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 <stdbool.h> 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 /** An unused GL_*_BIT value */ 181 #define DUMMY_BIT 0x10000000 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 bool 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 return false; 203 } 204 return true; 205 } 206 207 208 /** 209 * Helper function for_mesa_PushAttrib for simple attributes. 210 * Allocates memory for attribute data and copies the given attribute data. 211 * \param head head of linked list to insert attribute data into 212 * \param attr_bit one of the GL_<attrib>_BIT flags 213 * \param attr_size number of bytes to allocate for attribute data 214 * \param attr_data the attribute data to copy 215 * \return true for success, false for out of memory 216 */ 217 static bool 218 push_attrib(struct gl_context *ctx, struct gl_attrib_node **head, 219 GLbitfield attr_bit, GLuint attr_size, const void *attr_data) 220 { 221 void *attribute; 222 223 attribute = malloc(attr_size); 224 if (attribute == NULL) { 225 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 226 return false; 227 } 228 229 if (save_attrib_data(head, attr_bit, attribute)) { 230 memcpy(attribute, attr_data, attr_size); 231 } 232 else { 233 free(attribute); 234 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 235 return false; 236 } 237 return true; 238 } 239 240 241 void GLAPIENTRY 242 _mesa_PushAttrib(GLbitfield mask) 243 { 244 struct gl_attrib_node *head; 245 246 GET_CURRENT_CONTEXT(ctx); 247 248 if (MESA_VERBOSE & VERBOSE_API) 249 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask); 250 251 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) { 252 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" ); 253 return; 254 } 255 256 /* Build linked list of attribute nodes which save all attribute */ 257 /* groups specified by the mask. */ 258 head = NULL; 259 260 if (mask == 0) { 261 /* if mask is zero we still need to push something so that we 262 * don't get a GL_STACK_UNDERFLOW error in glPopAttrib(). 263 */ 264 GLuint dummy = 0; 265 if (!push_attrib(ctx, &head, DUMMY_BIT, sizeof(dummy), &dummy)) 266 goto end; 267 } 268 269 if (mask & GL_ACCUM_BUFFER_BIT) { 270 if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT, 271 sizeof(struct gl_accum_attrib), 272 (void*)&ctx->Accum)) 273 goto end; 274 } 275 276 if (mask & GL_COLOR_BUFFER_BIT) { 277 GLuint i; 278 struct gl_colorbuffer_attrib *attr; 279 attr = MALLOC_STRUCT( gl_colorbuffer_attrib ); 280 if (attr == NULL) { 281 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 282 goto end; 283 } 284 285 if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) { 286 memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib)); 287 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */ 288 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++) 289 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i]; 290 } 291 else { 292 free(attr); 293 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 294 goto end; 295 } 296 } 297 298 if (mask & GL_CURRENT_BIT) { 299 FLUSH_CURRENT(ctx, 0); 300 if (!push_attrib(ctx, &head, GL_CURRENT_BIT, 301 sizeof(struct gl_current_attrib), 302 (void*)&ctx->Current)) 303 goto end; 304 } 305 306 if (mask & GL_DEPTH_BUFFER_BIT) { 307 if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT, 308 sizeof(struct gl_depthbuffer_attrib), 309 (void*)&ctx->Depth)) 310 goto end; 311 } 312 313 if (mask & GL_ENABLE_BIT) { 314 struct gl_enable_attrib *attr; 315 GLuint i; 316 attr = MALLOC_STRUCT( gl_enable_attrib ); 317 if (attr == NULL) { 318 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 319 goto end; 320 } 321 322 /* Copy enable flags from all other attributes into the enable struct. */ 323 attr->AlphaTest = ctx->Color.AlphaEnabled; 324 attr->AutoNormal = ctx->Eval.AutoNormal; 325 attr->Blend = ctx->Color.BlendEnabled; 326 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled; 327 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled; 328 attr->CullFace = ctx->Polygon.CullFlag; 329 attr->DepthClamp = ctx->Transform.DepthClamp; 330 attr->DepthTest = ctx->Depth.Test; 331 attr->Dither = ctx->Color.DitherFlag; 332 attr->Fog = ctx->Fog.Enabled; 333 for (i = 0; i < ctx->Const.MaxLights; i++) { 334 attr->Light[i] = ctx->Light.Light[i].Enabled; 335 } 336 attr->Lighting = ctx->Light.Enabled; 337 attr->LineSmooth = ctx->Line.SmoothFlag; 338 attr->LineStipple = ctx->Line.StippleFlag; 339 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled; 340 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled; 341 attr->Map1Color4 = ctx->Eval.Map1Color4; 342 attr->Map1Index = ctx->Eval.Map1Index; 343 attr->Map1Normal = ctx->Eval.Map1Normal; 344 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1; 345 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2; 346 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3; 347 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4; 348 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3; 349 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4; 350 attr->Map2Color4 = ctx->Eval.Map2Color4; 351 attr->Map2Index = ctx->Eval.Map2Index; 352 attr->Map2Normal = ctx->Eval.Map2Normal; 353 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1; 354 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2; 355 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3; 356 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4; 357 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3; 358 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4; 359 attr->Normalize = ctx->Transform.Normalize; 360 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped; 361 attr->PointSmooth = ctx->Point.SmoothFlag; 362 attr->PointSprite = ctx->Point.PointSprite; 363 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint; 364 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine; 365 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill; 366 attr->PolygonSmooth = ctx->Polygon.SmoothFlag; 367 attr->PolygonStipple = ctx->Polygon.StippleFlag; 368 attr->RescaleNormals = ctx->Transform.RescaleNormals; 369 attr->Scissor = ctx->Scissor.EnableFlags; 370 attr->Stencil = ctx->Stencil.Enabled; 371 attr->StencilTwoSide = ctx->Stencil.TestTwoSide; 372 attr->MultisampleEnabled = ctx->Multisample.Enabled; 373 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage; 374 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne; 375 attr->SampleCoverage = ctx->Multisample.SampleCoverage; 376 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 377 attr->Texture[i] = ctx->Texture.Unit[i].Enabled; 378 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled; 379 } 380 /* GL_ARB_vertex_program */ 381 attr->VertexProgram = ctx->VertexProgram.Enabled; 382 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled; 383 