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      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  */
     69 struct gl_enable_attrib
     70 {
     71    GLboolean AlphaTest;
     72    GLboolean AutoNormal;
     73    GLboolean Blend;
     74    GLbitfield ClipPlanes;
     75    GLboolean ColorMaterial;
     76    GLboolean CullFace;
     77    GLboolean DepthClamp;
     78    GLboolean DepthTest;
     79    GLboolean Dither;
     80    GLboolean Fog;
     81    GLboolean Light[MAX_LIGHTS];
     82    GLboolean Lighting;
     83    GLboolean LineSmooth;
     84    GLboolean LineStipple;
     85    GLboolean IndexLogicOp;
     86    GLboolean ColorLogicOp;
     87 
     88    GLboolean Map1Color4;
     89    GLboolean Map1Index;
     90    GLboolean Map1Normal;
     91    GLboolean Map1TextureCoord1;
     92    GLboolean Map1TextureCoord2;
     93    GLboolean Map1TextureCoord3;
     94    GLboolean Map1TextureCoord4;
     95    GLboolean Map1Vertex3;
     96    GLboolean Map1Vertex4;
     97    GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
     98    GLboolean Map2Color4;
     99    GLboolean Map2Index;
    100    GLboolean Map2Normal;
    101    GLboolean Map2TextureCoord1;
    102    GLboolean Map2TextureCoord2;
    103    GLboolean Map2TextureCoord3;
    104    GLboolean Map2TextureCoord4;
    105    GLboolean Map2Vertex3;
    106    GLboolean Map2Vertex4;
    107    GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
    108 
    109    GLboolean Normalize;
    110    GLboolean PixelTexture;
    111    GLboolean PointSmooth;
    112    GLboolean PolygonOffsetPoint;
    113    GLboolean PolygonOffsetLine;
    114    GLboolean PolygonOffsetFill;
    115    GLboolean PolygonSmooth;
    116    GLboolean PolygonStipple;
    117    GLboolean RescaleNormals;
    118    GLboolean Scissor;
    119    GLboolean Stencil;
    120    GLboolean StencilTwoSide;          /* GL_EXT_stencil_two_side */
    121    GLboolean MultisampleEnabled;      /* GL_ARB_multisample */
    122    GLboolean SampleAlphaToCoverage;   /* GL_ARB_multisample */
    123    GLboolean SampleAlphaToOne;        /* GL_ARB_multisample */
    124    GLboolean SampleCoverage;          /* GL_ARB_multisample */
    125    GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
    126 
    127    GLbitfield Texture[MAX_TEXTURE_UNITS];
    128    GLbitfield TexGen[MAX_TEXTURE_UNITS];
    129 
    130    /* GL_ARB_vertex_program / GL_NV_vertex_program */
    131    GLboolean VertexProgram;
    132    GLboolean VertexProgramPointSize;
    133    GLboolean VertexProgramTwoSide;
    134 
    135    /* GL_ARB_point_sprite / GL_NV_point_sprite */
    136    GLboolean PointSprite;
    137    GLboolean FragmentShaderATI;
    138 
    139    /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
    140    GLboolean sRGBEnabled;
    141 };
    142 
    143 
    144 /**
    145  * Node for the attribute stack.
    146  */
    147 struct gl_attrib_node
    148 {
    149    GLbitfield kind;
    150    void *data;
    151    struct gl_attrib_node *next;
    152 };
    153 
    154 
    155 
    156 /**
    157  * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
    158  */
    159 struct texture_state
    160 {
    161    struct gl_texture_attrib Texture;  /**< The usual context state */
    162 
    163    /** to save per texture object state (wrap modes, filters, etc): */
    164    struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
    165 
    166    /**
    167     * To save references to texture objects (so they don't get accidentally
    168     * deleted while saved in the attribute stack).
    169     */
    170    struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
    171 
    172    /* We need to keep a reference to the shared state.  That's where the
    173     * default texture objects are kept.  We don't want that state to be
    174     * freed while the attribute stack contains pointers to any default
    175     * texture objects.
    176     */
    177    struct gl_shared_state *SharedRef;
    178 };
    179 
    180 
    181 #if FEATURE_attrib_stack
    182 
    183 
    184 /**
    185  * Allocate new attribute node of given type/kind.  Attach payload data.
    186  * Insert it into the linked list named by 'head'.
    187  */
    188 static void
    189 save_attrib_data(struct gl_attrib_node **head,
    190                  GLbitfield kind, void *payload)
    191 {
    192    struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
    193    if (n) {
    194       n->kind = kind;
    195       n->data = payload;
    196       /* insert at head */
    197       n->next = *head;
    198       *head = n;
    199    }
    200    else {
    201       /* out of memory! */
    202    }
    203 }
    204 
    205 
    206 void GLAPIENTRY
    207 _mesa_PushAttrib(GLbitfield mask)
    208 {
    209    struct gl_attrib_node *head;
    210 
    211    GET_CURRENT_CONTEXT(ctx);
    212    ASSERT_OUTSIDE_BEGIN_END(ctx);
    213 
    214    if (MESA_VERBOSE & VERBOSE_API)
    215       _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
    216 
    217    if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
    218       _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
    219       return;
    220    }
    221 
    222    /* Build linked list of attribute nodes which save all attribute */
    223    /* groups specified by the mask. */
    224    head = NULL;
    225 
    226    if (mask & GL_ACCUM_BUFFER_BIT) {
    227       struct gl_accum_attrib *attr;
    228       attr = MALLOC_STRUCT( gl_accum_attrib );
    229       memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
    230       save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
    231    }
    232 
    233    if (mask & GL_COLOR_BUFFER_BIT) {
    234       GLuint i;
    235       struct gl_colorbuffer_attrib *attr;
    236       attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
    237       memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
    238       /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
    239       for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
    240          attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
    241       save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
    242    }
    243 
    244    if (mask & GL_CURRENT_BIT) {
    245       struct gl_current_attrib *attr;
    246       FLUSH_CURRENT( ctx, 0 );
    247       attr = MALLOC_STRUCT( gl_current_attrib );
    248       memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
    249       save_attrib_data(&head, GL_CURRENT_BIT, attr);
    250    }
    251 
    252    if (mask & GL_DEPTH_BUFFER_BIT) {
    253       struct gl_depthbuffer_attrib *attr;
    254       attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
    255       memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
    256       save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
    257    }
    258 
    259    if (mask & GL_ENABLE_BIT) {
    260       struct gl_enable_attrib *attr;
    261       GLuint i;
    262       attr = MALLOC_STRUCT( gl_enable_attrib );
    263       /* Copy enable flags from all other attributes into the enable struct. */
    264       attr->AlphaTest = ctx->Color.AlphaEnabled;
    265       attr->AutoNormal = ctx->Eval.AutoNormal;
    266       attr->Blend = ctx->Color.BlendEnabled;
    267       attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
    268       attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
    269       attr->CullFace = ctx->Polygon.CullFlag;
    270       attr->DepthClamp = ctx->Transform.DepthClamp;
    271       attr->DepthTest = ctx->Depth.Test;
    272       attr->Dither = ctx->Color.DitherFlag;
    273       attr->Fog = ctx->Fog.Enabled;
    274       for (i = 0; i < ctx->Const.MaxLights; i++) {
