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
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 "pixelstore.h"
47 #include "points.h"
48 #include "polygon.h"
49 #include "shared.h"
50 #include "scissor.h"
51 #include "stencil.h"
52 #include "texenv.h"
53 #include "texgen.h"
54 #include "texobj.h"
55 #include "texparam.h"
56 #include "texstate.h"
57 #include "varray.h"
58 #include "viewport.h"
59 #include "mtypes.h"
60 #include "state.h"
61 #include "hash.h"
62 #include <stdbool.h>
63 #include "util/u_memory.h"
64
65
66 static inline bool
copy_texture_attribs(struct gl_texture_object * dst,const struct gl_texture_object * src,gl_texture_index tex)67 copy_texture_attribs(struct gl_texture_object *dst,
68 const struct gl_texture_object *src,
69 gl_texture_index tex)
70 {
71 /* All pushed fields have no effect on texture buffers. */
72 if (tex == TEXTURE_BUFFER_INDEX)
73 return false;
74
75 /* Sampler fields have no effect on MSAA textures. */
76 if (tex != TEXTURE_2D_MULTISAMPLE_INDEX &&
77 tex != TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX) {
78 memcpy(&dst->Sampler.Attrib, &src->Sampler.Attrib,
79 sizeof(src->Sampler.Attrib));
80 }
81 memcpy(&dst->Attrib, &src->Attrib, sizeof(src->Attrib));
82 return true;
83 }
84
85
86 void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)87 _mesa_PushAttrib(GLbitfield mask)
88 {
89 struct gl_attrib_node *head;
90
91 GET_CURRENT_CONTEXT(ctx);
92
93 if (MESA_VERBOSE & VERBOSE_API)
94 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
95
96 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
97 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushAttrib");
98 return;
99 }
100
101 head = ctx->AttribStack[ctx->AttribStackDepth];
102 if (unlikely(!head)) {
103 head = CALLOC_STRUCT(gl_attrib_node);
104 if (unlikely(!head)) {
105 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
106 return;
107 }
108 ctx->AttribStack[ctx->AttribStackDepth] = head;
109 }
110
111 head->Mask = mask;
112 head->OldPopAttribStateMask = ctx->PopAttribState;
113
114 if (mask & GL_ACCUM_BUFFER_BIT)
115 memcpy(&head->Accum, &ctx->Accum, sizeof(head->Accum));
116
117 if (mask & GL_COLOR_BUFFER_BIT) {
118 memcpy(&head->Color, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
119 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
120 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
121 head->Color.DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
122 }
123
124 if (mask & GL_CURRENT_BIT) {
125 FLUSH_CURRENT(ctx, 0);
126 memcpy(&head->Current, &ctx->Current, sizeof(head->Current));
127 }
128
129 if (mask & GL_DEPTH_BUFFER_BIT)
130 memcpy(&head->Depth, &ctx->Depth, sizeof(head->Depth));
131
132 if (mask & GL_ENABLE_BIT) {
133 struct gl_enable_attrib_node *attr = &head->Enable;
134 GLuint i;
135
136 /* Copy enable flags from all other attributes into the enable struct. */
137 attr->AlphaTest = ctx->Color.AlphaEnabled;
138 attr->AutoNormal = ctx->Eval.AutoNormal;
139 attr->Blend = ctx->Color.BlendEnabled;
140 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
141 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
142 attr->CullFace = ctx->Polygon.CullFlag;
143 attr->DepthClampNear = ctx->Transform.DepthClampNear;
144 attr->DepthClampFar = ctx->Transform.DepthClampFar;
145 attr->DepthTest = ctx->Depth.Test;
146 attr->Dither = ctx->Color.DitherFlag;
147 attr->Fog = ctx->Fog.Enabled;
148 for (i = 0; i < ctx->Const.MaxLights; i++) {
149 attr->Light[i] = ctx->Light.Light[i].Enabled;
150 }
151 attr->Lighting = ctx->Light.Enabled;
152 attr->LineSmooth = ctx->Line.SmoothFlag;
153 attr->LineStipple = ctx->Line.StippleFlag;
154 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
155 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
156 attr->Map1Color4 = ctx->Eval.Map1Color4;
157 attr->Map1Index = ctx->Eval.Map1Index;
158 attr->Map1Normal = ctx->Eval.Map1Normal;
159 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
160 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
161 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
162 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
163 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
164 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
165 attr->Map2Color4 = ctx->Eval.Map2Color4;
166 attr->Map2Index = ctx->Eval.Map2Index;
167 attr->Map2Normal = ctx->Eval.Map2Normal;
168 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
169 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
170 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
171 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
172 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
173 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
174 attr->Normalize = ctx->Transform.Normalize;
175 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
176 attr->PointSmooth = ctx->Point.SmoothFlag;
177 attr->PointSprite = ctx->Point.PointSprite;
178 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
179 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
180 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
181 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
182 attr->PolygonStipple = ctx->Polygon.StippleFlag;
183 attr->RescaleNormals = ctx->Transform.RescaleNormals;
184 attr->Scissor = ctx->Scissor.EnableFlags;
185 attr->Stencil = ctx->Stencil.Enabled;
186 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
187 attr->MultisampleEnabled = ctx->Multisample.Enabled;
188 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
189 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
190 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
191 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
192 attr->Texture[i] = ctx->Texture.FixedFuncUnit[i].Enabled;
193 attr->TexGen[i] = ctx->Texture.FixedFuncUnit[i].TexGenEnabled;
194 }
195 /* GL_ARB_vertex_program */
196 attr->VertexProgram = ctx->VertexProgram.Enabled;
197 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
198 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
199
200 /* GL_ARB_fragment_program */
201 attr->FragmentProgram = ctx->FragmentProgram.Enabled;
202
203 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
204 attr->sRGBEnabled = ctx->Color.sRGBEnabled;
205
206 /* GL_NV_conservative_raster */
207 attr->ConservativeRasterization = ctx->ConservativeRasterization;
208 }
209
210 if (mask & GL_EVAL_BIT)
211 memcpy(&head->Eval, &ctx->Eval, sizeof(head->Eval));
212
213 if (mask & GL_FOG_BIT)
214 memcpy(&head->Fog, &ctx->Fog, sizeof(head->Fog));
215
216 if (mask & GL_HINT_BIT)
217 memcpy(&head->Hint, &ctx->Hint, sizeof(head->Hint));
218
219 if (mask & GL_LIGHTING_BIT) {
220 FLUSH_CURRENT(ctx, 0); /* flush material changes */
221 memcpy(&head->Light, &ctx->Light, sizeof(head->Light));
222 }
223
224 if (mask & GL_LINE_BIT)
225 memcpy(&head->Line, &ctx->Line, sizeof(head->Line));
226
227 if (mask & GL_LIST_BIT)
228 memcpy(&head->List, &ctx->List, sizeof(head->List));
229
230 if (mask & GL_PIXEL_MODE_BIT) {
231 memcpy(&head->Pixel, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
232 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
233 head->Pixel.ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
234 }
235
236 if (mask & GL_POINT_BIT)
237 memcpy(&head->Point, &ctx->Point, sizeof(head->Point));
238
239 if (mask & GL_POLYGON_BIT)
240 memcpy(&head->Polygon, &ctx->Polygon, sizeof(head->Polygon));
241
242 if (mask & GL_POLYGON_STIPPLE_BIT) {
243 memcpy(&head->PolygonStipple, &ctx->PolygonStipple,
244 sizeof(head->PolygonStipple));
245 }
246
247 if (mask & GL_SCISSOR_BIT)
248 memcpy(&head->Scissor, &ctx->Scissor, sizeof(head->Scissor));
249
250 if (mask & GL_STENCIL_BUFFER_BIT)
251 memcpy(&head->Stencil, &ctx->Stencil, sizeof(head->Stencil));
252
253 if (mask & GL_TEXTURE_BIT) {
254 GLuint u, tex;
255
256 _mesa_lock_context_textures(ctx);
257
258 /* copy/save the bulk of texture state here */
259 head->Texture.CurrentUnit = ctx->Texture.CurrentUnit;
260 memcpy(&head->Texture.FixedFuncUnit, &ctx->Texture.FixedFuncUnit,
261 sizeof(ctx->Texture.FixedFuncUnit));
262
263 /* Copy/save contents of default texture objects. They are almost
264 * always bound, so this can be done unconditionally.