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled; 384 385 /* GL_ARB_fragment_program */ 386 attr->FragmentProgram = ctx->FragmentProgram.Enabled; 387 388 if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) { 389 free(attr); 390 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 391 goto end; 392 } 393 394 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ 395 attr->sRGBEnabled = ctx->Color.sRGBEnabled; 396 } 397 398 if (mask & GL_EVAL_BIT) { 399 if (!push_attrib(ctx, &head, GL_EVAL_BIT, 400 sizeof(struct gl_eval_attrib), 401 (void*)&ctx->Eval)) 402 goto end; 403 } 404 405 if (mask & GL_FOG_BIT) { 406 if (!push_attrib(ctx, &head, GL_FOG_BIT, 407 sizeof(struct gl_fog_attrib), 408 (void*)&ctx->Fog)) 409 goto end; 410 } 411 412 if (mask & GL_HINT_BIT) { 413 if (!push_attrib(ctx, &head, GL_HINT_BIT, 414 sizeof(struct gl_hint_attrib), 415 (void*)&ctx->Hint)) 416 goto end; 417 } 418 419 if (mask & GL_LIGHTING_BIT) { 420 FLUSH_CURRENT(ctx, 0); /* flush material changes */ 421 if (!push_attrib(ctx, &head, GL_LIGHTING_BIT, 422 sizeof(struct gl_light_attrib), 423 (void*)&ctx->Light)) 424 goto end; 425 } 426 427 if (mask & GL_LINE_BIT) { 428 if (!push_attrib(ctx, &head, GL_LINE_BIT, 429 sizeof(struct gl_line_attrib), 430 (void*)&ctx->Line)) 431 goto end; 432 } 433 434 if (mask & GL_LIST_BIT) { 435 if (!push_attrib(ctx, &head, GL_LIST_BIT, 436 sizeof(struct gl_list_attrib), 437 (void*)&ctx->List)) 438 goto end; 439 } 440 441 if (mask & GL_PIXEL_MODE_BIT) { 442 struct gl_pixel_attrib *attr; 443 attr = MALLOC_STRUCT( gl_pixel_attrib ); 444 if (attr == NULL) { 445 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 446 goto end; 447 } 448 449 if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) { 450 memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib)); 451 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */ 452 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer; 453 } 454 else { 455 free(attr); 456 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib"); 457 goto end; 458 } 459 } 460 461 if (mask & GL_POINT_BIT) { 462 if (!push_attrib(ctx, &head, GL_POINT_BIT, 463 sizeof(struct gl_point_attrib), 464 (void*)&ctx->Point)) 465 goto end; 466 } 467 468 if (mask & GL_POLYGON_BIT) { 469 if (!push_attrib(ctx, &head, GL_POLYGON_BIT, 470 sizeof(struct gl_polygon_attrib), 471 (void*)&ctx->Polygon)) 472 goto end; 473 } 474 475 if (mask & GL_POLYGON_STIPPLE_BIT) { 476 if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT, 477 sizeof(ctx->PolygonStipple), 478 (void*)&ctx->PolygonStipple)) 479 goto end; 480 } 481 482 if (mask & GL_SCISSOR_BIT) { 483 if (!push_attrib(ctx, &head, GL_SCISSOR_BIT, 484 sizeof(struct gl_scissor_attrib), 485 (void*)&ctx->Scissor)) 486 goto end; 487 } 488 489 if (mask & GL_STENCIL_BUFFER_BIT) { 490 if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT, 491 sizeof(struct gl_stencil_attrib), 492 (void*)&ctx->Stencil)) 493 goto end; 494 } 495 496 if (mask & GL_TEXTURE_BIT) { 497 struct texture_state *texstate = CALLOC_STRUCT(texture_state); 498 GLuint u, tex; 499 500 if (!texstate) { 501 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 502 goto end; 503 } 504 505 if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) { 506 free(texstate); 507 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); 508 goto end; 509 } 510 511 _mesa_lock_context_textures(ctx); 512 513 /* copy/save the bulk of texture state here */ 514 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); 515 516 /* Save references to the currently bound texture objects so they don't 517 * accidentally get deleted while referenced in the attribute stack. 518 */ 519 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 520 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 521 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex], 522 ctx->Texture.Unit[u].CurrentTex[tex]); 523 } 524 } 525 526 /* copy state/contents of the currently bound texture objects */ 527 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 528 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 529 _mesa_copy_texture_object(&texstate->SavedObj[u][tex], 530 ctx->Texture.Unit[u].CurrentTex[tex]); 531 } 532 } 533 534 _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared); 535 536 _mesa_unlock_context_textures(ctx); 537 } 538 539 if (mask & GL_TRANSFORM_BIT) { 540 if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT, 541 sizeof(struct gl_transform_attrib), 542 (void*)&ctx->Transform)) 543 goto end; 544 } 545 546 if (mask & GL_VIEWPORT_BIT) { 547 if (!push_attrib(ctx, &head, GL_VIEWPORT_BIT, 548 sizeof(struct gl_viewport_attrib) 549 * ctx->Const.MaxViewports, 550 (void*)&ctx->ViewportArray)) 551 goto end; 552 } 553 554 /* GL_ARB_multisample */ 555 if (mask & GL_MULTISAMPLE_BIT_ARB) { 556 if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB, 557 sizeof(struct gl_multisample_attrib), 558 (void*)&ctx->Multisample)) 559 goto end; 560 } 561 562 end: 563 if (head != NULL) { 564 ctx->AttribStack[ctx->AttribStackDepth] = head; 565 ctx->AttribStackDepth++; 566 } 567 } 568 569 570 571 static void 572 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable) 573 { 574 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit; 575 GLuint i; 576 577 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \ 578 if ((VALUE) != (NEWVALUE)) { \ 579 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \ 580 } 581 582 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST); 583 if (ctx->Color.BlendEnabled != enable->Blend) { 584 if (ctx->Extensions.EXT_draw_buffers2) { 585 GLuint i; 586 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 587 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1); 588 } 589 } 590 else { 591 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1)); 592 } 593 } 594 595 for (i=0;i<ctx->Const.MaxClipPlanes;i++) { 596 const GLuint mask = 1 << i; 597 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask)) 598 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i), 599 !!