    275          attr->Light[i] = ctx->Light.Light[i].Enabled;
    276       }
    277       attr->Lighting = ctx->Light.Enabled;
    278       attr->LineSmooth = ctx->Line.SmoothFlag;
    279       attr->LineStipple = ctx->Line.StippleFlag;
    280       attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
    281       attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
    282       attr->Map1Color4 = ctx->Eval.Map1Color4;
    283       attr->Map1Index = ctx->Eval.Map1Index;
    284       attr->Map1Normal = ctx->Eval.Map1Normal;
    285       attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
    286       attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
    287       attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
    288       attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
    289       attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
    290       attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
    291       memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
    292       attr->Map2Color4 = ctx->Eval.Map2Color4;
    293       attr->Map2Index = ctx->Eval.Map2Index;
    294       attr->Map2Normal = ctx->Eval.Map2Normal;
    295       attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
    296       attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
    297       attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
    298       attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
    299       attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
    300       attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
    301       memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
    302       attr->Normalize = ctx->Transform.Normalize;
    303       attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
    304       attr->PointSmooth = ctx->Point.SmoothFlag;
    305       attr->PointSprite = ctx->Point.PointSprite;
    306       attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
    307       attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
    308       attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
    309       attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
    310       attr->PolygonStipple = ctx->Polygon.StippleFlag;
    311       attr->RescaleNormals = ctx->Transform.RescaleNormals;
    312       attr->Scissor = ctx->Scissor.Enabled;
    313       attr->Stencil = ctx->Stencil.Enabled;
    314       attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
    315       attr->MultisampleEnabled = ctx->Multisample.Enabled;
    316       attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
    317       attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
    318       attr->SampleCoverage = ctx->Multisample.SampleCoverage;
    319       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
    320          attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
    321          attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
    322       }
    323       /* GL_NV_vertex_program */
    324       attr->VertexProgram = ctx->VertexProgram.Enabled;
    325       attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
    326       attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
    327       save_attrib_data(&head, GL_ENABLE_BIT, attr);
    328 
    329       /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
    330       attr->sRGBEnabled = ctx->Color.sRGBEnabled;
    331    }
    332 
    333    if (mask & GL_EVAL_BIT) {
    334       struct gl_eval_attrib *attr;
    335       attr = MALLOC_STRUCT( gl_eval_attrib );
    336       memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
    337       save_attrib_data(&head, GL_EVAL_BIT, attr);
    338    }
    339 
    340    if (mask & GL_FOG_BIT) {
    341       struct gl_fog_attrib *attr;
    342       attr = MALLOC_STRUCT( gl_fog_attrib );
    343       memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
    344       save_attrib_data(&head, GL_FOG_BIT, attr);
    345    }
    346 
    347    if (mask & GL_HINT_BIT) {
    348       struct gl_hint_attrib *attr;
    349       attr = MALLOC_STRUCT( gl_hint_attrib );
    350       memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
    351       save_attrib_data(&head, GL_HINT_BIT, attr);
    352    }
    353 
    354    if (mask & GL_LIGHTING_BIT) {
    355       struct gl_light_attrib *attr;
    356       FLUSH_CURRENT(ctx, 0);	/* flush material changes */
    357       attr = MALLOC_STRUCT( gl_light_attrib );
    358       memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
    359       save_attrib_data(&head, GL_LIGHTING_BIT, attr);
    360    }
    361 
    362    if (mask & GL_LINE_BIT) {
    363       struct gl_line_attrib *attr;
    364       attr = MALLOC_STRUCT( gl_line_attrib );
    365       memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
    366       save_attrib_data(&head, GL_LINE_BIT, attr);
    367    }
    368 
    369    if (mask & GL_LIST_BIT) {
    370       struct gl_list_attrib *attr;
    371       attr = MALLOC_STRUCT( gl_list_attrib );
    372       memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
    373       save_attrib_data(&head, GL_LIST_BIT, attr);
    374    }
    375 
    376    if (mask & GL_PIXEL_MODE_BIT) {
    377       struct gl_pixel_attrib *attr;
    378       attr = MALLOC_STRUCT( gl_pixel_attrib );
    379       memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
    380       /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
    381       attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
    382       save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
    383    }
    384 
    385    if (mask & GL_POINT_BIT) {
    386       struct gl_point_attrib *attr;
    387       attr = MALLOC_STRUCT( gl_point_attrib );
    388       memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
    389       save_attrib_data(&head, GL_POINT_BIT, attr);
    390    }
    391 
    392    if (mask & GL_POLYGON_BIT) {
    393       struct gl_polygon_attrib *attr;
    394       attr = MALLOC_STRUCT( gl_polygon_attrib );
    395       memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
    396       save_attrib_data(&head, GL_POLYGON_BIT, attr);
    397    }
    398 
    399    if (mask & GL_POLYGON_STIPPLE_BIT) {
    400       GLuint *stipple;
    401       stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
    402       memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
    403       save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
    404    }
    405 
    406    if (mask & GL_SCISSOR_BIT) {
    407       struct gl_scissor_attrib *attr;
    408       attr = MALLOC_STRUCT( gl_scissor_attrib );
    409       memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
    410       save_attrib_data(&head, GL_SCISSOR_BIT, attr);
    411    }
    412 
    413    if (mask & GL_STENCIL_BUFFER_BIT) {
    414       struct gl_stencil_attrib *attr;
    415       attr = MALLOC_STRUCT( gl_stencil_attrib );
    416       memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
    417       save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
    418    }
    419 
    420    if (mask & GL_TEXTURE_BIT) {
    421       struct texture_state *texstate = CALLOC_STRUCT(texture_state);
    422       GLuint u, tex;
    423 
    424       if (!texstate) {
    425          _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
    426          goto end;
    427       }
    428 
    429       _mesa_lock_context_textures(ctx);
    430 
    431       /* copy/save the bulk of texture state here */
    432       memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
    433 
    434       /* Save references to the currently bound texture objects so they don't
    435        * accidentally get deleted while referenced in the attribute stack.