265 *
266 * We save them separately, so that we don't have to save them in every
267 * texture unit where they are bound. This decreases CPU overhead.
268 */
269 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
270 struct gl_texture_object *dst = &head->Texture.SavedDefaultObj[tex];
271 struct gl_texture_object *src = ctx->Shared->DefaultTex[tex];
272
273 copy_texture_attribs(dst, src, tex);
274 }
275
276 /* copy state/contents of the currently bound texture objects */
277 unsigned num_tex_used = ctx->Texture.NumCurrentTexUsed;
278 for (u = 0; u < num_tex_used; u++) {
279 head->Texture.LodBias[u] = ctx->Texture.Unit[u].LodBias;
280 head->Texture.LodBiasQuantized[u] = ctx->Texture.Unit[u].LodBiasQuantized;
281
282 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
283 struct gl_texture_object *dst = &head->Texture.SavedObj[u][tex];
284 struct gl_texture_object *src = ctx->Texture.Unit[u].CurrentTex[tex];
285
286 dst->Name = src->Name;
287
288 /* Default texture targets are saved separately above. */
289 if (src->Name != 0)
290 copy_texture_attribs(dst, src, tex);
291 }
292 }
293 head->Texture.NumTexSaved = num_tex_used;
294 _mesa_unlock_context_textures(ctx);
295 }
296
297 if (mask & GL_TRANSFORM_BIT)
298 memcpy(&head->Transform, &ctx->Transform, sizeof(head->Transform));
299
300 if (mask & GL_VIEWPORT_BIT) {
301 memcpy(&head->Viewport.ViewportArray, &ctx->ViewportArray,
302 sizeof(struct gl_viewport_attrib)*ctx->Const.MaxViewports);
303
304 head->Viewport.SubpixelPrecisionBias[0] = ctx->SubpixelPrecisionBias[0];
305 head->Viewport.SubpixelPrecisionBias[1] = ctx->SubpixelPrecisionBias[1];
306 }
307
308 /* GL_ARB_multisample */
309 if (mask & GL_MULTISAMPLE_BIT_ARB)
310 memcpy(&head->Multisample, &ctx->Multisample, sizeof(head->Multisample));
311
312 ctx->AttribStackDepth++;
313 ctx->PopAttribState = 0;
314 }
315
316
317 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) do { \
318 if ((VALUE) != (NEWVALUE)) \
319 _mesa_set_enable(ctx, ENUM, (NEWVALUE)); \
320 } while (0)
321
322 #define TEST_AND_UPDATE_BIT(VALUE, NEW_VALUE, BIT, ENUM) do { \
323 if (((VALUE) & BITFIELD_BIT(BIT)) != ((NEW_VALUE) & BITFIELD_BIT(BIT))) \
324 _mesa_set_enable(ctx, ENUM, ((NEW_VALUE) >> (BIT)) & 0x1); \
325 } while (0)
326
327 #define TEST_AND_UPDATE_INDEX(VALUE, NEW_VALUE, INDEX, ENUM) do { \
328 if (((VALUE) & BITFIELD_BIT(INDEX)) != ((NEW_VALUE) & BITFIELD_BIT(INDEX))) \
329 _mesa_set_enablei(ctx, ENUM, INDEX, ((NEW_VALUE) >> (INDEX)) & 0x1); \
330 } while (0)
331
332
333 static void
pop_enable_group(struct gl_context * ctx,const struct gl_enable_attrib_node * enable)334 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib_node *enable)
335 {
336 GLuint i;
337
338 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
339 if (ctx->Color.BlendEnabled != enable->Blend) {
340 if (ctx->Extensions.EXT_draw_buffers2) {
341 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
342 TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled, enable->Blend,
343 i, GL_BLEND);
344 }
345 } else {
346 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
347 }
348 }
349
350 if (ctx->Transform.ClipPlanesEnabled != enable->ClipPlanes) {
351 for (unsigned i = 0; i < ctx->Const.MaxClipPlanes; i++) {
352 TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
353 enable->ClipPlanes, i, GL_CLIP_PLANE0 + i);
354 }
355 }
356
357 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
358 GL_COLOR_MATERIAL);
359 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
360
361 if (!ctx->Extensions.AMD_depth_clamp_separate) {
362 TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
363 enable->DepthClampNear && enable->DepthClampFar,
364 GL_DEPTH_CLAMP);
365 } else {
366 TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
367 GL_DEPTH_CLAMP_NEAR_AMD);
368 TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
369 GL_DEPTH_CLAMP_FAR_AMD);
370 }
371
372 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
373 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
374 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
375 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
376 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
377 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
378 GL_LINE_STIPPLE);
379 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
380 GL_INDEX_LOGIC_OP);
381 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
382 GL_COLOR_LOGIC_OP);
383
384 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
385 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
386 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
387 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
388 GL_MAP1_TEXTURE_COORD_1);
389 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
390 GL_MAP1_TEXTURE_COORD_2);
391 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
392 GL_MAP1_TEXTURE_COORD_3);
393 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
394 GL_MAP1_TEXTURE_COORD_4);
395 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
396 GL_MAP1_VERTEX_3);
397 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
398 GL_MAP1_VERTEX_4);
399
400 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
401 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
402 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
403 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
404 GL_MAP2_TEXTURE_COORD_1);
405 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
406 GL_MAP2_TEXTURE_COORD_2);
407 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
408 GL_MAP2_TEXTURE_COORD_3);
409 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
410 GL_MAP2_TEXTURE_COORD_4);
411 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
412 GL_MAP2_VERTEX_3);
413 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
414 GL_MAP2_VERTEX_4);
415
416 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
417 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
418 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
419 GL_RESCALE_NORMAL_EXT);
420 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
421 enable->RasterPositionUnclipped,
422 GL_RASTER_POSITION_UNCLIPPED_IBM);
423 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
424 GL_POINT_SMOOTH);
425 if (ctx->Extensions.ARB_point_sprite) {
426 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
427 GL_POINT_SPRITE);
428 }
429 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
430 GL_POLYGON_OFFSET_POINT);
431 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
432 GL_POLYGON_OFFSET_LINE);
433 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
434 GL_POLYGON_OFFSET_FILL);
435 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
436 GL_POLYGON_SMOOTH);
437 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
438 GL_POLYGON_STIPPLE);
439 if (ctx->Scissor.EnableFlags != enable->Scissor) {
440 unsigned i;
441
442 for (i = 0; i < ctx->Const.MaxViewports; i++) {
443 TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags, enable->Scissor,
444 i, GL_SCISSOR_TEST);
445 }
446 }
447 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
448 if (ctx->Extensions.EXT_stencil_two_side) {
449 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide,
450 GL_STENCIL_TEST_TWO_SIDE_EXT);
451 }
452 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
453 GL_MULTISAMPLE_ARB);
454 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
455 enable->SampleAlphaToCoverage,
456 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
457 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
458 enable->SampleAlphaToOne,
459 GL_SAMPLE_ALPHA_TO_ONE_ARB);
460 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
461 enable->SampleCoverage,
462 GL_SAMPLE_COVERAGE_ARB);
463 /* GL_ARB_vertex_program */
464 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
465 enable->VertexProgram,
466 GL_VERTEX_PROGRAM_ARB);
467 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
468 enable->VertexProgramPointSize,
469 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
470 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
471 enable->VertexProgramTwoSide,
472 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
473
474 /* GL_ARB_fragment_program */
475 TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
476 enable->FragmentProgram,
477 GL_FRAGMENT_PROGRAM_ARB);
478
479 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
480 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
481 GL_FRAMEBUFFER_SRGB);
482
483 /* GL_NV_conservative_raster */
484 if (ctx->Extensions.NV_conservative_raster) {
485 TEST_AND_UPDATE(ctx->ConservativeRasterization,
486 enable->ConservativeRasterization,
487 GL_CONSERVATIVE_RASTERIZATION_NV);
488 }
489
490 const unsigned curTexUnitSave = ctx->Texture.CurrentUnit;
491
492 /* texture unit enables */
493 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
494 const GLbitfield enabled = enable->Texture[i];
495 const GLbitfield gen_enabled = enable->TexGen[i];
496 const struct gl_fixedfunc_texture_unit *unit = &ctx->Texture.FixedFuncUnit[i];
497 const GLbitfield old_enabled = unit->Enabled;
498 const GLbitfield old_gen_enabled = unit->TexGenEnabled;
499
500 if (old_enabled == enabled && old_gen_enabled == gen_enabled)
501 continue;
502
503 ctx->Texture.CurrentUnit = i;
504
505 if (old_enabled != enabled) {
506 TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_1D_INDEX, GL_TEXTURE_1D);
507 TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_2D_INDEX, GL_TEXTURE_2D);
508 TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_3D_INDEX, GL_TEXTURE_3D);
509 if (ctx->Extensions.NV_texture_rectangle) {
510 TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_RECT_INDEX,
511 GL_TEXTURE_RECTANGLE);
512 }
513 if (ctx->Extensions.ARB_texture_cube_map) {
514 TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_CUBE_INDEX,
515 GL_TEXTURE_CUBE_MAP);
516 }
517 }
518
519 if (old_gen_enabled != gen_enabled) {
520 TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 0, GL_TEXTURE_GEN_S);
521 TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 1, GL_TEXTURE_GEN_T);
522 TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 2, GL_TEXTURE_GEN_R);
523 TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 3, GL_TEXTURE_GEN_Q);
524 }
525 }
526
527 ctx->Texture.CurrentUnit = curTexUnitSave;
528 }
529
530
531 /**
532 * Pop/restore texture attribute/group state.