(enable->ClipPlanes & mask)); 600 } 601 602 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, 603 GL_COLOR_MATERIAL); 604 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE); 605 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp, 606 GL_DEPTH_CLAMP); 607 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST); 608 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER); 609 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG); 610 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING); 611 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH); 612 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, 613 GL_LINE_STIPPLE); 614 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, 615 GL_INDEX_LOGIC_OP); 616 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, 617 GL_COLOR_LOGIC_OP); 618 619 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4); 620 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX); 621 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL); 622 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, 623 GL_MAP1_TEXTURE_COORD_1); 624 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, 625 GL_MAP1_TEXTURE_COORD_2); 626 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, 627 GL_MAP1_TEXTURE_COORD_3); 628 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, 629 GL_MAP1_TEXTURE_COORD_4); 630 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, 631 GL_MAP1_VERTEX_3); 632 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, 633 GL_MAP1_VERTEX_4); 634 635 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4); 636 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX); 637 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL); 638 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, 639 GL_MAP2_TEXTURE_COORD_1); 640 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, 641 GL_MAP2_TEXTURE_COORD_2); 642 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, 643 GL_MAP2_TEXTURE_COORD_3); 644 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, 645 GL_MAP2_TEXTURE_COORD_4); 646 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, 647 GL_MAP2_VERTEX_3); 648 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, 649 GL_MAP2_VERTEX_4); 650 651 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL); 652 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE); 653 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, 654 GL_RESCALE_NORMAL_EXT); 655 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped, 656 enable->RasterPositionUnclipped, 657 GL_RASTER_POSITION_UNCLIPPED_IBM); 658 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, 659 GL_POINT_SMOOTH); 660 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) { 661 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite, 662 GL_POINT_SPRITE_NV); 663 } 664 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, 665 GL_POLYGON_OFFSET_POINT); 666 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, 667 GL_POLYGON_OFFSET_LINE); 668 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, 669 GL_POLYGON_OFFSET_FILL); 670 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, 671 GL_POLYGON_SMOOTH); 672 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 673 GL_POLYGON_STIPPLE); 674 if (ctx->Scissor.EnableFlags != enable->Scissor) { 675 unsigned i; 676 677 for (i = 0; i < ctx->Const.MaxViewports; i++) { 678 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1); 679 } 680 } 681 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST); 682 if (ctx->Extensions.EXT_stencil_two_side) { 683 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT); 684 } 685 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled, 686 GL_MULTISAMPLE_ARB); 687 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 688 enable->SampleAlphaToCoverage, 689 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); 690 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 691 enable->SampleAlphaToOne, 692 GL_SAMPLE_ALPHA_TO_ONE_ARB); 693 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 694 enable->SampleCoverage, 695 GL_SAMPLE_COVERAGE_ARB); 696 /* GL_ARB_vertex_program */ 697 TEST_AND_UPDATE(ctx->VertexProgram.Enabled, 698 enable->VertexProgram, 699 GL_VERTEX_PROGRAM_ARB); 700 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled, 701 enable->VertexProgramPointSize, 702 GL_VERTEX_PROGRAM_POINT_SIZE_ARB); 703 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled, 704 enable->VertexProgramTwoSide, 705 GL_VERTEX_PROGRAM_TWO_SIDE_ARB); 706 707 /* GL_ARB_fragment_program */ 708 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled, 709 enable->FragmentProgram, 710 GL_FRAGMENT_PROGRAM_ARB); 711 712 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ 713 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled, 714 GL_FRAMEBUFFER_SRGB); 715 716 /* texture unit enables */ 717 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 718 const GLbitfield enabled = enable->Texture[i]; 719 const GLbitfield genEnabled = enable->TexGen[i]; 720 721 if (ctx->Texture.Unit[i].Enabled != enabled) { 722 _mesa_ActiveTexture(GL_TEXTURE0 + i); 723 724 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT)); 725 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT)); 726 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT)); 727 if (ctx->Extensions.NV_texture_rectangle) { 728 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB, 729 !!(enabled & TEXTURE_RECT_BIT)); 730 } 731 if (ctx->Extensions.ARB_texture_cube_map) { 732 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 733 !!(enabled & TEXTURE_CUBE_BIT)); 734 } 735 } 736 737 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) { 738 _mesa_ActiveTexture(GL_TEXTURE0 + i); 739 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT)); 740 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT)); 741 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT)); 742 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT)); 743 } 744 } 745 746 _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave); 747 } 748 749 750 /** 751 * Pop/restore texture attribute/group state. 752 */ 753 static void 754 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate) 755 { 756 GLuint u; 757 758 _mesa_lock_context_textures(ctx); 759 760 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 761 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; 762 GLuint tgt; 763 764 _mesa_ActiveTexture(GL_TEXTURE0_ARB + u); 765 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT)); 766 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT)); 767 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT)); 768 if (ctx->Extensions.ARB_texture_cube_map) { 769 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, 770 !!(unit->Enabled & TEXTURE_CUBE_BIT)); 771 } 772 if (ctx->Extensions.NV_texture_rectangle) { 773 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV, 774 !!