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      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