    436        */
    437       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
    438          for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
    439             _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
    440                                    ctx->Texture.Unit[u].CurrentTex[tex]);
    441          }
    442       }
    443 
    444       /* copy state/contents of the currently bound texture objects */
    445       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
    446          for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
    447             _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
    448                                       ctx->Texture.Unit[u].CurrentTex[tex]);
    449          }
    450       }
    451 
    452       _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
    453 
    454       _mesa_unlock_context_textures(ctx);
    455 
    456       save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
    457    }
    458 
    459    if (mask & GL_TRANSFORM_BIT) {
    460       struct gl_transform_attrib *attr;
    461       attr = MALLOC_STRUCT( gl_transform_attrib );
    462       memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
    463       save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
    464    }
    465 
    466    if (mask & GL_VIEWPORT_BIT) {
    467       struct gl_viewport_attrib *attr;
    468       attr = MALLOC_STRUCT( gl_viewport_attrib );
    469       memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
    470       save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
    471    }
    472 
    473    /* GL_ARB_multisample */
    474    if (mask & GL_MULTISAMPLE_BIT_ARB) {
    475       struct gl_multisample_attrib *attr;
    476       attr = MALLOC_STRUCT( gl_multisample_attrib );
    477       memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
    478       save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
    479    }
    480 
    481 end:
    482    ctx->AttribStack[ctx->AttribStackDepth] = head;
    483    ctx->AttribStackDepth++;
    484 }
    485 
    486 
    487 
    488 static void
    489 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
    490 {
    491    const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
    492    GLuint i;
    493 
    494 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)		\
    495 	if ((VALUE) != (NEWVALUE)) {			\
    496 	   _mesa_set_enable( ctx, ENUM, (NEWVALUE) );	\
    497 	}
    498 
    499    TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
    500    if (ctx->Color.BlendEnabled != enable->Blend) {
    501       if (ctx->Extensions.EXT_draw_buffers2) {
    502          GLuint i;
    503          for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
    504             _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
    505          }
    506       }
    507       else {
    508          _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
    509       }
    510    }
    511 
    512    for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
    513       const GLuint mask = 1 << i;
    514       if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
    515 	  _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
    516 			   !!(enable->ClipPlanes & mask));
    517    }
    518 
    519    TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
    520                    GL_COLOR_MATERIAL);
    521    TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
    522    TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
    523 		   GL_DEPTH_CLAMP);
    524    TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
    525    TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
    526    TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
    527    TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
    528    TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
    529    TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
    530                    GL_LINE_STIPPLE);
    531    TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
    532                    GL_INDEX_LOGIC_OP);
    533    TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
    534                    GL_COLOR_LOGIC_OP);
    535 
    536    TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
    537    TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
    538    TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
    539    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
    540                    GL_MAP1_TEXTURE_COORD_1);
    541    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
    542                    GL_MAP1_TEXTURE_COORD_2);
    543    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
    544                    GL_MAP1_TEXTURE_COORD_3);
    545    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
    546                    GL_MAP1_TEXTURE_COORD_4);
    547    TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
    548                    GL_MAP1_VERTEX_3);
    549    TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
    550                    GL_MAP1_VERTEX_4);
    551    for (i = 0; i < 16; i++) {
    552       TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
    553                       GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
    554    }
    555 
    556    TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
    557    TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
    558    TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
    559    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
    560                    GL_MAP2_TEXTURE_COORD_1);
    561    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
    562                    GL_MAP2_TEXTURE_COORD_2);
    563    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
    564                    GL_MAP2_TEXTURE_COORD_3);
    565    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
    566                    GL_MAP2_TEXTURE_COORD_4);
    567    TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
    568                    GL_MAP2_VERTEX_3);
    569    TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
    570                    GL_MAP2_VERTEX_4);
    571    for (i = 0; i < 16; i++) {
    572       TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
    573                       GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
    574    }
    575 
    576    TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
    577    TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
    578    TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
    579                    GL_RESCALE_NORMAL_EXT);
    580    TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
    581                    enable->RasterPositionUnclipped,
    582                    GL_RASTER_POSITION_UNCLIPPED_IBM);
    583    TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
    584                    GL_POINT_SMOOTH);
    585    if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
    586       TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
    587                       GL_POINT_SPRITE_NV);
    588    }
    589    TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
    590                    GL_POLYGON_OFFSET_POINT);
    591    TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
    592                    GL_POLYGON_OFFSET_LINE);
    593    TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
    594                    GL_POLYGON_OFFSET_FILL);
    595    TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
    596                    GL_POLYGON_SMOOTH);
    597    TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
    598                    GL_POLYGON_STIPPLE);
    599    TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
    600    TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
    601    if (ctx->Extensions.EXT_stencil_two_side) {
    602       TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
    603    }
    604    TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
    605                    GL_MULTISAMPLE_ARB);
    606    TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
    607                    enable->SampleAlphaToCoverage,
    608                    GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
    609    TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
    610                    enable->SampleAlphaToOne,
    611                    GL_SAMPLE_ALPHA_TO_ONE_ARB);
    612    TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
    613                    enable->SampleCoverage,
    614                    GL_SAMPLE_COVERAGE_ARB);
    615    /* GL_ARB_vertex_program, GL_NV_vertex_program */
    616    TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
    617                    enable->VertexProgram,
    618                    GL_VERTEX_PROGRAM_ARB);
    619    TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
    620                    enable->VertexProgramPointSize,
    621                    GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
    622    TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
    623                    enable->VertexProgramTwoSide,
    624                    GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
    625 
    626    /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
    627    TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
    628                    GL_FRAMEBUFFER_SRGB);
    629 
    630    /* texture unit enables */
    631    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
    632       const GLbitfield enabled = enable->Texture[i];
    633       const GLbitfield genEnabled = enable->TexGen[i];
    634 
    635       if (ctx->Texture.Unit[i].Enabled != enabled) {
    636          _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
    637 
    638          _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
    639          _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
    640          _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
    641          if (ctx->Extensions.NV_texture_rectangle) {
    642             _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
    643                              !!(enabled & TEXTURE_RECT_BIT));
    644          }
    645          if (ctx->Extensions.ARB_texture_cube_map) {
    646             _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
    647                              !!(enabled & TEXTURE_CUBE_BIT));
    648          }
    649          if (ctx->Extensions.MESA_texture_array) {
    650             _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
    651                              !!(enabled & TEXTURE_1D_ARRAY_BIT));
    652             _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
    653                              !!(enabled & TEXTURE_2D_ARRAY_BIT));
    654          }
    655       }
    656 
    657       if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
    658          _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
    659          _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
    660          _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
    661          _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
    662          _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
    663       }
    664    }
    665 
    666    _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
    667 }
    668 
    669 
    670 /**
    671  * Pop/restore texture attribute/group state.