(unit->Enabled & TEXTURE_RECT_BIT)); 775 } 776 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode); 777 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor); 778 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode); 779 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode); 780 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode); 781 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode); 782 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane); 783 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane); 784 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane); 785 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane); 786 /* Eye plane done differently to avoid re-transformation */ 787 { 788 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u]; 789 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane); 790 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane); 791 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane); 792 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane); 793 if (ctx->Driver.TexGen) { 794 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane); 795 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane); 796 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane); 797 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane); 798 } 799 } 800 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT)); 801 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT)); 802 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT)); 803 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT)); 804 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 805 unit->LodBias); 806 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 807 unit->Combine.ModeRGB); 808 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 809 unit->Combine.ModeA); 810 { 811 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3; 812 GLuint i; 813 for (i = 0; i < n; i++) { 814 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i, 815 unit->Combine.SourceRGB[i]); 816 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i, 817 unit->Combine.SourceA[i]); 818 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i, 819 unit->Combine.OperandRGB[i]); 820 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i, 821 unit->Combine.OperandA[i]); 822 } 823 } 824 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 825 1 << unit->Combine.ScaleShiftRGB); 826 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 827 1 << unit->Combine.ScaleShiftA); 828 829 /* Restore texture object state for each target */ 830 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 831 const struct gl_texture_object *obj = NULL; 832 const struct gl_sampler_object *samp; 833 GLenum target; 834 835 obj = &texstate->SavedObj[u][tgt]; 836 837 /* don't restore state for unsupported targets to prevent 838 * raising GL errors. 839 */ 840 if (obj->Target == GL_TEXTURE_CUBE_MAP && 841 !ctx->Extensions.ARB_texture_cube_map) { 842 continue; 843 } 844 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && 845 !ctx->Extensions.NV_texture_rectangle) { 846 continue; 847 } 848 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || 849 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && 850 !ctx->Extensions.EXT_texture_array) { 851 continue; 852 } 853 else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY && 854 !ctx->Extensions.ARB_texture_cube_map_array) { 855 continue; 856 } else if (obj->Target == GL_TEXTURE_BUFFER) 857 continue; 858 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES) 859 continue; 860 else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE || 861 obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) 862 continue; 863 864 target = obj->Target; 865 866 _mesa_BindTexture(target, obj->Name); 867 868 samp = &obj->Sampler; 869 870 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f); 871 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS); 872 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT); 873 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR); 874 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter); 875 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter); 876 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod); 877 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod); 878 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias); 879 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); 880 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel); 881 if (target != GL_TEXTURE_RECTANGLE_ARB) 882 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel); 883 if (ctx->Extensions.EXT_texture_filter_anisotropic) { 884 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 885 samp->MaxAnisotropy); 886 } 887 if (ctx->Extensions.ARB_shadow) { 888 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE, 889 samp->CompareMode); 890 _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC, 891 samp->CompareFunc); 892 } 893 if (ctx->Extensions.ARB_depth_texture) 894 _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode); 895 } 896 897 /* remove saved references to the texture objects */ 898 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 899 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 900 } 901 } 902 903 _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); 904 905 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL); 906 907 _mesa_unlock_context_textures(ctx); 908 } 909 910 911 /* 912 * This function is kind of long just because we have to call a lot 913 * of device driver functions to update device driver state. 914 * 915 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions 916 * in order to restore GL state. This isn't terribly efficient but it 917 * ensures that dirty flags and any derived state gets updated correctly. 918 * We could at least check if the value to restore equals the current value 919 * and then skip the Mesa call. 920 */ 921 void GLAPIENTRY 922 _mesa_PopAttrib(void) 923 { 924 struct gl_attrib_node *attr, *next; 925 GET_CURRENT_CONTEXT(ctx); 926 FLUSH_VERTICES(ctx, 0); 927 928 if (ctx->AttribStackDepth == 0) { 929 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" ); 930 return; 931 } 932 933 ctx->AttribStackDepth--; 934 attr = ctx->AttribStack[ctx->AttribStackDepth]; 935 936 while (attr) { 937 938 if (MESA_VERBOSE & VERBOSE_API) { 939 _mesa_debug(ctx, "glPopAttrib %s\n", 940 _mesa_enum_to_string(attr->kind)); 941 } 942 943 switch (attr->kind) { 944 case DUMMY_BIT: 945 /* do nothing */ 946 break; 947 948 case GL_ACCUM_BUFFER_BIT: 949 { 950 const struct gl_accum_attrib *accum; 951 accum = (const struct gl_accum_attrib *) attr->data; 952 _mesa_ClearAccum(accum->ClearColor[0], 953 accum->ClearColor[1], 954 accum->ClearColor[2], 955 accum->ClearColor[3]); 956 } 957 break; 958 case GL_COLOR_BUFFER_BIT: 959 { 960 const struct gl_colorbuffer_attrib *color; 961 962 color = (const struct gl_colorbuffer_attrib *) attr->data; 963 _mesa_ClearIndex((GLfloat) color->ClearIndex); 964 _mesa_ClearColor(color->ClearColor.f[0], 965 color->ClearColor.f[1], 966 color->ClearColor.f[2], 967 color->ClearColor.f[3]); 968 _mesa_IndexMask(color->IndexMask); 969 if (!ctx->Extensions.EXT_draw_buffers2) { 970 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0), 971 (GLboolean) (color->ColorMask[0][1] != 0), 972 (GLboolean) (color->ColorMask[0][2] != 0), 973 (GLboolean) (color->ColorMask[0][3] != 0)); 974 } 975 else { 976 GLuint i; 977 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 978 _mesa_ColorMaski(i, 979 (GLboolean) (color->ColorMask[i][0] != 0), 980 (GLboolean) (color->ColorMask[i][1] != 0), 981 (GLboolean) (color->ColorMask[i][2] != 0), 982 (GLboolean) (color->ColorMask[i][3] != 0)); 983 } 984 } 985 { 986 /* Need to determine if more than one color output is 987 * specified. If so, call glDrawBuffersARB, else call 988 * glDrawBuffer(). This is a subtle, but essential point 989 * since GL_FRONT (for example) is illegal for the former 990 * function, but legal for the later. 