPassFunc[0]);
1309
               /* back state */
1310
               _mesa_StencilFuncSeparate(GL_BACK,
1311
                                         stencil->Function[1],
1312
                                         stencil->Ref[1],
1313
                                         stencil->ValueMask[1]);
1314
               _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1315
               _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1316
                                       stencil->ZFailFunc[1],
1317
                                       stencil->ZPassFunc[1]);
1318
            }
1319
            break;
1320
         case GL_TRANSFORM_BIT:
1321
            {
1322
               GLuint i;
1323
               const struct gl_transform_attrib *xform;
1324
               xform = (const struct gl_transform_attrib *) attr->data;
1325
               _mesa_MatrixMode(xform->MatrixMode);
1326
               if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1327
                  _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1328
 
1329
               /* restore clip planes */
1330
               for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1331
                  const GLuint mask = 1 << i;
1332
                  const GLfloat *eyePlane = xform->EyeUserPlane[i];
1333
                  COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1334
                  _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1335
                                   !!(xform->ClipPlanesEnabled & mask));
1336
                  if (ctx->Driver.ClipPlane)
1337
                     ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1338
               }
1339
 
1340
               /* normalize/rescale */
1341
               if (xform->Normalize != ctx->Transform.Normalize)
1342
                  _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1343
               if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1344
                  _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1345
                                   ctx->Transform.RescaleNormals);
1346
               if (xform->DepthClamp != ctx->Transform.DepthClamp)
1347
                  _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1348
                                   ctx->Transform.DepthClamp);
1349
               if (ctx->Extensions.ARB_clip_control)
1350
                  _mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode);
1351
            }
1352
            break;
1353
         case GL_TEXTURE_BIT:
1354
            {
1355
               struct texture_state *texstate
1356
                  = (struct texture_state *) attr->data;
1357
               pop_texture_group(ctx, texstate);
1358
	       ctx->NewState |= _NEW_TEXTURE;
1359
            }
1360
            break;
1361
         case GL_VIEWPORT_BIT:
1362
            {
1363
               unsigned i;
1364
               const struct gl_viewport_attrib *vp;
1365
               vp = (const struct gl_viewport_attrib *) attr->data;
1366
 
1367
               for (i = 0; i < ctx->Const.MaxViewports; i++) {
1368
                  _mesa_set_viewport(ctx, i, vp[i].X, vp[i].Y, vp[i].Width,
1369
                                     vp[i].Height);
1370
                  _mesa_set_depth_range(ctx, i, vp[i].Near, vp[i].Far);
1371
               }
1372
            }
1373
            break;
1374
         case GL_MULTISAMPLE_BIT_ARB:
1375
            {
1376
               const struct gl_multisample_attrib *ms;
1377
               ms = (const struct gl_multisample_attrib *) attr->data;
1378
 
1379
	       TEST_AND_UPDATE(ctx->Multisample.Enabled,
1380
			       ms->Enabled,
1381
			       GL_MULTISAMPLE);
1382
 
1383
	       TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1384
			       ms->SampleCoverage,
1385
			       GL_SAMPLE_COVERAGE);
1386
 
1387
	       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1388
			       ms->SampleAlphaToCoverage,
1389
			       GL_SAMPLE_ALPHA_TO_COVERAGE);
1390
 
1391
	       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1392
			       ms->SampleAlphaToOne,
1393
			       GL_SAMPLE_ALPHA_TO_ONE);
1394
 
1395
               _mesa_SampleCoverage(ms->SampleCoverageValue,
1396
                                       ms->SampleCoverageInvert);
1397
            }
1398
            break;
1399
 
1400
         default:
1401
            _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1402
            break;
1403
      }
1404
 
1405
      next = attr->next;
1406
      free(attr->data);
1407
      free(attr);
1408
      attr = next;
1409
   }
1410
}
1411
 