533 */
534 static void
pop_texture_group(struct gl_context * ctx,struct gl_texture_attrib_node * texstate)535 pop_texture_group(struct gl_context *ctx, struct gl_texture_attrib_node *texstate)
536 {
537 GLuint u;
538
539 _mesa_lock_context_textures(ctx);
540
541 /* Restore fixed-function texture unit states. */
542 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
543 const struct gl_fixedfunc_texture_unit *unit =
544 &texstate->FixedFuncUnit[u];
545 struct gl_fixedfunc_texture_unit *destUnit =
546 &ctx->Texture.FixedFuncUnit[u];
547
548 ctx->Texture.CurrentUnit = u;
549
550 if (ctx->Driver.TexEnv || ctx->Driver.TexGen) {
551 /* Slow path for legacy classic drivers. */
552 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
553 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
554 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
555 if (ctx->Extensions.ARB_texture_cube_map) {
556 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
557 !!(unit->Enabled & TEXTURE_CUBE_BIT));
558 }
559 if (ctx->Extensions.NV_texture_rectangle) {
560 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
561 !!(unit->Enabled & TEXTURE_RECT_BIT));
562 }
563
564 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
565 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
566 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
567 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
568 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlane[GEN_S]);
569 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlane[GEN_T]);
570 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlane[GEN_R]);
571 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlane[GEN_Q]);
572 /* Eye plane done differently to avoid re-transformation */
573 {
574
575 COPY_4FV(destUnit->EyePlane[GEN_S], unit->EyePlane[GEN_S]);
576 COPY_4FV(destUnit->EyePlane[GEN_T], unit->EyePlane[GEN_T]);
577 COPY_4FV(destUnit->EyePlane[GEN_R], unit->EyePlane[GEN_R]);
578 COPY_4FV(destUnit->EyePlane[GEN_Q], unit->EyePlane[GEN_Q]);
579 if (ctx->Driver.TexGen) {
580 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlane[GEN_S]);
581 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlane[GEN_T]);
582 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlane[GEN_R]);
583 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlane[GEN_Q]);
584 }
585 }
586 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
587 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
588 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
589 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
590
591 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
592 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
593 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
594 texstate->LodBias[u]);
595 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
596 unit->Combine.ModeRGB);
597 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
598 unit->Combine.ModeA);
599 {
600 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
601 GLuint i;
602 for (i = 0; i < n; i++) {
603 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
604 unit->Combine.SourceRGB[i]);
605 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
606 unit->Combine.SourceA[i]);
607 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
608 unit->Combine.OperandRGB[i]);
609 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
610 unit->Combine.OperandA[i]);
611 }
612 }
613 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
614 1 << unit->Combine.ScaleShiftRGB);
615 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
616 1 << unit->Combine.ScaleShiftA);
617 } else {
618 /* Fast path for other drivers. */
619 memcpy(destUnit, unit, sizeof(*unit));
620 destUnit->_CurrentCombine = NULL;
621 ctx->Texture.Unit[u].LodBias = texstate->LodBias[u];
622 ctx->Texture.Unit[u].LodBiasQuantized = texstate->LodBiasQuantized[u];
623 }
624 }
625
626 /* Restore saved textures. */
627 unsigned num_tex_saved = texstate->NumTexSaved;
628 for (u = 0; u < num_tex_saved; u++) {
629 gl_texture_index tgt;
630
631 ctx->Texture.CurrentUnit = u;
632
633 /* Restore texture object state for each target */
634 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
635 const struct gl_texture_object *savedObj = &texstate->SavedObj[u][tgt];
636 struct gl_texture_object *texObj =
637 _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
638 bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
639 tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
640
641 /* According to the OpenGL 4.6 Compatibility Profile specification,
642 * table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
643 * GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
644 * texture attrib group.
645 */
646 if (!is_msaa && texObj->Name != savedObj->Name) {
647 /* We don't need to check whether the texture target is supported,
648 * because we wouldn't get in this conditional block if it wasn't.
649 */
650 _mesa_BindTexture_no_error(texObj->Target, savedObj->Name);
651 texObj = _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
652 }
653
654 /* Default texture object states are restored separately below. */
655 if (texObj->Name == 0)
656 continue;
657
658 /* But in the MSAA case, where the currently-bound object is not the
659 * default state, we should still restore the saved default object's
660 * data when that's what was saved initially.
661 */
662 if (savedObj->Name == 0)
663 savedObj = &texstate->SavedDefaultObj[tgt];
664
665 if (!copy_texture_attribs(texObj, savedObj, tgt))
666 continue;
667
668 /* GL_ALL_ATTRIB_BITS means all pnames. (internal) */
669 if (ctx->Driver.TexParameter)
670 ctx->Driver.TexParameter(ctx, texObj, GL_ALL_ATTRIB_BITS);
671 }
672 }
673
674 /* Restore textures in units that were not used before glPushAttrib (thus
675 * they were not saved) but were used after glPushAttrib. Revert
676 * the bindings to Name = 0.
677 */
678 unsigned num_tex_changed = ctx->Texture.NumCurrentTexUsed;
679 for (u = num_tex_saved; u < num_tex_changed; u++) {
680 ctx->Texture.CurrentUnit = u;
681
682 for (gl_texture_index tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
683 struct gl_texture_object *texObj =
684 _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
685 bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
686 tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
687
688 /* According to the OpenGL 4.6 Compatibility Profile specification,
689 * table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
690 * GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
691 * texture attrib group.
692 */
693 if (!is_msaa && texObj->Name != 0) {
694 /* We don't need to check whether the texture target is supported,
695 * because we wouldn't get in this conditional block if it wasn't.
696 */
697 _mesa_BindTexture_no_error(texObj->Target, 0);
698 }
699 }
700 }
701
702 /* Restore default texture object states. */
703 for (gl_texture_index tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
704 struct gl_texture_object *dst = ctx->Shared->DefaultTex[tex];
705 const struct gl_texture_object *src = &texstate->SavedDefaultObj[tex];
706
707 copy_texture_attribs(dst, src, tex);
708 }
709
710 _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->CurrentUnit);
711 _mesa_unlock_context_textures(ctx);
712 }
713
714
715 #define TEST_AND_CALL1(FIELD, CALL) do { \
716 if (ctx->FIELD != attr->FIELD) \
717 _mesa_##CALL(attr->FIELD); \
718 } while (0)
719
720 #define TEST_AND_CALL1_SEL(FIELD, CALL, SEL) do { \
721 if (ctx->FIELD != attr->FIELD) \
722 _mesa_##CALL(SEL, attr->FIELD); \
723 } while (0)
724
725 #define TEST_AND_CALL2(FIELD1, FIELD2, CALL) do { \
726 if (ctx->FIELD1 != attr->FIELD1 || ctx->FIELD2 != attr->FIELD2) \
727 _mesa_##CALL(attr->FIELD1, attr->FIELD2); \
728 } while (0)
729
730
731 /*
732 * This function is kind of long just because we have to call a lot
733 * of device driver functions to update device driver state.