991 */ 992 GLboolean multipleBuffers = GL_FALSE; 993 GLuint i; 994 995 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) { 996 if (color->DrawBuffer[i] != GL_NONE) { 997 multipleBuffers = GL_TRUE; 998 break; 999 } 1000 } 1001 /* Call the API_level functions, not _mesa_drawbuffers() 1002 * since we need to do error checking on the pop'd 1003 * GL_DRAW_BUFFER. 1004 * Ex: if GL_FRONT were pushed, but we're popping with a 1005 * user FBO bound, GL_FRONT will be illegal and we'll need 1006 * to record that error. Per OpenGL ARB decision. 1007 */ 1008 if (multipleBuffers) 1009 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, 1010 color->DrawBuffer); 1011 else 1012 _mesa_DrawBuffer(color->DrawBuffer[0]); 1013 } 1014 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled); 1015 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped); 1016 if (ctx->Color.BlendEnabled != color->BlendEnabled) { 1017 if (ctx->Extensions.EXT_draw_buffers2) { 1018 GLuint i; 1019 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 1020 _mesa_set_enablei(ctx, GL_BLEND, i, 1021 (color->BlendEnabled >> i) & 1); 1022 } 1023 } 1024 else { 1025 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1)); 1026 } 1027 } 1028 if (ctx->Color._BlendFuncPerBuffer || 1029 ctx->Color._BlendEquationPerBuffer) { 1030 /* set blend per buffer */ 1031 GLuint buf; 1032 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) { 1033 _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB, 1034 color->Blend[buf].DstRGB, 1035 color->Blend[buf].SrcA, 1036 color->Blend[buf].DstA); 1037 _mesa_BlendEquationSeparateiARB(buf, 1038 color->Blend[buf].EquationRGB, 1039 color->Blend[buf].EquationA); 1040 } 1041 } 1042 else { 1043 /* set same blend modes for all buffers */ 1044 _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB, 1045 color->Blend[0].DstRGB, 1046 color->Blend[0].SrcA, 1047 color->Blend[0].DstA); 1048 /* This special case is because glBlendEquationSeparateEXT 1049 * cannot take GL_LOGIC_OP as a parameter. 1050 */ 1051 if (color->Blend[0].EquationRGB == 1052 color->Blend[0].EquationA) { 1053 _mesa_BlendEquation(color->Blend[0].EquationRGB); 1054 } 1055 else { 1056 _mesa_BlendEquationSeparate( 1057 color->Blend[0].EquationRGB, 1058 color->Blend[0].EquationA); 1059 } 1060 } 1061 _mesa_BlendColor(color->BlendColorUnclamped[0], 1062 color->BlendColorUnclamped[1], 1063 color->BlendColorUnclamped[2], 1064 color->BlendColorUnclamped[3]); 1065 _mesa_LogicOp(color->LogicOp); 1066 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, 1067 color->ColorLogicOpEnabled); 1068 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP, 1069 color->IndexLogicOpEnabled); 1070 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag); 1071 if (ctx->Extensions.ARB_color_buffer_float) 1072 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB, 1073 color->ClampFragmentColor); 1074 if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30) 1075 _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor); 1076 1077 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */ 1078 if (ctx->Extensions.EXT_framebuffer_sRGB) 1079 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled); 1080 } 1081 break; 1082 case GL_CURRENT_BIT: 1083 FLUSH_CURRENT( ctx, 0 ); 1084 memcpy( &ctx->Current, attr->data, 1085 sizeof(struct gl_current_attrib) ); 1086 break; 1087 case GL_DEPTH_BUFFER_BIT: 1088 { 1089 const struct gl_depthbuffer_attrib *depth; 1090 depth = (const struct gl_depthbuffer_attrib *) attr->data; 1091 _mesa_DepthFunc(depth->Func); 1092 _mesa_ClearDepth(depth->Clear); 1093 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test); 1094 _mesa_DepthMask(depth->Mask); 1095 if (ctx->Extensions.EXT_depth_bounds_test) { 1096 _mesa_set_enable(ctx, GL_DEPTH_BOUNDS_TEST_EXT, 1097 depth->BoundsTest); 1098 _mesa_DepthBoundsEXT(depth->BoundsMin, depth->BoundsMax); 1099 } 1100 } 1101 break; 1102 case GL_ENABLE_BIT: 1103 { 1104 const struct gl_enable_attrib *enable; 1105 enable = (const struct gl_enable_attrib *) attr->data; 1106 pop_enable_group(ctx, enable); 1107 ctx->NewState |= _NEW_ALL; 1108 } 1109 break; 1110 case GL_EVAL_BIT: 1111 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) ); 1112 ctx->NewState |= _NEW_EVAL; 1113 break; 1114 case GL_FOG_BIT: 1115 { 1116 const struct gl_fog_attrib *fog; 1117 fog = (const struct gl_fog_attrib *) attr->data; 1118 _mesa_set_enable(ctx, GL_FOG, fog->Enabled); 1119 _mesa_Fogfv(GL_FOG_COLOR, fog->Color); 1120 _mesa_Fogf(GL_FOG_DENSITY, fog->Density); 1121 _mesa_Fogf(GL_FOG_START, fog->Start); 1122 _mesa_Fogf(GL_FOG_END, fog->End); 1123 _mesa_Fogf(GL_FOG_INDEX, fog->Index); 1124 _mesa_Fogi(GL_FOG_MODE, fog->Mode); 1125 } 1126 break; 1127 case GL_HINT_BIT: 1128 { 1129 const struct gl_hint_attrib *hint; 1130 hint = (const struct gl_hint_attrib *) attr->data; 1131 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT, 1132 hint->PerspectiveCorrection ); 1133 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth); 1134 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth); 1135 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth); 1136 _mesa_Hint(GL_FOG_HINT, hint->Fog); 1137 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB, 1138 hint->TextureCompression); 1139 } 1140 break; 1141 case GL_LIGHTING_BIT: 1142 { 1143 GLuint i; 1144 const struct gl_light_attrib *light; 1145 light = (const struct gl_light_attrib *) attr->data; 1146 /* lighting enable */ 1147 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled); 1148 /* per-light state */ 1149 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) 1150 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 1151 1152 for (i = 0; i < ctx->Const.MaxLights; i++) { 1153 const struct gl_light *l = &light->Light[i]; 1154 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); 1155 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); 1156 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); 1157 _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); 1158 _mesa_light(ctx, i, GL_POSITION, l->EyePosition); 1159 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); 1160 { 1161 GLfloat p[4] = { 0 }; 1162 p[0] = l->SpotExponent; 1163 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); 1164 } 1165 { 1166 GLfloat p[4] = { 0 }; 1167 p[0] = l->SpotCutoff; 1168 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); 1169 } 1170 { 1171 GLfloat p[4] = { 0 }; 1172 p[0] = l->ConstantAttenuation; 1173 