1412
 
1413
/**
1414
 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1415
 * object refcounts.
1416
 */
1417
static void
1418
copy_pixelstore(struct gl_context *ctx,
1419
                struct gl_pixelstore_attrib *dst,
1420
                const struct gl_pixelstore_attrib *src)
1421
{
1422
   dst->Alignment = src->Alignment;
1423
   dst->RowLength = src->RowLength;
1424
   dst->SkipPixels = src->SkipPixels;
1425
   dst->SkipRows = src->SkipRows;
1426
   dst->ImageHeight = src->ImageHeight;
1427
   dst->SkipImages = src->SkipImages;
1428
   dst->SwapBytes = src->SwapBytes;
1429
   dst->LsbFirst = src->LsbFirst;
1430
   dst->Invert = src->Invert;
1431
   _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1432
}
1433
 
1434
 
1435
#define GL_CLIENT_PACK_BIT (1<<20)
1436
#define GL_CLIENT_UNPACK_BIT (1<<21)
1437
 
1438
/**
1439
 * Copy gl_vertex_array_object from src to dest.
1440
 * 'dest' must be in an initialized state.
1441
 */
1442
static void
1443
copy_array_object(struct gl_context *ctx,
1444
                  struct gl_vertex_array_object *dest,
1445
                  struct gl_vertex_array_object *src)
1446
{
1447
   GLuint i;
1448
 
1449
   /* skip Name */
1450
   /* skip RefCount */
1451
 
1452
   /* In theory must be the same anyway, but on recreate make sure it matches */
1453
   dest->ARBsemantics = src->ARBsemantics;
1454
 
1455
   for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) {
1456
      _mesa_copy_client_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]);
1457
      _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1458
      _mesa_copy_vertex_buffer_binding(ctx, &dest->VertexBinding[i], &src->VertexBinding[i]);
1459
   }
1460
 
1461
   /* _Enabled must be the same than on push */
1462
   dest->_Enabled = src->_Enabled;
1463
   dest->NewArrays = src->NewArrays;
1464
}
1465
 
1466
/**
1467
 * Copy gl_array_attrib from src to dest.
1468
 * 'dest' must be in an initialized state.
1469
 */
1470
static void
1471
copy_array_attrib(struct gl_context *ctx,
1472
                  struct gl_array_attrib *dest,
1473
                  struct gl_array_attrib *src,
1474
                  bool vbo_deleted)
1475
{
1476
   /* skip ArrayObj */
1477
   /* skip DefaultArrayObj, Objects */
1478
   dest->ActiveTexture = src->ActiveTexture;
1479
   dest->LockFirst = src->LockFirst;
1480
   dest->LockCount = src->LockCount;
1481
   dest->PrimitiveRestart = src->PrimitiveRestart;
1482
   dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1483
   dest->_PrimitiveRestart = src->_PrimitiveRestart;
1484
   dest->RestartIndex = src->RestartIndex;
1485
   /* skip NewState */
1486
   /* skip RebindArrays */
1487
 
1488
   if (!vbo_deleted)
1489
      copy_array_object(ctx, dest->VAO, src->VAO);
1490
 
1491
   /* skip ArrayBufferObj */
1492
   /* skip IndexBufferObj */
1493
 
1494
   /* Invalidate draw state. It will be updated during the next draw. */
1495
   dest->DrawMethod = DRAW_NONE;
1496
   dest->_DrawArrays = NULL;
1497
}
1498
 
1499
/**
1500
 * Save the content of src to dest.
1501
 */
1502
static void
1503
save_array_attrib(struct gl_context *ctx,
1504
                  struct gl_array_attrib *dest,
1505
                  struct gl_array_attrib *src)
1506
{
1507
   /* Set the Name, needed for restore, but do never overwrite.
1508
    * Needs to match value in the object hash. */
1509
   dest->VAO->Name = src->VAO->Name;
1510
   /* And copy all of the rest. */
1511
   copy_array_attrib(ctx, dest, src, false);
1512
 
1513
   /* Just reference them here */
1514
   _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1515
                                 src->ArrayBufferObj);
1516
   _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1517
                                 src->VAO->IndexBufferObj);
1518
}
1519
 