734 *
735 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
736 * in order to restore GL state. This isn't terribly efficient but it
737 * ensures that dirty flags and any derived state gets updated correctly.
738 * We could at least check if the value to restore equals the current value
739 * and then skip the Mesa call.
740 */
741 void GLAPIENTRY
_mesa_PopAttrib(void)742 _mesa_PopAttrib(void)
743 {
744 struct gl_attrib_node *attr;
745 GET_CURRENT_CONTEXT(ctx);
746 FLUSH_VERTICES(ctx, 0, 0);
747
748 if (ctx->AttribStackDepth == 0) {
749 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopAttrib");
750 return;
751 }
752
753 ctx->AttribStackDepth--;
754 attr = ctx->AttribStack[ctx->AttribStackDepth];
755
756 unsigned mask = attr->Mask;
757
758 /* Flush current attribs. This must be done before PopAttribState is
759 * applied.
760 */
761 if (mask & GL_CURRENT_BIT)
762 FLUSH_CURRENT(ctx, 0);
763
764 /* Only restore states that have been changed since glPushAttrib. */
765 mask &= ctx->PopAttribState;
766
767 if (mask & GL_ACCUM_BUFFER_BIT) {
768 _mesa_ClearAccum(attr->Accum.ClearColor[0],
769 attr->Accum.ClearColor[1],
770 attr->Accum.ClearColor[2],
771 attr->Accum.ClearColor[3]);
772 }
773
774 if (mask & GL_COLOR_BUFFER_BIT) {
775 TEST_AND_CALL1(Color.ClearIndex, ClearIndex);
776 _mesa_ClearColor(attr->Color.ClearColor.f[0],
777 attr->Color.ClearColor.f[1],
778 attr->Color.ClearColor.f[2],
779 attr->Color.ClearColor.f[3]);
780 TEST_AND_CALL1(Color.IndexMask, IndexMask);
781 if (ctx->Color.ColorMask != attr->Color.ColorMask) {
782 if (!ctx->Extensions.EXT_draw_buffers2) {
783 _mesa_ColorMask(GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 0),
784 GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 1),
785 GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 2),
786 GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 3));
787 } else {
788 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
789 _mesa_ColorMaski(i,
790 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 0),
791 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 1),
792 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 2),
793 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 3));
794 }
795 }
796 }
797 if (memcmp(ctx->Color.DrawBuffer, attr->Color.DrawBuffer,
798 sizeof(attr->Color.DrawBuffer))) {
799 /* Need to determine if more than one color output is
800 * specified. If so, call glDrawBuffersARB, else call
801 * glDrawBuffer(). This is a subtle, but essential point
802 * since GL_FRONT (for example) is illegal for the former
803 * function, but legal for the later.
804 */
805 GLboolean multipleBuffers = GL_FALSE;
806 GLuint i;
807
808 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
809 if (attr->Color.DrawBuffer[i] != GL_NONE) {
810 multipleBuffers = GL_TRUE;
811 break;
812 }
813 }
814 /* Call the API_level functions, not _mesa_drawbuffers()
815 * since we need to do error checking on the pop'd
816 * GL_DRAW_BUFFER.
817 * Ex: if GL_FRONT were pushed, but we're popping with a
818 * user FBO bound, GL_FRONT will be illegal and we'll need
819 * to record that error. Per OpenGL ARB decision.
820 */
821 if (multipleBuffers) {
822 GLenum buffers[MAX_DRAW_BUFFERS];
823
824 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
825 buffers[i] = attr->Color.DrawBuffer[i];
826
827 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
828 } else {
829 _mesa_DrawBuffer(attr->Color.DrawBuffer[0]);
830 }
831 }
832 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, attr->Color.AlphaEnabled,
833 GL_ALPHA_TEST);
834 TEST_AND_CALL2(Color.AlphaFunc, Color.AlphaRefUnclamped, AlphaFunc);
835 if (ctx->Color.BlendEnabled != attr->Color.BlendEnabled) {
836 if (ctx->Extensions.EXT_draw_buffers2) {
837 for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
838 TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled,
839 attr->Color.BlendEnabled, i, GL_BLEND);
840 }
841 }
842 else {
843 TEST_AND_UPDATE(ctx->Color.BlendEnabled & 0x1,
844 attr->Color.BlendEnabled & 0x1, GL_BLEND);
845 }
846 }
847 if (ctx->Color._BlendFuncPerBuffer ||
848 ctx->Color._BlendEquationPerBuffer) {
849 /* set blend per buffer */
850 GLuint buf;
851 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
852 _mesa_BlendFuncSeparateiARB(buf, attr->Color.Blend[buf].SrcRGB,
853 attr->Color.Blend[buf].DstRGB,
854 attr->Color.Blend[buf].SrcA,
855 attr->Color.Blend[buf].DstA);
856 _mesa_BlendEquationSeparateiARB(buf,
857 attr->Color.Blend[buf].EquationRGB,
858 attr->Color.Blend[buf].EquationA);
859 }
860 }
861 else {
862 /* set same blend modes for all buffers */
863 _mesa_BlendFuncSeparate(attr->Color.Blend[0].SrcRGB,
864 attr->Color.Blend[0].DstRGB,
865 attr->Color.Blend[0].SrcA,
866 attr->Color.Blend[0].DstA);
867 /* This special case is because glBlendEquationSeparateEXT
868 * cannot take GL_LOGIC_OP as a parameter.
869 */
870 if (attr->Color.Blend[0].EquationRGB ==
871 attr->Color.Blend[0].EquationA) {
872 TEST_AND_CALL1(Color.Blend[0].EquationRGB, BlendEquation);
873 }
874 else {
875 TEST_AND_CALL2(Color.Blend[0].EquationRGB,
876 Color.Blend[0].EquationA, BlendEquationSeparate);
877 }
878 }
879 _mesa_BlendColor(attr->Color.BlendColorUnclamped[0],
880 attr->Color.BlendColorUnclamped[1],
881 attr->Color.BlendColorUnclamped[2],
882 attr->Color.BlendColorUnclamped[3]);
883 TEST_AND_CALL1(Color.LogicOp, LogicOp);
884 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled,
885 attr->Color.ColorLogicOpEnabled, GL_COLOR_LOGIC_OP);
886 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled,
887 attr->Color.IndexLogicOpEnabled, GL_INDEX_LOGIC_OP);
888 TEST_AND_UPDATE(ctx->Color.DitherFlag, attr->Color.DitherFlag,
889 GL_DITHER);
890 if (ctx->Extensions.ARB_color_buffer_float) {
891 TEST_AND_CALL1_SEL(Color.ClampFragmentColor, ClampColor,
892 GL_CLAMP_FRAGMENT_COLOR);
893 }
894 if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30) {
895 TEST_AND_CALL1_SEL(Color.ClampReadColor, ClampColor,
896 GL_CLAMP_READ_COLOR);
897 }
898 /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
899 if (ctx->Extensions.EXT_framebuffer_sRGB) {
900 TEST_AND_UPDATE(ctx->Color.sRGBEnabled, attr->Color.sRGBEnabled,
901 GL_FRAMEBUFFER_SRGB);
902 }
903 }
904
905 if (mask & GL_CURRENT_BIT) {
906 memcpy(&ctx->Current, &attr->Current,
907 sizeof(struct gl_current_attrib));
908 ctx->NewState |= _NEW_CURRENT_ATTRIB;
909 }
910
911 if (mask & GL_DEPTH_BUFFER_BIT) {
912 TEST_AND_CALL1(Depth.Func, DepthFunc);
913 TEST_AND_CALL1(Depth.Clear, ClearDepth);
914 TEST_AND_UPDATE(ctx->Depth.Test, attr->Depth.Test, GL_DEPTH_TEST);
915 TEST_AND_CALL1(Depth.Mask, DepthMask);
916 if (ctx->Extensions.EXT_depth_bounds_test) {
917 TEST_AND_UPDATE(ctx->Depth.BoundsTest, attr->Depth.BoundsTest,
918 GL_DEPTH_BOUNDS_TEST_EXT);
919 TEST_AND_CALL2(Depth.BoundsMin, Depth.BoundsMax, DepthBoundsEXT);
920 }