    672  */
    673 static void
    674 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
    675 {
    676    GLuint u;
    677 
    678    _mesa_lock_context_textures(ctx);
    679 
    680    for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
    681       const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
    682       GLuint tgt;
    683 
    684       _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
    685       _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
    686       _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
    687       _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
    688       if (ctx->Extensions.ARB_texture_cube_map) {
    689          _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
    690                           !!(unit->Enabled & TEXTURE_CUBE_BIT));
    691       }
    692       if (ctx->Extensions.NV_texture_rectangle) {
    693          _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
    694                           !!(unit->Enabled & TEXTURE_RECT_BIT));
    695       }
    696       if (ctx->Extensions.MESA_texture_array) {
    697          _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
    698                           !!(unit->Enabled & TEXTURE_1D_ARRAY_BIT));
    699          _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
    700                           !!(unit->Enabled & TEXTURE_2D_ARRAY_BIT));
    701       }
    702 
    703       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
    704       _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
    705       _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
    706       _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
    707       _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
    708       _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
    709       _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
    710       _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
    711       _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
    712       _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
    713       /* Eye plane done differently to avoid re-transformation */
    714       {
    715          struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
    716          COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
    717          COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
    718          COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
    719          COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
    720          if (ctx->Driver.TexGen) {
    721             ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
    722             ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
    723             ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
    724             ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
    725          }
    726       }
    727       _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
    728       _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
    729       _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
    730       _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
    731       _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
    732 		    unit->LodBias);
    733       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
    734 		    unit->Combine.ModeRGB);
    735       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
    736 		    unit->Combine.ModeA);
    737       {
    738          const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
    739          GLuint i;
    740          for (i = 0; i < n; i++) {
    741             _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
    742                           unit->Combine.SourceRGB[i]);
    743             _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
    744                           unit->Combine.SourceA[i]);
    745             _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
    746                           unit->Combine.OperandRGB[i]);
    747             _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
    748                           unit->Combine.OperandA[i]);
    749          }
    750       }
    751       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
    752 		    1 << unit->Combine.ScaleShiftRGB);
    753       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
    754 		    1 << unit->Combine.ScaleShiftA);
    755 
    756       /* Restore texture object state for each target */
    757       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
    758          const struct gl_texture_object *obj = NULL;
    759          const struct gl_sampler_object *samp;
    760          GLenum target;
    761 
    762          obj = &texstate->SavedObj[u][tgt];
    763 
    764          /* don't restore state for unsupported targets to prevent
    765           * raising GL errors.
    766           */
    767          if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
    768              !ctx->Extensions.ARB_texture_cube_map) {
    769             continue;
    770          }
    771          else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
    772                   !ctx->Extensions.NV_texture_rectangle) {
    773             continue;
    774          }
    775          else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
    776                    obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
    777                   !ctx->Extensions.MESA_texture_array) {
    778             continue;
    779          }
    780          else if (obj->Target == GL_TEXTURE_BUFFER)
    781             continue;
    782          else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
    783             continue;
    784 
    785          target = obj->Target;
    786 
    787          _mesa_BindTexture(target, obj->Name);
    788 
    789          samp = &obj->Sampler;
    790 
    791          _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
    792          _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
    793          _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
    794          _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
    795          _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
    796          _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
    797          _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
    798          _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
    799          _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
    800          _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
    801          _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
    802          if (target != GL_TEXTURE_RECTANGLE_ARB)
    803             _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
    804          if (ctx->Extensions.EXT_texture_filter_anisotropic) {
    805             _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
    806                                 samp->MaxAnisotropy);
    807          }
    808          if (ctx->Extensions.ARB_shadow) {
    809             _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
    810                                 samp->CompareMode);
    811             _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
    812                                 samp->CompareFunc);
    813          }
    814          if (ctx->Extensions.ARB_depth_texture)
    815             _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
    816       }
    817 
    818       /* remove saved references to the texture objects */
    819       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
    820          _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
    821       }
    822    }
    823 
    824    _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
    825 
    826    _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
    827 
    828    _mesa_unlock_context_textures(ctx);
    829 }
    830 
    831 
    832 /*
    833  * This function is kind of long just because we have to call a lot
    834  * of device driver functions to update device driver state.
    835  *
    836  * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
    837  * in order to restore GL state.  This isn't terribly efficient but it
    838  * ensures that dirty flags and any derived state gets updated correctly.
    839  * We could at least check if the value to restore equals the current value
    840  * and then skip the Mesa call.
    841  */
    842 void GLAPIENTRY
    843 _mesa_PopAttrib(void)
    844 {
    845    struct gl_attrib_node *attr, *next;
    846    GET_CURRENT_CONTEXT(ctx);
    847    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
    848 
    849    if (ctx->AttribStackDepth == 0) {
    850       _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
    851       return;
    852    }
    853 
    854    ctx->AttribStackDepth--;
    855    attr = ctx->AttribStack[ctx->AttribStackDepth];
    856 
    857    while (attr) {
    858 
    859       if (MESA_VERBOSE & VERBOSE_API) {
    860          _mesa_debug(ctx, "glPopAttrib %s\n",
    861                      _mesa_lookup_enum_by_nr(attr->kind));
    862       }
    863 
    864       switch (attr->kind) {
    865          case GL_ACCUM_BUFFER_BIT:
    866             {
    867                const struct gl_accum_attrib *accum;
    868                accum = (const struct gl_accum_attrib *) attr->data;
    869                _mesa_ClearAccum(accum->ClearColor[0],
    870                                 accum->ClearColor[1],
    871                                 accum->ClearColor[2],
    872                                 accum->ClearColor[3]);
    873             }
    874             break;
    875          case GL_COLOR_BUFFER_BIT:
    876             {
    877                const struct gl_colorbuffer_attrib *color;
    878 
    879                color = (const struct gl_colorbuffer_attrib *) attr->data;
    880                _mesa_ClearIndex((GLfloat) color->ClearIndex);
    881                _mesa_ClearColor(color->ClearColor.f[0],
    882                                 color->ClearColor.f[1],
    883                                 color->ClearColor.f[2],
    884                                 color->ClearColor.f[3]);
    885                _mesa_IndexMask(color->IndexMask);
    886                if (!ctx->Extensions.EXT_draw_buffers2) {
    887                   _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
    888                                   (GLboolean) (color->ColorMask[0][1] != 0),
    889                                   (GLboolean) (color->ColorMask[0][2] != 0),
    890                                   (GLboolean) (color->ColorMask[0][3] != 0));
    891                }
    892                else {
    893                   GLuint i;
    894                   for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
    895                      _mesa_ColorMaskIndexed(i,
    896                                   (GLboolean) (color->ColorMask[i][0] != 0),
    897                                   (GLboolean) (color->ColorMask[i][1] != 0),
    898                                   (GLboolean) (color->ColorMask[i][2] != 0),
    899                                   (GLboolean) (color->ColorMask[i][3] != 0));
    900                   }
    901                }
    902                {
    903                   /* Need to determine if more than one color output is
    904                    * specified.  If so, call glDrawBuffersARB, else call
    905                    * glDrawBuffer().  This is a subtle, but essential point
    906                    * since GL_FRONT (for example) is illegal for the former
    907                    * function, but legal for the later.
    908                    */
    909                   GLboolean multipleBuffers = GL_FALSE;
    910 		  GLuint i;
    911 
    912 		  for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
    913 		     if (color->DrawBuffer[i] != GL_NONE) {
    914 			multipleBuffers = GL_TRUE;
    915 			break;
    916 		     }
    917                   }
    918                   /* Call the API_level functions, not _mesa_drawbuffers()
    919                    * since we need to do error checking on the pop'd
    920                    * GL_DRAW_BUFFER.