1520
/**
1521
 * Restore the content of src to dest.
1522
 */
1523
static void
1524
restore_array_attrib(struct gl_context *ctx,
1525
                     struct gl_array_attrib *dest,
1526
                     struct gl_array_attrib *src)
1527
{
1528
   /* The ARB_vertex_array_object spec says:
1529
    *
1530
    *     "BindVertexArray fails and an INVALID_OPERATION error is generated
1531
    *     if array is not a name returned from a previous call to
1532
    *     GenVertexArrays, or if such a name has since been deleted with
1533
    *     DeleteVertexArrays."
1534
    *
1535
    * Therefore popping a deleted VAO cannot magically recreate it.
1536
    *
1537
    * The semantics of objects created using APPLE_vertex_array_objects behave
1538
    * differently.  These objects expect to be recreated by pop.  Alas.
1539
    */
1540
   const bool arb_vao = (src->VAO->Name != 0
1541
			 && src->VAO->ARBsemantics);
1542
 
1543
   if (arb_vao && !_mesa_IsVertexArray(src->VAO->Name))
1544
      return;
1545
 
1546
   _mesa_BindVertexArrayAPPLE(src->VAO->Name);
1547
 
1548
   /* Restore or recreate the buffer objects by the names ... */
1549
   if (!arb_vao
1550
       || src->ArrayBufferObj->Name == 0
1551
       || _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1552
      /* ... and restore its content */
1553
      copy_array_attrib(ctx, dest, src, false);
1554
 
1555
      _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1556
			  src->ArrayBufferObj->Name);
1557
   } else {
1558
      copy_array_attrib(ctx, dest, src, true);
1559
   }
1560
 
1561
   if (!arb_vao
1562
       || src->VAO->IndexBufferObj->Name == 0
1563
       || _mesa_IsBuffer(src->VAO->IndexBufferObj->Name))
1564
      _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1565
			  src->VAO->IndexBufferObj->Name);
1566
}
1567
 
1568
/**
1569
 * init/alloc the fields of 'attrib'.
1570
 * Needs to the init part matching free_array_attrib_data below.
1571
 */
1572
static bool
1573
init_array_attrib_data(struct gl_context *ctx,
1574
                       struct gl_array_attrib *attrib)
1575
{
1576
   /* Get a non driver gl_vertex_array_object. */
1577
   attrib->VAO = CALLOC_STRUCT( gl_vertex_array_object );
1578
 
1579
   if (attrib->VAO == NULL) {
1580
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1581
      return false;
1582
   }
1583
 
1584
   _mesa_initialize_vao(ctx, attrib->VAO, 0);
1585
   return true;
1586
}
1587
 
1588
/**
1589
 * Free/unreference the fields of 'attrib' but don't delete it (that's
1590
 * done later in the calling code).
1591
 * Needs to the cleanup part matching init_array_attrib_data above.
1592
 */
1593
static void
1594
free_array_attrib_data(struct gl_context *ctx,
1595
                       struct gl_array_attrib *attrib)
1596
{
1597
   /* We use a non driver array object, so don't just unref since we would
1598
    * end up using the drivers DeleteArrayObject function for deletion. */
1599
   _mesa_delete_vao(ctx, attrib->VAO);
1600
   attrib->VAO = 0;
1601
   _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1602
}
1603
 
1604
 
1605
void GLAPIENTRY
1606
_mesa_PushClientAttrib(GLbitfield mask)
1607
{
1608
   struct gl_attrib_node *head;
1609
 
1610
   GET_CURRENT_CONTEXT(ctx);
1611
 
1612
   if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1613
      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1614
      return;
1615
   }
1616
 
1617
   /* Build linked list of attribute nodes which save all attribute
1618
    * groups specified by the mask.
1619
    */
1620
   head = NULL;
1621
 
1622
   if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1623
      struct gl_pixelstore_attrib *attr;
1624
      /* packing attribs */
1625
      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1626
      if (attr == NULL) {
1627
         _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1628
         goto end;
1629
      }
1630
      if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) {
1631
         copy_pixelstore(ctx, attr, &ctx->Pack);
1632
      }
1633
      else {
1634
         _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1635
         free(attr);
1636
         goto end;
1637
      }
1638
 
1639
      /* unpacking attribs */
1640
      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1641
      if (attr == NULL) {
1642
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1643
         goto end;
1644
      }
1645
 
1646
      if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) {
1647
         copy_pixelstore(ctx, attr, &ctx->Unpack);
1648
      }
1649
      else {
1650
         _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1651
         free(attr);
1652
         goto end;
1653
       }
1654
   }
1655
 