921 }
922
923 if (mask & GL_ENABLE_BIT)
924 pop_enable_group(ctx, &attr->Enable);
925
926 if (mask & GL_EVAL_BIT) {
927 memcpy(&ctx->Eval, &attr->Eval, sizeof(struct gl_eval_attrib));
928 vbo_exec_update_eval_maps(ctx);
929 }
930
931 if (mask & GL_FOG_BIT) {
932 TEST_AND_UPDATE(ctx->Fog.Enabled, attr->Fog.Enabled, GL_FOG);
933 _mesa_Fogfv(GL_FOG_COLOR, attr->Fog.Color);
934 TEST_AND_CALL1_SEL(Fog.Density, Fogf, GL_FOG_DENSITY);
935 TEST_AND_CALL1_SEL(Fog.Start, Fogf, GL_FOG_START);
936 TEST_AND_CALL1_SEL(Fog.End, Fogf, GL_FOG_END);
937 TEST_AND_CALL1_SEL(Fog.Index, Fogf, GL_FOG_INDEX);
938 TEST_AND_CALL1_SEL(Fog.Mode, Fogi, GL_FOG_MODE);
939 }
940
941 if (mask & GL_HINT_BIT) {
942 TEST_AND_CALL1_SEL(Hint.PerspectiveCorrection, Hint, GL_PERSPECTIVE_CORRECTION_HINT);
943 TEST_AND_CALL1_SEL(Hint.PointSmooth, Hint, GL_POINT_SMOOTH_HINT);
944 TEST_AND_CALL1_SEL(Hint.LineSmooth, Hint, GL_LINE_SMOOTH_HINT);
945 TEST_AND_CALL1_SEL(Hint.PolygonSmooth, Hint, GL_POLYGON_SMOOTH_HINT);
946 TEST_AND_CALL1_SEL(Hint.Fog, Hint, GL_FOG_HINT);
947 TEST_AND_CALL1_SEL(Hint.TextureCompression, Hint, GL_TEXTURE_COMPRESSION_HINT_ARB);
948 }
949
950 if (mask & GL_LIGHTING_BIT) {
951 GLuint i;
952 /* lighting enable */
953 TEST_AND_UPDATE(ctx->Light.Enabled, attr->Light.Enabled, GL_LIGHTING);
954 /* per-light state */
955 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
956 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
957
958 if (ctx->Driver.Lightfv) {
959 /* Legacy slow path for some classic drivers. */
960 for (i = 0; i < ctx->Const.MaxLights; i++) {
961 const struct gl_light_uniforms *lu = &attr->Light.LightSource[i];
962 const struct gl_light *l = &attr->Light.Light[i];
963 TEST_AND_UPDATE(ctx->Light.Light[i].Enabled, l->Enabled,
964 GL_LIGHT0 + i);
965 _mesa_light(ctx, i, GL_AMBIENT, lu->Ambient);
966 _mesa_light(ctx, i, GL_DIFFUSE, lu->Diffuse);
967 _mesa_light(ctx, i, GL_SPECULAR, lu->Specular);
968 _mesa_light(ctx, i, GL_POSITION, lu->EyePosition);
969 _mesa_light(ctx, i, GL_SPOT_DIRECTION, lu->SpotDirection);
970 {
971 GLfloat p[4] = { 0 };
972 p[0] = lu->SpotExponent;
973 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
974 }
975 {
976 GLfloat p[4] = { 0 };
977 p[0] = lu->SpotCutoff;
978 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
979 }
980 {
981 GLfloat p[4] = { 0 };
982 p[0] = lu->ConstantAttenuation;
983 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
984 }
985 {
986 GLfloat p[4] = { 0 };
987 p[0] = lu->LinearAttenuation;
988 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
989 }
990 {
991 GLfloat p[4] = { 0 };
992 p[0] = lu->QuadraticAttenuation;
993 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
994 }
995 }
996 /* light model */
997 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
998 attr->Light.Model.Ambient);
999 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1000 (GLfloat) attr->Light.Model.LocalViewer);
1001 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1002 (GLfloat) attr->Light.Model.TwoSide);
1003 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1004 (GLfloat) attr->Light.Model.ColorControl);
1005 } else {
1006 /* Fast path for other drivers. */
1007 ctx->NewState |= _NEW_LIGHT_CONSTANTS | _NEW_FF_VERT_PROGRAM;
1008
1009 memcpy(ctx->Light.LightSource, attr->Light.LightSource,
1010 sizeof(attr->Light.LightSource));
1011 memcpy(&ctx->Light.Model, &attr->Light.Model,
1012 sizeof(attr->Light.Model));
1013
1014 for (i = 0; i < ctx->Const.MaxLights; i++) {
1015 TEST_AND_UPDATE(ctx->Light.Light[i].Enabled,
1016 attr->Light.Light[i].Enabled,
1017 GL_LIGHT0 + i);
1018 memcpy(&ctx->Light.Light[i], &attr->Light.Light[i],
1019 sizeof(struct gl_light));
1020 }
1021 }
1022 /* shade model */
1023 TEST_AND_CALL1(Light.ShadeModel, ShadeModel);
1024 /* color material */
1025 TEST_AND_CALL2(Light.ColorMaterialFace, Light.ColorMaterialMode,
1026 ColorMaterial);
1027 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled,
1028 attr->Light.ColorMaterialEnabled, GL_COLOR_MATERIAL);
1029 /* Shininess material is used by the fixed-func vertex program. */
1030 ctx->NewState |= _NEW_MATERIAL | _NEW_FF_VERT_PROGRAM;
1031 memcpy(&ctx->Light.Material, &attr->Light.Material,
1032 sizeof(struct gl_material));
1033 if (ctx->Extensions.ARB_color_buffer_float) {
1034 TEST_AND_CALL1_SEL(Light.ClampVertexColor, ClampColor, GL_CLAMP_VERTEX_COLOR_ARB);
1035 }
1036 }
1037
1038 if (mask & GL_LINE_BIT) {
1039 TEST_AND_UPDATE(ctx->Line.SmoothFlag, attr->Line.SmoothFlag, GL_LINE_SMOOTH);
1040 TEST_AND_UPDATE(ctx->Line.StippleFlag, attr->Line.StippleFlag, GL_LINE_STIPPLE);
1041 TEST_AND_CALL2(Line.StippleFactor, Line.StipplePattern, LineStipple);
1042 TEST_AND_CALL1(Line.Width, LineWidth);
1043 }
1044
1045 if (mask & GL_LIST_BIT)
1046 memcpy(&ctx->List, &attr->List, sizeof(struct gl_list_attrib));
1047
1048 if (mask & GL_PIXEL_MODE_BIT) {
1049 memcpy(&ctx->Pixel, &attr->Pixel, sizeof(struct gl_pixel_attrib));
1050 /* XXX what other pixel state needs to be set by function calls? */
1051 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1052 ctx->NewState |= _NEW_PIXEL;
1053 }
1054
1055 if (mask & GL_POINT_BIT) {
1056 TEST_AND_CALL1(Point.Size, PointSize);
1057 TEST_AND_UPDATE(ctx->Point.SmoothFlag, attr->Point.SmoothFlag, GL_POINT_SMOOTH);
1058 if (ctx->Extensions.EXT_point_parameters) {
1059 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1060 attr->Point.Params);
1061 TEST_AND_CALL1_SEL(Point.MinSize, PointParameterf, GL_POINT_SIZE_MIN_EXT);
1062 TEST_AND_CALL1_SEL(Point.MaxSize, PointParameterf, GL_POINT_SIZE_MAX_EXT);
1063 TEST_AND_CALL1_SEL(Point.Threshold, PointParameterf, GL_POINT_FADE_THRESHOLD_SIZE_EXT);
1064 }
1065 if (ctx->Extensions.ARB_point_sprite) {
1066 if (ctx->Point.CoordReplace != attr->Point.CoordReplace) {
1067 ctx->NewState |= _NEW_POINT | _NEW_FF_VERT_PROGRAM;
1068 ctx->Point.CoordReplace = attr->Point.CoordReplace;
1069
1070 if (ctx->Driver.TexEnv) {
1071 unsigned active_texture = ctx->Texture.CurrentUnit;
1072
1073 for (unsigned i = 0; i < ctx->Const.MaxTextureUnits; i++) {
1074 float param = !!(ctx->Point.CoordReplace & (1 << i));
1075 ctx->Texture.CurrentUnit = i;
1076 ctx->Driver.TexEnv(ctx, GL_POINT_SPRITE, GL_COORD_REPLACE,
1077 ¶m);
1078 }
1079 ctx->Texture.CurrentUnit = active_texture;
1080 }
1081 }
1082 TEST_AND_UPDATE(ctx->Point.PointSprite, attr->Point.PointSprite,
1083 GL_POINT_SPRITE);
1084
1085 if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1086 || ctx->API == API_OPENGL_CORE)
1087 TEST_AND_CALL1_SEL(Point.SpriteOrigin, PointParameterf, GL_POINT_SPRITE_COORD_ORIGIN);
1088 }
1089 }
1090
1091 if (mask & GL_POLYGON_BIT) {
1092 TEST_AND_CALL1(Polygon.CullFaceMode, CullFace);
1093 TEST_AND_CALL1(Polygon.FrontFace, FrontFace);
1094 TEST_AND_CALL1_SEL(Polygon.FrontMode, PolygonMode, GL_FRONT);
1095 TEST_AND_CALL1_SEL(Polygon.BackMode, PolygonMode, GL_BACK);