    921                    * Ex: if GL_FRONT were pushed, but we're popping with a
    922                    * user FBO bound, GL_FRONT will be illegal and we'll need
    923                    * to record that error.  Per OpenGL ARB decision.
    924                    */
    925                   if (multipleBuffers)
    926                      _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
    927                                           color->DrawBuffer);
    928                   else
    929                      _mesa_DrawBuffer(color->DrawBuffer[0]);
    930                }
    931                _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
    932                _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
    933                if (ctx->Color.BlendEnabled != color->BlendEnabled) {
    934                   if (ctx->Extensions.EXT_draw_buffers2) {
    935                      GLuint i;
    936                      for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
    937                         _mesa_set_enablei(ctx, GL_BLEND, i,
    938                                           (color->BlendEnabled >> i) & 1);
    939                      }
    940                   }
    941                   else {
    942                      _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
    943                   }
    944                }
    945                if (ctx->Color._BlendFuncPerBuffer ||
    946                    ctx->Color._BlendEquationPerBuffer) {
    947                   /* set blend per buffer */
    948                   GLuint buf;
    949                   for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
    950                      _mesa_BlendFuncSeparatei(buf, color->Blend[buf].SrcRGB,
    951                                               color->Blend[buf].DstRGB,
    952                                               color->Blend[buf].SrcA,
    953                                               color->Blend[buf].DstA);
    954                      _mesa_BlendEquationSeparatei(buf,
    955                                                   color->Blend[buf].EquationRGB,
    956                                                   color->Blend[buf].EquationA);
    957                   }
    958                }
    959                else {
    960                   /* set same blend modes for all buffers */
    961                   _mesa_BlendFuncSeparateEXT(color->Blend[0].SrcRGB,
    962                                              color->Blend[0].DstRGB,
    963                                              color->Blend[0].SrcA,
    964                                              color->Blend[0].DstA);
    965                   /* This special case is because glBlendEquationSeparateEXT
    966                    * cannot take GL_LOGIC_OP as a parameter.
    967                    */
    968                   if (color->Blend[0].EquationRGB ==
    969                       color->Blend[0].EquationA) {
    970                      _mesa_BlendEquation(color->Blend[0].EquationRGB);
    971                   }
    972                   else {
    973                      _mesa_BlendEquationSeparateEXT(
    974                                                  color->Blend[0].EquationRGB,
    975                                                  color->Blend[0].EquationA);
    976                   }
    977                }
    978                _mesa_BlendColor(color->BlendColorUnclamped[0],
    979                                 color->BlendColorUnclamped[1],
    980                                 color->BlendColorUnclamped[2],
    981                                 color->BlendColorUnclamped[3]);
    982                _mesa_LogicOp(color->LogicOp);
    983                _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
    984                                 color->ColorLogicOpEnabled);
    985                _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
    986                                 color->IndexLogicOpEnabled);
    987                _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
    988                _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor);
    989                _mesa_ClampColorARB(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
    990 
    991                /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
    992                if (ctx->Extensions.EXT_framebuffer_sRGB)
    993                   _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
    994             }
    995             break;
    996          case GL_CURRENT_BIT:
    997 	    FLUSH_CURRENT( ctx, 0 );
    998             memcpy( &ctx->Current, attr->data,
    999 		    sizeof(struct gl_current_attrib) );
   1000             break;
   1001          case GL_DEPTH_BUFFER_BIT:
   1002             {
   1003                const struct gl_depthbuffer_attrib *depth;
   1004                depth = (const struct gl_depthbuffer_attrib *) attr->data;
   1005                _mesa_DepthFunc(depth->Func);
   1006                _mesa_ClearDepth(depth->Clear);
   1007                _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
   1008                _mesa_DepthMask(depth->Mask);
   1009             }
   1010             break;
   1011          case GL_ENABLE_BIT:
   1012             {
   1013                const struct gl_enable_attrib *enable;
   1014                enable = (const struct gl_enable_attrib *) attr->data;
   1015                pop_enable_group(ctx, enable);
   1016 	       ctx->NewState |= _NEW_ALL;
   1017             }
   1018             break;
   1019          case GL_EVAL_BIT:
   1020             memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
   1021 	    ctx->NewState |= _NEW_EVAL;
   1022             break;
   1023          case GL_FOG_BIT:
   1024             {
   1025                const struct gl_fog_attrib *fog;
   1026                fog = (const struct gl_fog_attrib *) attr->data;
   1027                _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
   1028                _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
   1029                _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
   1030                _mesa_Fogf(GL_FOG_START, fog->Start);
   1031                _mesa_Fogf(GL_FOG_END, fog->End);
   1032                _mesa_Fogf(GL_FOG_INDEX, fog->Index);
   1033                _mesa_Fogi(GL_FOG_MODE, fog->Mode);
   1034             }
   1035             break;
   1036          case GL_HINT_BIT:
   1037             {
   1038                const struct gl_hint_attrib *hint;
   1039                hint = (const struct gl_hint_attrib *) attr->data;
   1040                _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
   1041                           hint->PerspectiveCorrection );
   1042                _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
   1043                _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
   1044                _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
   1045                _mesa_Hint(GL_FOG_HINT, hint->Fog);
   1046                _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
   1047                           hint->ClipVolumeClipping);
   1048 	       _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
   1049 			  hint->TextureCompression);
   1050             }
   1051             break;
   1052          case GL_LIGHTING_BIT:
   1053             {
   1054                GLuint i;
   1055                const struct gl_light_attrib *light;
   1056                light = (const struct gl_light_attrib *) attr->data;
   1057                /* lighting enable */
   1058                _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
   1059                /* per-light state */
   1060                if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
   1061                   _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
   1062 
   1063                for (i = 0; i < ctx->Const.MaxLights; i++) {
   1064                   const struct gl_light *l = &light->Light[i];
   1065                   _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
   1066                   _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
   1067                   _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
   1068                   _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
   1069                   _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
   1070                   _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
   1071                   {
   1072                      GLfloat p[4] = { 0 };
   1073                      p[0] = l->SpotExponent;
   1074                      _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
   1075                   }
   1076                   {
   1077                      GLfloat p[4] = { 0 };
   1078                      p[0] = l->SpotCutoff;
   1079                      _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
   1080                   }
   1081                   {
   1082                      GLfloat p[4] = { 0 };
   1083                      p[0] = l->ConstantAttenuation;
   1084                      _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
   1085                   }
   1086                   {
   1087                      GLfloat p[4] = { 0 };
   1088                      p[0] = l->LinearAttenuation;
   1089                      _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
   1090                   }
   1091                   {
   1092                      GLfloat p[4] = { 0 };
   1093                      p[0] = l->QuadraticAttenuation;
   1094                      _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
   1095                   }
   1096                }
   1097                /* light model */
   1098                _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
   1099                                   light->Model.Ambient);
   1100                _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
   1101                                  (GLfloat) light->Model.LocalViewer);
   1102                _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
   1103                                  (GLfloat) light->Model.TwoSide);
   1104                _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
   1105                                  (GLfloat) light->Model.ColorControl);
   1106                /* shade model */
   1107                _mesa_ShadeModel(light->ShadeModel);
   1108                /* color material */
   1109                _mesa_ColorMaterial(light->ColorMaterialFace,
   1110                                    light->ColorMaterialMode);
   1111                _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
   1112                                 light->ColorMaterialEnabled);
   1113                /* materials */
   1114                memcpy(&ctx->Light.Material, &light->Material,
   1115                       sizeof(struct gl_material));
   1116                _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, light->ClampVertexColor);