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); 1174 } 1175 { 1176 GLfloat p[4] = { 0 }; 1177 p[0] = l->LinearAttenuation; 1178 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); 1179 } 1180 { 1181 GLfloat p[4] = { 0 }; 1182 p[0] = l->QuadraticAttenuation; 1183 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); 1184 } 1185 } 1186 /* light model */ 1187 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, 1188 light->Model.Ambient); 1189 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1190 (GLfloat) light->Model.LocalViewer); 1191 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1192 (GLfloat) light->Model.TwoSide); 1193 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 1194 (GLfloat) light->Model.ColorControl); 1195 /* shade model */ 1196 _mesa_ShadeModel(light->ShadeModel); 1197 /* color material */ 1198 _mesa_ColorMaterial(light->ColorMaterialFace, 1199 light->ColorMaterialMode); 1200 _mesa_set_enable(ctx, GL_COLOR_MATERIAL, 1201 light->ColorMaterialEnabled); 1202 /* materials */ 1203 memcpy(&ctx->Light.Material, &light->Material, 1204 sizeof(struct gl_material)); 1205 if (ctx->Extensions.ARB_color_buffer_float) { 1206 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB, 1207 light->ClampVertexColor); 1208 } 1209 } 1210 break; 1211 case GL_LINE_BIT: 1212 { 1213 const struct gl_line_attrib *line; 1214 line = (const struct gl_line_attrib *) attr->data; 1215 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag); 1216 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag); 1217 _mesa_LineStipple(line->StippleFactor, line->StipplePattern); 1218 _mesa_LineWidth(line->Width); 1219 } 1220 break; 1221 case GL_LIST_BIT: 1222 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) ); 1223 break; 1224 case GL_PIXEL_MODE_BIT: 1225 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) ); 1226 /* XXX what other pixel state needs to be set by function calls? */ 1227 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer); 1228 ctx->NewState |= _NEW_PIXEL; 1229 break; 1230 case GL_POINT_BIT: 1231 { 1232 const struct gl_point_attrib *point; 1233 point = (const struct gl_point_attrib *) attr->data; 1234 _mesa_PointSize(point->Size); 1235 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag); 1236 if (ctx->Extensions.EXT_point_parameters) { 1237 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, 1238 point->Params); 1239 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT, 1240 point->MinSize); 1241 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT, 1242 point->MaxSize); 1243 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1244 point->Threshold); 1245 } 1246 if (ctx->Extensions.NV_point_sprite 1247 || ctx->Extensions.ARB_point_sprite) { 1248 GLuint u; 1249 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1250 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, 1251 !!(point->CoordReplace & (1u << u))); 1252 } 1253 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite); 1254 if (ctx->Extensions.NV_point_sprite) 1255 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV, 1256 ctx->Point.SpriteRMode); 1257 1258 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20) 1259 || ctx->API == API_OPENGL_CORE) 1260 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN, 1261 (GLfloat)ctx->Point.SpriteOrigin); 1262 } 1263 } 1264 break; 1265 case GL_POLYGON_BIT: 1266 { 1267 const struct gl_polygon_attrib *polygon; 1268 polygon = (const struct gl_polygon_attrib *) attr->data; 1269 _mesa_CullFace(polygon->CullFaceMode); 1270 _mesa_FrontFace(polygon->FrontFace); 1271 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode); 1272 _mesa_PolygonMode(GL_BACK, polygon->BackMode); 1273 _mesa_polygon_offset_clamp(ctx, 1274 polygon->OffsetFactor, 1275 polygon->OffsetUnits, 1276 polygon->OffsetClamp); 1277 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag); 1278 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag); 1279 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag); 1280 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT, 1281 polygon->OffsetPoint); 1282 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE, 1283 polygon->OffsetLine); 1284 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, 1285 polygon->OffsetFill); 1286 } 1287 break; 1288 case GL_POLYGON_STIPPLE_BIT: 1289 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) ); 1290 ctx->NewState |= _NEW_POLYGONSTIPPLE; 1291 if (ctx->Driver.PolygonStipple) 1292 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data ); 1293 break; 1294 case GL_SCISSOR_BIT: 1295 { 1296 unsigned i; 1297 const struct gl_scissor_attrib *scissor; 1298 scissor = (const struct gl_scissor_attrib *) attr->data; 1299 1300 for (i = 0; i < ctx->Const.MaxViewports; i++) { 1301 _mesa_set_scissor(ctx, i, 1302 scissor->ScissorArray[i].X, 1303 scissor->ScissorArray[i].Y, 1304 scissor->ScissorArray[i].Width, 1305 scissor->ScissorArray[i].Height); 1306 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, 1307 (scissor->EnableFlags >> i) & 1); 1308 } 1309 if (ctx->Extensions.EXT_window_rectangles) { 1310 STATIC_ASSERT(sizeof(struct gl_scissor_rect) == 1311 4 * sizeof(GLint)); 1312 _mesa_WindowRectanglesEXT( 1313 scissor->WindowRectMode, scissor->NumWindowRects, 1314 (const GLint *)scissor->WindowRects); 1315 } 1316 } 1317 break; 1318 case GL_STENCIL_BUFFER_BIT: 1319 { 1320 const struct gl_stencil_attrib *stencil; 1321 stencil = (const struct gl_stencil_attrib *) attr->data; 1322 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled); 1323 _mesa_ClearStencil(stencil->Clear); 1324 if (ctx->Extensions.EXT_stencil_two_side) { 1325 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT, 1326 stencil->TestTwoSide); 1327 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace 1328 ? GL_BACK : GL_FRONT); 1329 } 1330 /* front state */ 1331 _mesa_StencilFuncSeparate(GL_FRONT, 1332 stencil->Function[0], 1333 stencil->Ref[0], 1334 stencil->ValueMask[0]); 1335 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]); 1336 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0], 1337 stencil->ZFailFunc[0], 1338 stencil->ZPassFunc[0]); 1339 /* back state */ 1340 _mesa_StencilFuncSeparate(GL_BACK, 1341 stencil->Function[1], 1342 stencil->Ref[1], 1343 stencil->ValueMask[1]); 1344 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]); 1345 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1], 1346 stencil->ZFailFunc[1], 1347 stencil->ZPassFunc[1]); 1348 } 1349 break; 1350 case GL_TRANSFORM_BIT: 1351 { 1352 GLuint i; 1353 const struct gl_transform_attrib *xform; 1354 xform = (const struct gl_transform_attrib *) attr->data; 1355 _mesa_MatrixMode(xform->MatrixMode); 1356 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top)) 1357 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 1358 1359 /* restore clip planes */ 1360 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) { 1361 const GLuint mask = 1 << i; 1362 const GLfloat *eyePlane = xform->EyeUserPlane[i]; 1363 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane); 1364 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, 1365 !!