1096 _mesa_polygon_offset_clamp(ctx,
1097 attr->Polygon.OffsetFactor,
1098 attr->Polygon.OffsetUnits,
1099 attr->Polygon.OffsetClamp);
1100 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, attr->Polygon.SmoothFlag, GL_POLYGON_SMOOTH);
1101 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, attr->Polygon.StippleFlag, GL_POLYGON_STIPPLE);
1102 TEST_AND_UPDATE(ctx->Polygon.CullFlag, attr->Polygon.CullFlag, GL_CULL_FACE);
1103 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, attr->Polygon.OffsetPoint,
1104 GL_POLYGON_OFFSET_POINT);
1105 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, attr->Polygon.OffsetLine,
1106 GL_POLYGON_OFFSET_LINE);
1107 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, attr->Polygon.OffsetFill,
1108 GL_POLYGON_OFFSET_FILL);
1109 }
1110
1111 if (mask & GL_POLYGON_STIPPLE_BIT) {
1112 memcpy(ctx->PolygonStipple, attr->PolygonStipple, 32*sizeof(GLuint));
1113
1114 if (ctx->DriverFlags.NewPolygonStipple)
1115 ctx->NewDriverState |= ctx->DriverFlags.NewPolygonStipple;
1116 else
1117 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1118
1119 if (ctx->Driver.PolygonStipple)
1120 ctx->Driver.PolygonStipple(ctx, (const GLubyte *) attr->PolygonStipple);
1121 }
1122
1123 if (mask & GL_SCISSOR_BIT) {
1124 unsigned i;
1125
1126 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1127 _mesa_set_scissor(ctx, i,
1128 attr->Scissor.ScissorArray[i].X,
1129 attr->Scissor.ScissorArray[i].Y,
1130 attr->Scissor.ScissorArray[i].Width,
1131 attr->Scissor.ScissorArray[i].Height);
1132 TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags,
1133 attr->Scissor.EnableFlags, i, GL_SCISSOR_TEST);
1134 }
1135 if (ctx->Extensions.EXT_window_rectangles) {
1136 STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
1137 4 * sizeof(GLint));
1138 _mesa_WindowRectanglesEXT(
1139 attr->Scissor.WindowRectMode, attr->Scissor.NumWindowRects,
1140 (const GLint *)attr->Scissor.WindowRects);
1141 }
1142 }
1143
1144 if (mask & GL_STENCIL_BUFFER_BIT) {
1145 TEST_AND_UPDATE(ctx->Stencil.Enabled, attr->Stencil.Enabled,
1146 GL_STENCIL_TEST);
1147 TEST_AND_CALL1(Stencil.Clear, ClearStencil);
1148 if (ctx->Extensions.EXT_stencil_two_side) {
1149 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, attr->Stencil.TestTwoSide,
1150 GL_STENCIL_TEST_TWO_SIDE_EXT);
1151 _mesa_ActiveStencilFaceEXT(attr->Stencil.ActiveFace
1152 ? GL_BACK : GL_FRONT);
1153 }
1154 /* front state */
1155 _mesa_StencilFuncSeparate(GL_FRONT,
1156 attr->Stencil.Function[0],
1157 attr->Stencil.Ref[0],
1158 attr->Stencil.ValueMask[0]);
1159 TEST_AND_CALL1_SEL(Stencil.WriteMask[0], StencilMaskSeparate, GL_FRONT);
1160 _mesa_StencilOpSeparate(GL_FRONT, attr->Stencil.FailFunc[0],
1161 attr->Stencil.ZFailFunc[0],
1162 attr->Stencil.ZPassFunc[0]);
1163 /* back state */
1164 _mesa_StencilFuncSeparate(GL_BACK,
1165 attr->Stencil.Function[1],
1166 attr->Stencil.Ref[1],
1167 attr->Stencil.ValueMask[1]);
1168 TEST_AND_CALL1_SEL(Stencil.WriteMask[1], StencilMaskSeparate, GL_BACK);
1169 _mesa_StencilOpSeparate(GL_BACK, attr->Stencil.FailFunc[1],
1170 attr->Stencil.ZFailFunc[1],
1171 attr->Stencil.ZPassFunc[1]);
1172 }
1173
1174 if (mask & GL_TRANSFORM_BIT) {
1175 GLuint i;
1176 TEST_AND_CALL1(Transform.MatrixMode, MatrixMode);
1177 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1178 _math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
1179
1180 ctx->NewState |= _NEW_TRANSFORM;
1181 ctx->NewDriverState |= ctx->DriverFlags.NewClipPlane;
1182
1183 /* restore clip planes */
1184 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1185 const GLfloat *eyePlane = attr->Transform.EyeUserPlane[i];
1186 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1187 TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
1188 attr->Transform.ClipPlanesEnabled, i,
1189 GL_CLIP_PLANE0 + i);
1190 if (ctx->Driver.ClipPlane)
1191 ctx->Driver.ClipPlane(ctx, GL_CLIP_PLANE0 + i, eyePlane);
1192 }
1193
1194 /* normalize/rescale */
1195 TEST_AND_UPDATE(ctx->Transform.Normalize, attr->Transform.Normalize,
1196 GL_NORMALIZE);
1197 TEST_AND_UPDATE(ctx->Transform.RescaleNormals,
1198 attr->Transform.RescaleNormals, GL_RESCALE_NORMAL_EXT);
1199
1200 if (!ctx->Extensions.AMD_depth_clamp_separate) {
1201 TEST_AND_UPDATE(ctx->Transform.DepthClampNear &&
1202 ctx->Transform.DepthClampFar,
1203 attr->Transform.DepthClampNear &&
1204 attr->Transform.DepthClampFar, GL_DEPTH_CLAMP);
1205 } else {
1206 TEST_AND_UPDATE(ctx->Transform.DepthClampNear,
1207 attr->Transform.DepthClampNear,
1208 GL_DEPTH_CLAMP_NEAR_AMD);
1209 TEST_AND_UPDATE(ctx->Transform.DepthClampFar,
1210 attr->Transform.DepthClampFar,
1211 GL_DEPTH_CLAMP_FAR_AMD);
1212 }
1213
1214 if (ctx->Extensions.ARB_clip_control) {
1215 TEST_AND_CALL2(Transform.ClipOrigin, Transform.ClipDepthMode,
1216 ClipControl);
1217 }
1218 }
1219
1220 if (mask & GL_TEXTURE_BIT) {
1221 pop_texture_group(ctx, &attr->Texture);
1222 ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE |
1223 _NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM;
1224 }
1225
1226 if (mask & GL_VIEWPORT_BIT) {
1227 unsigned i;
1228
1229 for (i = 0; i < ctx->Const.MaxViewports; i++) {
1230 const struct gl_viewport_attrib *vp = &attr->Viewport.ViewportArray[i];
1231
1232 if (memcmp(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6)) {
1233 ctx->NewState |= _NEW_VIEWPORT;
1234 ctx->NewDriverState |= ctx->DriverFlags.NewViewport;
1235
1236 memcpy(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6);
1237
1238 if (ctx->Driver.Viewport)
1239 ctx->Driver.Viewport(ctx);
1240 if (ctx->Driver.DepthRange)
1241 ctx->Driver.DepthRange(ctx);
1242 }
1243 }
1244
1245 if (ctx->Extensions.NV_conservative_raster) {
1246 GLuint biasx = attr->Viewport.SubpixelPrecisionBias[0];
1247 GLuint biasy = attr->Viewport.SubpixelPrecisionBias[1];
1248 _mesa_SubpixelPrecisionBiasNV(biasx, biasy);
1249 }
1250 }
1251
1252 if (mask & GL_MULTISAMPLE_BIT_ARB) {
1253 TEST_AND_UPDATE(ctx->Multisample.Enabled,
1254 attr->Multisample.Enabled,
1255 GL_MULTISAMPLE);
1256
1257 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1258 attr->Multisample.SampleCoverage,
1259 GL_SAMPLE_COVERAGE);
1260
1261 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1262 attr->Multisample.SampleAlphaToCoverage,
1263 GL_SAMPLE_ALPHA_TO_COVERAGE);
1264
1265 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1266 attr->Multisample.SampleAlphaToOne,
1267 GL_SAMPLE_ALPHA_TO_ONE);
1268
1269 TEST_AND_CALL2(Multisample.SampleCoverageValue,
1270 Multisample.SampleCoverageInvert, SampleCoverage);
1271
1272 TEST_AND_CALL1(Multisample.SampleAlphaToCoverageDitherControl,
1273 AlphaToCoverageDitherControlNV);
1274 }
1275
1276 ctx->PopAttribState = attr->OldPopAttribStateMask;
1277 }
1278
1279
1280 /**
1281 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1282 * object refcounts.