   1117             }
   1118             break;
   1119          case GL_LINE_BIT:
   1120             {
   1121                const struct gl_line_attrib *line;
   1122                line = (const struct gl_line_attrib *) attr->data;
   1123                _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
   1124                _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
   1125                _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
   1126                _mesa_LineWidth(line->Width);
   1127             }
   1128             break;
   1129          case GL_LIST_BIT:
   1130             memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
   1131             break;
   1132          case GL_PIXEL_MODE_BIT:
   1133             memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
   1134             /* XXX what other pixel state needs to be set by function calls? */
   1135             _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
   1136 	    ctx->NewState |= _NEW_PIXEL;
   1137             break;
   1138          case GL_POINT_BIT:
   1139             {
   1140                const struct gl_point_attrib *point;
   1141                point = (const struct gl_point_attrib *) attr->data;
   1142                _mesa_PointSize(point->Size);
   1143                _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
   1144                if (ctx->Extensions.EXT_point_parameters) {
   1145                   _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
   1146                                          point->Params);
   1147                   _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
   1148                                         point->MinSize);
   1149                   _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
   1150                                         point->MaxSize);
   1151                   _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
   1152                                         point->Threshold);
   1153                }
   1154                if (ctx->Extensions.NV_point_sprite
   1155 		   || ctx->Extensions.ARB_point_sprite) {
   1156                   GLuint u;
   1157                   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
   1158                      _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
   1159                                    (GLint) point->CoordReplace[u]);
   1160                   }
   1161                   _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
   1162                   if (ctx->Extensions.NV_point_sprite)
   1163                      _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
   1164                                            ctx->Point.SpriteRMode);
   1165 
   1166                   if ((ctx->API == API_OPENGL && ctx->Version >= 20)
   1167                       || ctx->API == API_OPENGL_CORE)
   1168                      _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
   1169                                            (GLfloat)ctx->Point.SpriteOrigin);
   1170                }
   1171             }
   1172             break;
   1173          case GL_POLYGON_BIT:
   1174             {
   1175                const struct gl_polygon_attrib *polygon;
   1176                polygon = (const struct gl_polygon_attrib *) attr->data;
   1177                _mesa_CullFace(polygon->CullFaceMode);
   1178                _mesa_FrontFace(polygon->FrontFace);
   1179                _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
   1180                _mesa_PolygonMode(GL_BACK, polygon->BackMode);
   1181                _mesa_PolygonOffset(polygon->OffsetFactor,
   1182                                    polygon->OffsetUnits);
   1183                _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
   1184                _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
   1185                _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
   1186                _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
   1187                                 polygon->OffsetPoint);
   1188                _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
   1189                                 polygon->OffsetLine);
   1190                _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
   1191                                 polygon->OffsetFill);
   1192             }
   1193             break;
   1194 	 case GL_POLYGON_STIPPLE_BIT:
   1195 	    memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
   1196 	    ctx->NewState |= _NEW_POLYGONSTIPPLE;
   1197 	    if (ctx->Driver.PolygonStipple)
   1198 	       ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
   1199 	    break;
   1200          case GL_SCISSOR_BIT:
   1201             {
   1202                const struct gl_scissor_attrib *scissor;
   1203                scissor = (const struct gl_scissor_attrib *) attr->data;
   1204                _mesa_Scissor(scissor->X, scissor->Y,
   1205                              scissor->Width, scissor->Height);
   1206                _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
   1207             }
   1208             break;
   1209          case GL_STENCIL_BUFFER_BIT:
   1210             {
   1211                const struct gl_stencil_attrib *stencil;
   1212                stencil = (const struct gl_stencil_attrib *) attr->data;
   1213                _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
   1214                _mesa_ClearStencil(stencil->Clear);
   1215                if (ctx->Extensions.EXT_stencil_two_side) {
   1216                   _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
   1217                                    stencil->TestTwoSide);
   1218                   _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
   1219                                              ? GL_BACK : GL_FRONT);
   1220                }
   1221                /* front state */
   1222                _mesa_StencilFuncSeparate(GL_FRONT,
   1223                                          stencil->Function[0],
   1224                                          stencil->Ref[0],
   1225                                          stencil->ValueMask[0]);
   1226                _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
   1227                _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
   1228                                        stencil->ZFailFunc[0],
   1229                                        stencil->ZPassFunc[0]);
   1230                /* back state */
   1231                _mesa_StencilFuncSeparate(GL_BACK,
   1232                                          stencil->Function[1],
   1233                                          stencil->Ref[1],
   1234                                          stencil->ValueMask[1]);
   1235                _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
   1236                _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
   1237                                        stencil->ZFailFunc[1],
   1238                                        stencil->ZPassFunc[1]);
   1239             }
   1240             break;
   1241          case GL_TRANSFORM_BIT:
   1242             {
   1243                GLuint i;
   1244                const struct gl_transform_attrib *xform;
   1245                xform = (const struct gl_transform_attrib *) attr->data;
   1246                _mesa_MatrixMode(xform->MatrixMode);
   1247                if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
   1248                   _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
   1249 
   1250                /* restore clip planes */
   1251                for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
   1252                   const GLuint mask = 1 << i;
   1253                   const GLfloat *eyePlane = xform->EyeUserPlane[i];
   1254                   COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
   1255                   _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
   1256                                    !!(xform->ClipPlanesEnabled & mask));
   1257                   if (ctx->Driver.ClipPlane)
   1258                      ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
   1259                }
   1260 
   1261                /* normalize/rescale */
   1262                if (xform->Normalize != ctx->Transform.Normalize)
   1263                   _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
   1264                if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
   1265                   _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
   1266                                    ctx->Transform.RescaleNormals);
   1267                if (xform->DepthClamp != ctx->Transform.DepthClamp)
   1268                   _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
   1269                                    ctx->Transform.DepthClamp);
   1270             }
   1271             break;
   1272          case GL_TEXTURE_BIT:
   1273             {
   1274                struct texture_state *texstate
   1275                   = (struct texture_state *) attr->data;
   1276                pop_texture_group(ctx, texstate);
   1277 	       ctx->NewState |= _NEW_TEXTURE;
   1278             }
   1279             break;
   1280          case GL_VIEWPORT_BIT:
   1281             {
   1282                const struct gl_viewport_attrib *vp;
   1283                vp = (const struct gl_viewport_attrib *) attr->data;
   1284                _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
   1285                _mesa_DepthRange(vp->Near, vp->Far);
   1286             }
   1287             break;
   1288          case GL_MULTISAMPLE_BIT_ARB:
   1289             {
   1290                const struct gl_multisample_attrib *ms;
   1291                ms = (const struct gl_multisample_attrib *) attr->data;
   1292 
   1293 	       TEST_AND_UPDATE(ctx->Multisample.Enabled,
   1294 			       ms->Enabled,
   1295 			       GL_MULTISAMPLE);
   1296 
   1297 	       TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
   1298 			       ms->SampleCoverage,
   1299 			       GL_SAMPLE_COVERAGE);
   1300 
   1301 	       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
   1302 			       ms->SampleAlphaToCoverage,
   1303 			       GL_SAMPLE_ALPHA_TO_COVERAGE);
   1304 
   1305 	       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
   1306 			       ms->SampleAlphaToOne,
   1307 			       GL_SAMPLE_ALPHA_TO_ONE);
   1308 
   1309                _mesa_SampleCoverageARB(ms->SampleCoverageValue,
   1310                                        ms->SampleCoverageInvert);
   1311             }
   1312             break;
   1313 
   1314          default:
   1315             _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
   1316             break;
   1317       }
   1318 
   1319       next = attr->next;
   1320       FREE( attr->data );
   1321       FREE( attr );
   1322       attr = next;
   1323    }
   1324 }
   1325 
   1326 
   1327 /**
   1328  * Copy gl_pixelstore_attrib from src to dst, updating buffer
   1329  * object refcounts.