(xform->ClipPlanesEnabled & mask)); 1366 if (ctx->Driver.ClipPlane) 1367 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane ); 1368 } 1369 1370 /* normalize/rescale */ 1371 if (xform->Normalize != ctx->Transform.Normalize) 1372 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize); 1373 if (xform->RescaleNormals != ctx->Transform.RescaleNormals) 1374 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT, 1375 ctx->Transform.RescaleNormals); 1376 if (xform->DepthClamp != ctx->Transform.DepthClamp) 1377 _mesa_set_enable(ctx, GL_DEPTH_CLAMP, 1378 ctx->Transform.DepthClamp); 1379 if (ctx->Extensions.ARB_clip_control) 1380 _mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode); 1381 } 1382 break; 1383 case GL_TEXTURE_BIT: 1384 { 1385 struct texture_state *texstate 1386 = (struct texture_state *) attr->data; 1387 pop_texture_group(ctx, texstate); 1388 ctx->NewState |= _NEW_TEXTURE; 1389 } 1390 break; 1391 case GL_VIEWPORT_BIT: 1392 { 1393 unsigned i; 1394 const struct gl_viewport_attrib *vp; 1395 vp = (const struct gl_viewport_attrib *) attr->data; 1396 1397 for (i = 0; i < ctx->Const.MaxViewports; i++) { 1398 _mesa_set_viewport(ctx, i, vp[i].X, vp[i].Y, vp[i].Width, 1399 vp[i].Height); 1400 _mesa_set_depth_range(ctx, i, vp[i].Near, vp[i].Far); 1401 } 1402 } 1403 break; 1404 case GL_MULTISAMPLE_BIT_ARB: 1405 { 1406 const struct gl_multisample_attrib *ms; 1407 ms = (const struct gl_multisample_attrib *) attr->data; 1408 1409 TEST_AND_UPDATE(ctx->Multisample.Enabled, 1410 ms->Enabled, 1411 GL_MULTISAMPLE); 1412 1413 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage, 1414 ms->SampleCoverage, 1415 GL_SAMPLE_COVERAGE); 1416 1417 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage, 1418 ms->SampleAlphaToCoverage, 1419 GL_SAMPLE_ALPHA_TO_COVERAGE); 1420 1421 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne, 1422 ms->SampleAlphaToOne, 1423 GL_SAMPLE_ALPHA_TO_ONE); 1424 1425 _mesa_SampleCoverage(ms->SampleCoverageValue, 1426 ms->SampleCoverageInvert); 1427 } 1428 break; 1429 1430 default: 1431 _mesa_problem( ctx, "Bad attrib flag in PopAttrib"); 1432 break; 1433 } 1434 1435 next = attr->next; 1436 free(attr->data); 1437 free(attr); 1438 attr = next; 1439 } 1440 } 1441 1442 1443 /** 1444 * Copy gl_pixelstore_attrib from src to dst, updating buffer 1445 * object refcounts. 1446 */ 1447 static void 1448 copy_pixelstore(struct gl_context *ctx, 1449 struct gl_pixelstore_attrib *dst, 1450 const struct gl_pixelstore_attrib *src) 1451 { 1452 dst->Alignment = src->Alignment; 1453 dst->RowLength = src->RowLength; 1454 dst->SkipPixels = src->SkipPixels; 1455 dst->SkipRows = src->SkipRows; 1456 dst->ImageHeight = src->ImageHeight; 1457 dst->SkipImages = src->SkipImages; 1458 dst->SwapBytes = src->SwapBytes; 1459 dst->LsbFirst = src->LsbFirst; 1460 dst->Invert = src->Invert; 1461 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj); 1462 } 1463 1464 1465 #define GL_CLIENT_PACK_BIT (1<<20) 1466 #define GL_CLIENT_UNPACK_BIT (1<<21) 1467 1468 /** 1469 * Copy gl_vertex_array_object from src to dest. 1470 * 'dest' must be in an initialized state. 1471 */ 1472 static void 1473 copy_array_object(struct gl_context *ctx, 1474 struct gl_vertex_array_object *dest, 1475 struct gl_vertex_array_object *src) 1476 { 1477 GLuint i; 1478 1479 /* skip Name */ 1480 /* skip RefCount */ 1481 1482 /* In theory must be the same anyway, but on recreate make sure it matches */ 1483 dest->ARBsemantics = src->ARBsemantics; 1484 1485 for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) { 1486 _mesa_copy_client_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]); 1487 _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]); 1488 _mesa_copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]); 1489 } 1490 1491 /* _Enabled must be the same than on push */ 1492 dest->_Enabled = src->_Enabled; 1493 /* The bitmask of bound VBOs needs to match the VertexBinding array */ 1494 dest->VertexAttribBufferMask = src->VertexAttribBufferMask; 1495 dest->NewArrays = src->NewArrays; 1496 } 1497 1498 /** 1499 * Copy gl_array_attrib from src to dest. 1500 * 'dest' must be in an initialized state. 1501 */ 1502 static void 1503 copy_array_attrib(struct gl_context *ctx, 1504 struct gl_array_attrib *dest, 1505 struct gl_array_attrib *src, 1506 bool vbo_deleted) 1507 { 1508 /* skip ArrayObj */ 1509 /* skip DefaultArrayObj, Objects */ 1510 dest->ActiveTexture = src->ActiveTexture; 1511 dest->LockFirst = src->LockFirst; 1512 dest->LockCount = src->LockCount; 1513 dest->PrimitiveRestart = src->PrimitiveRestart; 1514 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex; 1515 dest->_PrimitiveRestart = src->_PrimitiveRestart; 1516 dest->RestartIndex = src->RestartIndex; 1517 /* skip NewState */ 1518 /* skip RebindArrays */ 1519 1520 if (!vbo_deleted) 1521 copy_array_object(ctx, dest->VAO, src->VAO); 1522 1523 /* skip ArrayBufferObj */ 1524 /* skip IndexBufferObj */ 1525 1526 /* Invalidate draw state. It will be updated during the next draw. */ 1527 dest->DrawMethod = DRAW_NONE; 1528 dest->_DrawArrays = NULL; 1529 } 1530 1531 /** 1532 * Save the content of src to dest. 1533 */ 1534 static void 1535 save_array_attrib(struct gl_context *ctx, 1536 struct gl_array_attrib *dest, 1537 struct gl_array_attrib *src) 1538 { 1539 /* Set the Name, needed for restore, but do never overwrite. 1540 * Needs to match value in the object hash. */ 1541 dest->VAO->Name = src->VAO->Name; 1542 /* And copy all of the rest. */ 1543 copy_array_attrib(ctx, dest, src, false); 1544 1545 /* Just reference them here */ 1546 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj, 1547 src->ArrayBufferObj); 1548 _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj, 1549 src->VAO->IndexBufferObj); 1550 } 1551 1552 /** 1553 * Restore the content of src to dest. 1554 */ 1555 static void 1556 restore_array_attrib(struct gl_context *ctx, 1557 struct gl_array_attrib *dest, 1558 struct gl_array_attrib *src) 1559 { 1560 /* The ARB_vertex_array_object spec says: 1561 * 1562 * "BindVertexArray fails and an INVALID_OPERATION error is generated 1563 * if array is not a name returned from a previous call to 1564 * GenVertexArrays, or if such a name has since been deleted with 1565 * DeleteVertexArrays." 1566 * 1567 * Therefore popping a deleted VAO cannot magically recreate it. 1568 * 1569 * The semantics of objects created using APPLE_vertex_array_objects behave 1570 * differently. These objects expect to be recreated by pop. Alas. 1571 */ 1572 const bool arb_vao = (src->VAO->Name != 0 1573 && src->VAO->ARBsemantics); 1574 1575 if (arb_vao && !