1656
   if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1657
      struct gl_array_attrib *attr;
1658
      attr = CALLOC_STRUCT( gl_array_attrib );
1659
      if (attr == NULL) {
1660
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1661
         goto end;
1662
      }
1663
 
1664
      if (!init_array_attrib_data(ctx, attr)) {
1665
         free(attr);
1666
         goto end;
1667
      }
1668
 
1669
      if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) {
1670
         save_array_attrib(ctx, attr, &ctx->Array);
1671
      }
1672
      else {
1673
         free_array_attrib_data(ctx, attr);
1674
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1675
         free(attr);
1676
         /* goto to keep safe from possible later changes */
1677
         goto end;
1678
      }
1679
   }
1680
end:
1681
   if (head != NULL) {
1682
       ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1683
       ctx->ClientAttribStackDepth++;
1684
   }
1685
}
1686
 
1687
 
1688
 
1689
 
1690
void GLAPIENTRY
1691
_mesa_PopClientAttrib(void)
1692
{
1693
   struct gl_attrib_node *node, *next;
1694
 
1695
   GET_CURRENT_CONTEXT(ctx);
1696
   FLUSH_VERTICES(ctx, 0);
1697
 
1698
   if (ctx->ClientAttribStackDepth == 0) {
1699
      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1700
      return;
1701
   }
1702
 
1703
   ctx->ClientAttribStackDepth--;
1704
   node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1705
 
1706
   while (node) {
1707
      switch (node->kind) {
1708
         case GL_CLIENT_PACK_BIT:
1709
            {
1710
               struct gl_pixelstore_attrib *store =
1711
                  (struct gl_pixelstore_attrib *) node->data;
1712
               copy_pixelstore(ctx, &ctx->Pack, store);
1713
               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1714
            }
1715
            break;
1716
         case GL_CLIENT_UNPACK_BIT:
1717
            {
1718
               struct gl_pixelstore_attrib *store =
1719
                  (struct gl_pixelstore_attrib *) node->data;
1720
               copy_pixelstore(ctx, &ctx->Unpack, store);
1721
               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1722
            }
1723
            break;
1724
         case GL_CLIENT_VERTEX_ARRAY_BIT: {
1725
	    struct gl_array_attrib * attr =
1726
	      (struct gl_array_attrib *) node->data;
1727
            restore_array_attrib(ctx, &ctx->Array, attr);
1728
            free_array_attrib_data(ctx, attr);
1729
	    ctx->NewState |= _NEW_ARRAY;
1730
            break;
1731
	 }
1732
         default:
1733
            _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1734
            break;
1735
      }
1736
 
1737
      next = node->next;
1738
      free(node->data);
1739
      free(node);
1740
      node = next;
1741
   }
1742
}
1743
 
1744
 
1745
/**
1746
 * Free any attribute state data that might be attached to the context.
1747
 */
1748
void
1749
_mesa_free_attrib_data(struct gl_context *ctx)
1750
{
1751
   while (ctx->AttribStackDepth > 0) {
1752
      struct gl_attrib_node *attr, *next;
1753
 
1754
      ctx->AttribStackDepth--;
1755
      attr = ctx->AttribStack[ctx->AttribStackDepth];
1756
 
1757
      while (attr) {
1758
         if (attr->kind == GL_TEXTURE_BIT) {
1759
            struct texture_state *texstate = (struct texture_state*)attr->data;
1760
            GLuint u, tgt;
1761
            /* clear references to the saved texture objects */
1762
            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1763
               for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1764
                  _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1765
               }
1766
            }
1767
            _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1768
         }
1769
         else {
1770
            /* any other chunks of state that requires special handling? */
1771
         }
1772
 
1773
         next = attr->next;
1774
         free(attr->data);
1775
         free(attr);
1776
         attr = next;
1777
      }
1778
   }
1779
}
1780
 
1781
 
1782
void _mesa_init_attrib( struct gl_context *ctx )
1783
{
1784
   /* Renderer and client attribute stacks */
1785
   ctx->AttribStackDepth = 0;
1786
   ctx->ClientAttribStackDepth = 0;
1787
}