   1330  */
   1331 static void
   1332 copy_pixelstore(struct gl_context *ctx,
   1333                 struct gl_pixelstore_attrib *dst,
   1334                 const struct gl_pixelstore_attrib *src)
   1335 {
   1336    dst->Alignment = src->Alignment;
   1337    dst->RowLength = src->RowLength;
   1338    dst->SkipPixels = src->SkipPixels;
   1339    dst->SkipRows = src->SkipRows;
   1340    dst->ImageHeight = src->ImageHeight;
   1341    dst->SkipImages = src->SkipImages;
   1342    dst->SwapBytes = src->SwapBytes;
   1343    dst->LsbFirst = src->LsbFirst;
   1344    dst->Invert = src->Invert;
   1345    _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
   1346 }
   1347 
   1348 
   1349 #define GL_CLIENT_PACK_BIT (1<<20)
   1350 #define GL_CLIENT_UNPACK_BIT (1<<21)
   1351 
   1352 /**
   1353  * Copy gl_array_object from src to dest.
   1354  * 'dest' must be in an initialized state.
   1355  */
   1356 static void
   1357 copy_array_object(struct gl_context *ctx,
   1358                   struct gl_array_object *dest,
   1359                   struct gl_array_object *src)
   1360 {
   1361    GLuint i;
   1362 
   1363    /* skip Name */
   1364    /* skip RefCount */
   1365 
   1366    /* In theory must be the same anyway, but on recreate make sure it matches */
   1367    dest->ARBsemantics = src->ARBsemantics;
   1368 
   1369    for (i = 0; i < Elements(src->VertexAttrib); i++)
   1370       _mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
   1371 
   1372    /* _Enabled must be the same than on push */
   1373    dest->_Enabled = src->_Enabled;
   1374    dest->_MaxElement = src->_MaxElement;
   1375 }
   1376 
   1377 /**
   1378  * Copy gl_array_attrib from src to dest.
   1379  * 'dest' must be in an initialized state.
   1380  */
   1381 static void
   1382 copy_array_attrib(struct gl_context *ctx,
   1383                   struct gl_array_attrib *dest,
   1384                   struct gl_array_attrib *src,
   1385                   bool vbo_deleted)
   1386 {
   1387    /* skip ArrayObj */
   1388    /* skip DefaultArrayObj, Objects */
   1389    dest->ActiveTexture = src->ActiveTexture;
   1390    dest->LockFirst = src->LockFirst;
   1391    dest->LockCount = src->LockCount;
   1392    dest->PrimitiveRestart = src->PrimitiveRestart;
   1393    dest->RestartIndex = src->RestartIndex;
   1394    /* skip NewState */
   1395    /* skip RebindArrays */
   1396 
   1397    if (!vbo_deleted)
   1398       copy_array_object(ctx, dest->ArrayObj, src->ArrayObj);
   1399 
   1400    /* skip ArrayBufferObj */
   1401    /* skip ElementArrayBufferObj */
   1402 }
   1403 
   1404 /**
   1405  * Save the content of src to dest.
   1406  */
   1407 static void
   1408 save_array_attrib(struct gl_context *ctx,
   1409                   struct gl_array_attrib *dest,
   1410                   struct gl_array_attrib *src)
   1411 {
   1412    /* Set the Name, needed for restore, but do never overwrite.
   1413     * Needs to match value in the object hash. */
   1414    dest->ArrayObj->Name = src->ArrayObj->Name;
   1415    /* And copy all of the rest. */
   1416    copy_array_attrib(ctx, dest, src, false);
   1417 
   1418    /* Just reference them here */
   1419    _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
   1420                                  src->ArrayBufferObj);
   1421    _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj,
   1422                                  src->ArrayObj->ElementArrayBufferObj);
   1423 }
   1424 
   1425 /**
   1426  * Restore the content of src to dest.
   1427  */
   1428 static void
   1429 restore_array_attrib(struct gl_context *ctx,
   1430                      struct gl_array_attrib *dest,
   1431                      struct gl_array_attrib *src)
   1432 {
   1433    /* The ARB_vertex_array_object spec says:
   1434     *
   1435     *     "BindVertexArray fails and an INVALID_OPERATION error is generated
   1436     *     if array is not a name returned from a previous call to
   1437     *     GenVertexArrays, or if such a name has since been deleted with
   1438     *     DeleteVertexArrays."
   1439     *
   1440     * Therefore popping a deleted VAO cannot magically recreate it.
   1441     *
   1442     * The semantics of objects created using APPLE_vertex_array_objects behave
   1443     * differently.  These objects expect to be recreated by pop.  Alas.
   1444     */
   1445    const bool arb_vao = (src->ArrayObj->Name != 0
   1446 			 && src->ArrayObj->ARBsemantics);
   1447 
   1448    if (arb_vao && !_mesa_IsVertexArrayAPPLE(src->ArrayObj->Name))
   1449       return;
   1450 
   1451    _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name);
   1452 
   1453    /* Restore or recreate the buffer objects by the names ... */
   1454    if (!arb_vao
   1455        || src->ArrayBufferObj->Name == 0
   1456        || _mesa_IsBufferARB(src->ArrayBufferObj->Name)) {
   1457       /* ... and restore its content */
   1458       copy_array_attrib(ctx, dest, src, false);
   1459 
   1460       _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
   1461 			  src->ArrayBufferObj->Name);
   1462    } else {
   1463       copy_array_attrib(ctx, dest, src, true);
   1464    }
   1465 
   1466    if (!arb_vao
   1467        || src->ArrayObj->ElementArrayBufferObj->Name == 0
   1468        || _mesa_IsBufferARB(src->ArrayObj->ElementArrayBufferObj->Name))
   1469       _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
   1470 			  src->ArrayObj->ElementArrayBufferObj->Name);
   1471 }
   1472 
   1473 /**
   1474  * init/alloc the fields of 'attrib'.