1283 */
1284 static void
copy_pixelstore(struct gl_context * ctx,struct gl_pixelstore_attrib * dst,const struct gl_pixelstore_attrib * src)1285 copy_pixelstore(struct gl_context *ctx,
1286 struct gl_pixelstore_attrib *dst,
1287 const struct gl_pixelstore_attrib *src)
1288 {
1289 dst->Alignment = src->Alignment;
1290 dst->RowLength = src->RowLength;
1291 dst->SkipPixels = src->SkipPixels;
1292 dst->SkipRows = src->SkipRows;
1293 dst->ImageHeight = src->ImageHeight;
1294 dst->SkipImages = src->SkipImages;
1295 dst->SwapBytes = src->SwapBytes;
1296 dst->LsbFirst = src->LsbFirst;
1297 dst->Invert = src->Invert;
1298 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1299 }
1300
1301
1302 #define GL_CLIENT_PACK_BIT (1<<20)
1303 #define GL_CLIENT_UNPACK_BIT (1<<21)
1304
1305 static void
copy_vertex_attrib_array(struct gl_context * ctx,struct gl_array_attributes * dst,const struct gl_array_attributes * src)1306 copy_vertex_attrib_array(struct gl_context *ctx,
1307 struct gl_array_attributes *dst,
1308 const struct gl_array_attributes *src)
1309 {
1310 dst->Ptr = src->Ptr;
1311 dst->RelativeOffset = src->RelativeOffset;
1312 dst->Format = src->Format;
1313 dst->Stride = src->Stride;
1314 dst->BufferBindingIndex = src->BufferBindingIndex;
1315 dst->_EffBufferBindingIndex = src->_EffBufferBindingIndex;
1316 dst->_EffRelativeOffset = src->_EffRelativeOffset;
1317 }
1318
1319 static void
copy_vertex_buffer_binding(struct gl_context * ctx,struct gl_vertex_buffer_binding * dst,const struct gl_vertex_buffer_binding * src)1320 copy_vertex_buffer_binding(struct gl_context *ctx,
1321 struct gl_vertex_buffer_binding *dst,
1322 const struct gl_vertex_buffer_binding *src)
1323 {
1324 dst->Offset = src->Offset;
1325 dst->Stride = src->Stride;
1326 dst->InstanceDivisor = src->InstanceDivisor;
1327 dst->_BoundArrays = src->_BoundArrays;
1328 dst->_EffBoundArrays = src->_EffBoundArrays;
1329 dst->_EffOffset = src->_EffOffset;
1330
1331 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1332 }
1333
1334 /**
1335 * Copy gl_vertex_array_object from src to dest.
1336 * 'dest' must be in an initialized state.
1337 */
1338 static void
copy_array_object(struct gl_context * ctx,struct gl_vertex_array_object * dest,struct gl_vertex_array_object * src,unsigned copy_attrib_mask)1339 copy_array_object(struct gl_context *ctx,
1340 struct gl_vertex_array_object *dest,
1341 struct gl_vertex_array_object *src,
1342 unsigned copy_attrib_mask)
1343 {
1344 /* skip Name */
1345 /* skip RefCount */
1346
1347 while (copy_attrib_mask) {
1348 unsigned i = u_bit_scan(©_attrib_mask);
1349
1350 copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1351 copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
1352 }
1353
1354 /* Enabled must be the same than on push */
1355 dest->Enabled = src->Enabled;
1356 dest->_EnabledWithMapMode = src->_EnabledWithMapMode;
1357 dest->_EffEnabledVBO = src->_EffEnabledVBO;
1358 dest->_EffEnabledNonZeroDivisor = src->_EffEnabledNonZeroDivisor;
1359 /* The bitmask of bound VBOs needs to match the VertexBinding array */
1360 dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
1361 dest->NonZeroDivisorMask = src->NonZeroDivisorMask;
1362 dest->_AttributeMapMode = src->_AttributeMapMode;
1363 dest->NewArrays = src->NewArrays;
1364 /* skip NumUpdates and IsDynamic because they can only increase, not decrease */
1365 }
1366
1367 /**
1368 * Copy gl_array_attrib from src to dest.
1369 * 'dest' must be in an initialized state.
1370 */
1371 static void
copy_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src,bool vbo_deleted,unsigned copy_attrib_mask)1372 copy_array_attrib(struct gl_context *ctx,
1373 struct gl_array_attrib *dest,
1374 struct gl_array_attrib *src,
1375 bool vbo_deleted,
1376 unsigned copy_attrib_mask)
1377 {
1378 /* skip ArrayObj */
1379 /* skip DefaultArrayObj, Objects */
1380 dest->ActiveTexture = src->ActiveTexture;
1381 dest->LockFirst = src->LockFirst;
1382 dest->LockCount = src->LockCount;
1383 dest->PrimitiveRestart = src->PrimitiveRestart;
1384 dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1385 dest->RestartIndex = src->RestartIndex;
1386 memcpy(dest->_PrimitiveRestart, src->_PrimitiveRestart,
1387 sizeof(src->_PrimitiveRestart));
1388 memcpy(dest->_RestartIndex, src->_RestartIndex, sizeof(src->_RestartIndex));
1389 /* skip NewState */
1390 /* skip RebindArrays */
1391
1392 if (!vbo_deleted)
1393 copy_array_object(ctx, dest->VAO, src->VAO, copy_attrib_mask);
1394
1395 /* skip ArrayBufferObj */
1396 /* skip IndexBufferObj */
1397 }
1398
1399 /**
1400 * Save the content of src to dest.
1401 */
1402 static void
save_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src)1403 save_array_attrib(struct gl_context *ctx,
1404 struct gl_array_attrib *dest,
1405 struct gl_array_attrib *src)
1406 {
1407 /* Set the Name, needed for restore, but do never overwrite.
1408 * Needs to match value in the object hash. */
1409 dest->VAO->Name = src->VAO->Name;
1410 dest->VAO->NonDefaultStateMask = src->VAO->NonDefaultStateMask;
1411 /* And copy all of the rest. */
1412 copy_array_attrib(ctx, dest, src, false, src->VAO->NonDefaultStateMask);
1413
1414 /* Just reference them here */
1415 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1416 src->ArrayBufferObj);
1417 _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1418 src->VAO->IndexBufferObj);
1419 }
1420
1421 /**
1422 * Restore the content of src to dest.
1423 */
1424 static void
restore_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src)1425 restore_array_attrib(struct gl_context *ctx,
1426 struct gl_array_attrib *dest,
1427 struct gl_array_attrib *src)
1428 {
1429 bool is_vao_name_zero = src->VAO->Name == 0;
1430
1431 /* The ARB_vertex_array_object spec says:
1432 *
1433 * "BindVertexArray fails and an INVALID_OPERATION error is generated
1434 * if array is not a name returned from a previous call to
1435 * GenVertexArrays, or if such a name has since been deleted with
1436 * DeleteVertexArrays."