_mesa_IsVertexArray(src->VAO->Name)) 1576 return; 1577 1578 _mesa_BindVertexArrayAPPLE(src->VAO->Name); 1579 1580 /* Restore or recreate the buffer objects by the names ... */ 1581 if (!arb_vao 1582 || src->ArrayBufferObj->Name == 0 1583 || _mesa_IsBuffer(src->ArrayBufferObj->Name)) { 1584 /* ... and restore its content */ 1585 copy_array_attrib(ctx, dest, src, false); 1586 1587 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, 1588 src->ArrayBufferObj->Name); 1589 } else { 1590 copy_array_attrib(ctx, dest, src, true); 1591 } 1592 1593 if (!arb_vao 1594 || src->VAO->IndexBufferObj->Name == 0 1595 || _mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) 1596 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 1597 src->VAO->IndexBufferObj->Name); 1598 } 1599 1600 /** 1601 * init/alloc the fields of 'attrib'. 1602 * Needs to the init part matching free_array_attrib_data below. 1603 */ 1604 static bool 1605 init_array_attrib_data(struct gl_context *ctx, 1606 struct gl_array_attrib *attrib) 1607 { 1608 /* Get a non driver gl_vertex_array_object. */ 1609 attrib->VAO = CALLOC_STRUCT( gl_vertex_array_object ); 1610 1611 if (attrib->VAO == NULL) { 1612 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib"); 1613 return false; 1614 } 1615 1616 _mesa_initialize_vao(ctx, attrib->VAO, 0); 1617 return true; 1618 } 1619 1620 /** 1621 * Free/unreference the fields of 'attrib' but don't delete it (that's 1622 * done later in the calling code). 1623 * Needs to the cleanup part matching init_array_attrib_data above. 1624 */ 1625 static void 1626 free_array_attrib_data(struct gl_context *ctx, 1627 struct gl_array_attrib *attrib) 1628 { 1629 /* We use a non driver array object, so don't just unref since we would 1630 * end up using the drivers DeleteArrayObject function for deletion. */ 1631 _mesa_delete_vao(ctx, attrib->VAO); 1632 attrib->VAO = 0; 1633 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL); 1634 } 1635 1636 1637 void GLAPIENTRY 1638 _mesa_PushClientAttrib(GLbitfield mask) 1639 { 1640 struct gl_attrib_node *head; 1641 1642 GET_CURRENT_CONTEXT(ctx); 1643 1644 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) { 1645 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" ); 1646 return; 1647 } 1648 1649 /* Build linked list of attribute nodes which save all attribute 1650 * groups specified by the mask. 1651 */ 1652 head = NULL; 1653 1654 if (mask & GL_CLIENT_PIXEL_STORE_BIT) { 1655 struct gl_pixelstore_attrib *attr; 1656 /* packing attribs */ 1657 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1658 if (attr == NULL) { 1659 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" ); 1660 goto end; 1661 } 1662 if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) { 1663 copy_pixelstore(ctx, attr, &ctx->Pack); 1664 } 1665 else { 1666 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" ); 1667 free(attr); 1668 goto end; 1669 } 1670 1671 /* unpacking attribs */ 1672 attr = CALLOC_STRUCT( gl_pixelstore_attrib ); 1673 if (attr == NULL) { 1674 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib"); 1675 goto end; 1676 } 1677 1678 if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) { 1679 copy_pixelstore(ctx, attr, &ctx->Unpack); 1680 } 1681 else { 1682 _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" ); 1683 free(attr); 1684 goto end; 1685 } 1686 } 1687 1688 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) { 1689 struct gl_array_attrib *attr; 1690 attr = CALLOC_STRUCT( gl_array_attrib ); 1691 if (attr == NULL) { 1692 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib"); 1693 goto end; 1694 } 1695 1696 if (!init_array_attrib_data(ctx, attr)) { 1697 free(attr); 1698 goto end; 1699 } 1700 1701 if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) { 1702 save_array_attrib(ctx, attr, &ctx->Array); 1703 } 1704 else { 1705 free_array_attrib_data(ctx, attr); 1706 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib"); 1707 free(attr); 1708 /* goto to keep safe from possible later changes */ 1709 goto end; 1710 } 1711 } 1712 end: 1713 if (head != NULL) { 1714 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head; 1715 ctx->ClientAttribStackDepth++; 1716 } 1717 } 1718 1719 1720 1721 1722 void GLAPIENTRY 1723 _mesa_PopClientAttrib(void) 1724 { 1725 struct gl_attrib_node *node, *next; 1726 1727 GET_CURRENT_CONTEXT(ctx); 1728 FLUSH_VERTICES(ctx, 0); 1729 1730 if (ctx->ClientAttribStackDepth == 0) { 1731 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" ); 1732 return; 1733 } 1734 1735 ctx->ClientAttribStackDepth--; 1736 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth]; 1737 1738 while (node) { 1739 switch (node->kind) { 1740 case GL_CLIENT_PACK_BIT: 1741 { 1742 struct gl_pixelstore_attrib *store = 1743 (struct gl_pixelstore_attrib *) node->data; 1744 copy_pixelstore(ctx, &ctx->Pack, store); 1745 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1746 } 1747 break; 1748 case GL_CLIENT_UNPACK_BIT: 1749 { 1750 struct gl_pixelstore_attrib *store = 1751 (struct gl_pixelstore_attrib *) node->data; 1752 copy_pixelstore(ctx, &ctx->Unpack, store); 1753 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL); 1754 } 1755 break; 1756 case GL_CLIENT_VERTEX_ARRAY_BIT: { 1757 struct gl_array_attrib * attr = 1758 (struct gl_array_attrib *) node->data; 1759 restore_array_attrib(ctx, &ctx->Array, attr); 1760 free_array_attrib_data(ctx, attr); 1761 ctx->NewState |= _NEW_ARRAY; 1762 break; 1763 } 1764 default: 1765 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib"); 1766 break; 1767 } 1768 1769 next = node->next; 1770 free(node->data); 1771 free(node); 1772 node = next; 1773 } 1774 } 1775 1776 1777 /** 1778 * Free any attribute state data that might be attached to the context. 1779 */ 1780 void 1781 _mesa_free_attrib_data(struct gl_context *ctx) 1782 { 1783 while (ctx->AttribStackDepth > 0) { 1784 struct gl_attrib_node *attr, *next; 1785 1786 ctx->AttribStackDepth--; 1787 attr = ctx->AttribStack[ctx->AttribStackDepth]; 1788 1789 while (attr) { 1790 if (attr->kind == GL_TEXTURE_BIT) { 1791 struct texture_state *texstate = (struct texture_state*)attr->data; 1792 GLuint u, tgt; 1793 /* clear references to the saved texture objects */ 1794 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 1795 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 1796 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); 1797 } 1798 } 1799 _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL); 1800 } 1801 else { 1802 /* any other chunks of state that requires special handling? */ 1803 } 1804 1805 next = attr->next; 1806 free(attr->data); 1807 free(attr); 1808 attr = next; 1809 } 1810 } 1811 } 1812 1813 1814 void _mesa_init_attrib( struct gl_context *ctx ) 1815 { 1816 /* Renderer and client attribute stacks */ 1817 ctx->AttribStackDepth = 0; 1818 ctx->ClientAttribStackDepth = 0; 1819 } 1820