• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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                                      &param);
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(&copy_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