   1475  * Needs to the init part matching free_array_attrib_data below.
   1476  */
   1477 static void
   1478 init_array_attrib_data(struct gl_context *ctx,
   1479                        struct gl_array_attrib *attrib)
   1480 {
   1481    /* Get a non driver gl_array_object. */
   1482    attrib->ArrayObj = CALLOC_STRUCT( gl_array_object );
   1483    _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0);
   1484 }
   1485 
   1486 /**
   1487  * Free/unreference the fields of 'attrib' but don't delete it (that's
   1488  * done later in the calling code).
   1489  * Needs to the cleanup part matching init_array_attrib_data above.
   1490  */
   1491 static void
   1492 free_array_attrib_data(struct gl_context *ctx,
   1493                        struct gl_array_attrib *attrib)
   1494 {
   1495    /* We use a non driver array object, so don't just unref since we would
   1496     * end up using the drivers DeleteArrayObject function for deletion. */
   1497    _mesa_delete_array_object(ctx, attrib->ArrayObj);
   1498    attrib->ArrayObj = 0;
   1499    _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
   1500 }
   1501 
   1502 
   1503 void GLAPIENTRY
   1504 _mesa_PushClientAttrib(GLbitfield mask)
   1505 {
   1506    struct gl_attrib_node *head;
   1507 
   1508    GET_CURRENT_CONTEXT(ctx);
   1509    ASSERT_OUTSIDE_BEGIN_END(ctx);
   1510 
   1511    if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
   1512       _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
   1513       return;
   1514    }
   1515 
   1516    /* Build linked list of attribute nodes which save all attribute
   1517     * groups specified by the mask.
   1518     */
   1519    head = NULL;
   1520 
   1521    if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
   1522       struct gl_pixelstore_attrib *attr;
   1523       /* packing attribs */
   1524       attr = CALLOC_STRUCT( gl_pixelstore_attrib );
   1525       copy_pixelstore(ctx, attr, &ctx->Pack);
   1526       save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
   1527       /* unpacking attribs */
   1528       attr = CALLOC_STRUCT( gl_pixelstore_attrib );
   1529       copy_pixelstore(ctx, attr, &ctx->Unpack);
   1530       save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
   1531    }
   1532 
   1533    if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
   1534       struct gl_array_attrib *attr;
   1535       attr = CALLOC_STRUCT( gl_array_attrib );
   1536       init_array_attrib_data(ctx, attr);
   1537       save_array_attrib(ctx, attr, &ctx->Array);
   1538       save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
   1539    }
   1540 
   1541    ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
   1542    ctx->ClientAttribStackDepth++;
   1543 }
   1544 
   1545 
   1546 
   1547 
   1548 void GLAPIENTRY
   1549 _mesa_PopClientAttrib(void)
   1550 {
   1551    struct gl_attrib_node *node, *next;
   1552 
   1553    GET_CURRENT_CONTEXT(ctx);
   1554    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
   1555 
   1556    if (ctx->ClientAttribStackDepth == 0) {
   1557       _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
   1558       return;
   1559    }
   1560 
   1561    ctx->ClientAttribStackDepth--;
   1562    node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
   1563 
   1564    while (node) {
   1565       switch (node->kind) {
   1566          case GL_CLIENT_PACK_BIT:
   1567             {
   1568                struct gl_pixelstore_attrib *store =
   1569                   (struct gl_pixelstore_attrib *) node->data;
   1570                copy_pixelstore(ctx, &ctx->Pack, store);
   1571                _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
   1572             }
   1573 	    ctx->NewState |= _NEW_PACKUNPACK;
   1574             break;
   1575          case GL_CLIENT_UNPACK_BIT:
   1576             {
   1577                struct gl_pixelstore_attrib *store =
   1578                   (struct gl_pixelstore_attrib *) node->data;
   1579                copy_pixelstore(ctx, &ctx->Unpack, store);
   1580                _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
   1581             }
   1582 	    ctx->NewState |= _NEW_PACKUNPACK;
   1583             break;
   1584          case GL_CLIENT_VERTEX_ARRAY_BIT: {
   1585 	    struct gl_array_attrib * attr =
   1586 	      (struct gl_array_attrib *) node->data;
   1587             restore_array_attrib(ctx, &ctx->Array, attr);
   1588             free_array_attrib_data(ctx, attr);
   1589 	    ctx->NewState |= _NEW_ARRAY;
   1590             break;
   1591 	 }
   1592          default:
   1593             _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
   1594             break;
   1595       }
   1596 
   1597       next = node->next;
   1598       FREE( node->data );
   1599       FREE( node );
   1600       node = next;
   1601    }
   1602 }
   1603 
   1604 
   1605 void
   1606 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
   1607 {
   1608    SET_PopAttrib(disp, _mesa_PopAttrib);
   1609    SET_PushAttrib(disp, _mesa_PushAttrib);
   1610    SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
   1611    SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
   1612 }
   1613 
   1614 
   1615 #endif /* FEATURE_attrib_stack */
   1616 
   1617 
   1618 /**
   1619  * Free any attribute state data that might be attached to the context.
   1620  */
   1621 void
   1622 _mesa_free_attrib_data(struct gl_context *ctx)
   1623 {
   1624    while (ctx->AttribStackDepth > 0) {
   1625       struct gl_attrib_node *attr, *next;
   1626 
   1627       ctx->AttribStackDepth--;
   1628       attr = ctx->AttribStack[ctx->AttribStackDepth];
   1629 
   1630       while (attr) {
   1631          if (attr->kind == GL_TEXTURE_BIT) {
   1632             struct texture_state *texstate = (struct texture_state*)attr->data;
   1633             GLuint u, tgt;
   1634             /* clear references to the saved texture objects */
   1635             for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
   1636                for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
   1637                   _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
   1638                }
   1639             }
   1640             _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
   1641          }
   1642          else {
   1643             /* any other chunks of state that requires special handling? */
   1644          }
   1645 
   1646          next = attr->next;
   1647          free(attr->data);
   1648          free(attr);
   1649          attr = next;
   1650       }
   1651    }
   1652 }
   1653 
   1654 
   1655 void _mesa_init_attrib( struct gl_context *ctx )
   1656 {
   1657    /* Renderer and client attribute stacks */
   1658    ctx->AttribStackDepth = 0;
   1659    ctx->ClientAttribStackDepth = 0;
   1660 }
   1661