1437 *
1438 * Therefore popping a deleted VAO cannot magically recreate it.
1439 */
1440 if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
1441 return;
1442
1443 _mesa_BindVertexArray(src->VAO->Name);
1444
1445 /* Restore or recreate the buffer objects by the names ... */
1446 if (is_vao_name_zero || !src->ArrayBufferObj ||
1447 _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1448 /* ... and restore its content */
1449 dest->VAO->NonDefaultStateMask |= src->VAO->NonDefaultStateMask;
1450 copy_array_attrib(ctx, dest, src, false,
1451 dest->VAO->NonDefaultStateMask);
1452
1453 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1454 src->ArrayBufferObj ?
1455 src->ArrayBufferObj->Name : 0);
1456 } else {
1457 copy_array_attrib(ctx, dest, src, true, 0);
1458 }
1459
1460 /* Invalidate array state. It will be updated during the next draw. */
1461 _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);
1462
1463 if (is_vao_name_zero || !src->VAO->IndexBufferObj ||
1464 _mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) {
1465 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1466 src->VAO->IndexBufferObj ?
1467 src->VAO->IndexBufferObj->Name : 0);
1468 }
1469 }
1470
1471
1472 void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)1473 _mesa_PushClientAttrib(GLbitfield mask)
1474 {
1475 struct gl_client_attrib_node *head;
1476
1477 GET_CURRENT_CONTEXT(ctx);
1478
1479 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1480 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
1481 return;
1482 }
1483
1484 head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1485 head->Mask = mask;
1486
1487 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1488 copy_pixelstore(ctx, &head->Pack, &ctx->Pack);
1489 copy_pixelstore(ctx, &head->Unpack, &ctx->Unpack);
1490 }
1491
1492 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1493 _mesa_initialize_vao(ctx, &head->VAO, 0);
1494 /* Use the VAO declared within the node instead of allocating it. */
1495 head->Array.VAO = &head->VAO;
1496 save_array_attrib(ctx, &head->Array, &ctx->Array);
1497 }
1498
1499 ctx->ClientAttribStackDepth++;
1500 }
1501
1502
1503 void GLAPIENTRY
_mesa_PopClientAttrib(void)1504 _mesa_PopClientAttrib(void)
1505 {
1506 struct gl_client_attrib_node *head;
1507
1508 GET_CURRENT_CONTEXT(ctx);
1509
1510 if (ctx->ClientAttribStackDepth == 0) {
1511 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
1512 return;
1513 }
1514
1515 ctx->ClientAttribStackDepth--;
1516 head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1517
1518 if (head->Mask & GL_CLIENT_PIXEL_STORE_BIT) {
1519 copy_pixelstore(ctx, &ctx->Pack, &head->Pack);
1520 _mesa_reference_buffer_object(ctx, &head->Pack.BufferObj, NULL);
1521
1522 copy_pixelstore(ctx, &ctx->Unpack, &head->Unpack);
1523 _mesa_reference_buffer_object(ctx, &head->Unpack.BufferObj, NULL);
1524 }
1525
1526 if (head->Mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1527 restore_array_attrib(ctx, &ctx->Array, &head->Array);
1528
1529 /* _mesa_unbind_array_object_vbos can't use NonDefaultStateMask because
1530 * it's used by internal VAOs which don't always update the mask, so do
1531 * it manually here.
1532 */
1533 GLbitfield mask = head->VAO.NonDefaultStateMask;
1534 while (mask) {
1535 unsigned i = u_bit_scan(&mask);
1536 _mesa_reference_buffer_object(ctx, &head->VAO.BufferBinding[i].BufferObj, NULL);
1537 }
1538
1539 _mesa_reference_buffer_object(ctx, &head->VAO.IndexBufferObj, NULL);
1540 _mesa_reference_buffer_object(ctx, &head->Array.ArrayBufferObj, NULL);
1541 }
1542 }
1543
1544 void GLAPIENTRY
_mesa_ClientAttribDefaultEXT(GLbitfield mask)1545 _mesa_ClientAttribDefaultEXT( GLbitfield mask )
1546 {
1547 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1548 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
1549 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
1550 _mesa_PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
1551 _mesa_PixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
1552 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1553 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
1554 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
1555 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 4);
1556 _mesa_PixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
1557 _mesa_PixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
1558 _mesa_PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
1559 _mesa_PixelStorei(GL_PACK_SKIP_IMAGES, 0);
1560 _mesa_PixelStorei(GL_PACK_ROW_LENGTH, 0);
1561 _mesa_PixelStorei(GL_PACK_SKIP_ROWS, 0);
1562 _mesa_PixelStorei(GL_PACK_SKIP_PIXELS, 0);
1563 _mesa_PixelStorei(GL_PACK_ALIGNMENT, 4);
1564
1565 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1566 _mesa_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
1567 }
1568 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1569 GET_CURRENT_CONTEXT(ctx);
1570 int i;
1571
1572 _mesa_BindBuffer(GL_ARRAY_BUFFER, 0);
1573 _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1574
1575 _mesa_DisableClientState(GL_EDGE_FLAG_ARRAY);
1576 _mesa_EdgeFlagPointer(0, 0);
1577
1578 _mesa_DisableClientState(GL_INDEX_ARRAY);
1579 _mesa_IndexPointer(GL_FLOAT, 0, 0);
1580
1581 _mesa_DisableClientState(GL_SECONDARY_COLOR_ARRAY);
1582 _mesa_SecondaryColorPointer(4, GL_FLOAT, 0, 0);
1583
1584 _mesa_DisableClientState(GL_FOG_COORD_ARRAY);
1585 _mesa_FogCoordPointer(GL_FLOAT, 0, 0);
1586
1587 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
1588 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
1589 _mesa_DisableClientState(GL_TEXTURE_COORD_ARRAY);
1590 _mesa_TexCoordPointer(4, GL_FLOAT, 0, 0);
1591 }
1592
1593 _mesa_DisableClientState(GL_COLOR_ARRAY);
1594 _mesa_ColorPointer(4, GL_FLOAT, 0, 0);
1595
1596 _mesa_DisableClientState(GL_NORMAL_ARRAY);
1597 _mesa_NormalPointer(GL_FLOAT, 0, 0);
1598
1599 _mesa_DisableClientState(GL_VERTEX_ARRAY);
1600 _mesa_VertexPointer(4, GL_FLOAT, 0, 0);
1601
1602 for (i = 0; i < ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs; i++) {
1603 _mesa_DisableVertexAttribArray(i);
1604 _mesa_VertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
1605 }
1606
1607 _mesa_ClientActiveTexture(GL_TEXTURE0);
1608
1609 _mesa_PrimitiveRestartIndex_no_error(0);
1610 if (ctx->Version >= 31)
1611 _mesa_Disable(GL_PRIMITIVE_RESTART);
1612 else if (_mesa_has_NV_primitive_restart(ctx))
1613 _mesa_DisableClientState(GL_PRIMITIVE_RESTART_NV);
1614
1615 if (_mesa_has_ARB_ES3_compatibility(ctx))
1616 _mesa_Disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
1617 }
1618 }
1619
1620 void GLAPIENTRY
_mesa_PushClientAttribDefaultEXT(GLbitfield mask)1621 _mesa_PushClientAttribDefaultEXT( GLbitfield mask )
1622 {
1623 _mesa_PushClientAttrib(mask);
1624 _mesa_ClientAttribDefaultEXT(mask);
1625 }
1626
1627
1628 /**
1629 * Free any attribute state data that might be attached to the context.
1630 */
1631 void
_mesa_free_attrib_data(struct gl_context * ctx)1632 _mesa_free_attrib_data(struct gl_context *ctx)
1633 {
1634 for (unsigned i = 0; i < ARRAY_SIZE(ctx->AttribStack); i++)
1635 free(ctx->AttribStack[i]);
1636 }
1637
1638
1639 void
_mesa_init_attrib(struct gl_context * ctx)1640 _mesa_init_attrib(struct gl_context *ctx)
1641 {
1642 /* Renderer and client attribute stacks */
1643 ctx->AttribStackDepth = 0;
1644 ctx->ClientAttribStackDepth = 0;
1645 }
1646