blob: 1a045a36b78045ac68f43bd5fe2ad6a04212b266 [file]
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#include "util/glheader.h"
#include "accum.h"
#include "arrayobj.h"
#include "attrib.h"
#include "blend.h"
#include "buffers.h"
#include "bufferobj.h"
#include "context.h"
#include "depth.h"
#include "enable.h"
#include "enums.h"
#include "fog.h"
#include "hint.h"
#include "light.h"
#include "lines.h"
#include "macros.h"
#include "matrix.h"
#include "multisample.h"
#include "pixelstore.h"
#include "points.h"
#include "polygon.h"
#include "shared.h"
#include "scissor.h"
#include "stencil.h"
#include "texobj.h"
#include "texparam.h"
#include "texstate.h"
#include "varray.h"
#include "viewport.h"
#include "mtypes.h"
#include "state.h"
#include "hash.h"
#include <stdbool.h>
#include "util/u_memory.h"
#include "api_exec_decl.h"
#include "state_tracker/st_cb_texture.h"
#include "state_tracker/st_manager.h"
#include "state_tracker/st_sampler_view.h"
static inline bool
copy_texture_attribs(struct gl_texture_object *dst,
const struct gl_texture_object *src,
gl_texture_index tex)
{
/* All pushed fields have no effect on texture buffers. */
if (tex == TEXTURE_BUFFER_INDEX)
return false;
/* Sampler fields have no effect on MSAA textures. */
if (tex != TEXTURE_2D_MULTISAMPLE_INDEX &&
tex != TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX) {
memcpy(&dst->Sampler.Attrib, &src->Sampler.Attrib,
sizeof(src->Sampler.Attrib));
}
memcpy(&dst->Attrib, &src->Attrib, sizeof(src->Attrib));
return true;
}
void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)
{
struct gl_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
_mesa_error(ctx, GL_STACK_OVERFLOW, "glPushAttrib");
return;
}
head = ctx->AttribStack[ctx->AttribStackDepth];
if (unlikely(!head)) {
head = CALLOC_STRUCT(gl_attrib_node);
if (unlikely(!head)) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
return;
}
ctx->AttribStack[ctx->AttribStackDepth] = head;
}
head->Mask = mask;
head->OldPopAttribStateMask = ctx->PopAttribState;
if (mask & GL_ACCUM_BUFFER_BIT)
memcpy(&head->Accum, &ctx->Accum, sizeof(head->Accum));
if (mask & GL_COLOR_BUFFER_BIT) {
memcpy(&head->Color, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
/* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
head->Color.DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
}
if (mask & GL_CURRENT_BIT) {
FLUSH_CURRENT(ctx, 0);
memcpy(&head->Current, &ctx->Current, sizeof(head->Current));
}
if (mask & GL_DEPTH_BUFFER_BIT)
memcpy(&head->Depth, &ctx->Depth, sizeof(head->Depth));
if (mask & GL_ENABLE_BIT) {
struct gl_enable_attrib_node *attr = &head->Enable;
GLuint i;
/* Copy enable flags from all other attributes into the enable struct. */
attr->AlphaTest = ctx->Color.AlphaEnabled;
attr->AutoNormal = ctx->Eval.AutoNormal;
attr->Blend = ctx->Color.BlendEnabled;
attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
attr->CullFace = ctx->Polygon.CullFlag;
attr->DepthClampNear = ctx->Transform.DepthClampNear;
attr->DepthClampFar = ctx->Transform.DepthClampFar;
attr->DepthTest = ctx->Depth.Test;
attr->Dither = ctx->Color.DitherFlag;
attr->Fog = ctx->Fog.Enabled;
for (i = 0; i < ctx->Const.MaxLights; i++) {
attr->Light[i] = ctx->Light.Light[i].Enabled;
}
attr->Lighting = ctx->Light.Enabled;
attr->LineSmooth = ctx->Line.SmoothFlag;
attr->LineStipple = ctx->Line.StippleFlag;
attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
attr->Map1Color4 = ctx->Eval.Map1Color4;
attr->Map1Index = ctx->Eval.Map1Index;
attr->Map1Normal = ctx->Eval.Map1Normal;
attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
attr->Map2Color4 = ctx->Eval.Map2Color4;
attr->Map2Index = ctx->Eval.Map2Index;
attr->Map2Normal = ctx->Eval.Map2Normal;
attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
attr->Normalize = ctx->Transform.Normalize;
attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
attr->PointSmooth = ctx->Point.SmoothFlag;
attr->PointSprite = ctx->Point.PointSprite;
attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
attr->PolygonStipple = ctx->Polygon.StippleFlag;
attr->RescaleNormals = ctx->Transform.RescaleNormals;
attr->Scissor = ctx->Scissor.EnableFlags;
attr->Stencil = ctx->Stencil.Enabled;
attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
attr->MultisampleEnabled = ctx->Multisample.Enabled;
attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
attr->SampleCoverage = ctx->Multisample.SampleCoverage;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
attr->Texture[i] = ctx->Texture.FixedFuncUnit[i].Enabled;
attr->TexGen[i] = ctx->Texture.FixedFuncUnit[i].TexGenEnabled;
}
/* GL_ARB_vertex_program */
attr->VertexProgram = ctx->VertexProgram.Enabled;
attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
/* GL_ARB_fragment_program */
attr->FragmentProgram = ctx->FragmentProgram.Enabled;
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
attr->sRGBEnabled = ctx->Color.sRGBEnabled;
/* GL_NV_conservative_raster */
attr->ConservativeRasterization = ctx->ConservativeRasterization;
}
if (mask & GL_EVAL_BIT)
memcpy(&head->Eval, &ctx->Eval, sizeof(head->Eval));
if (mask & GL_FOG_BIT)
memcpy(&head->Fog, &ctx->Fog, sizeof(head->Fog));
if (mask & GL_HINT_BIT)
memcpy(&head->Hint, &ctx->Hint, sizeof(head->Hint));
if (mask & GL_LIGHTING_BIT) {
FLUSH_CURRENT(ctx, 0); /* flush material changes */
memcpy(&head->Light, &ctx->Light, sizeof(head->Light));
}
if (mask & GL_LINE_BIT)
memcpy(&head->Line, &ctx->Line, sizeof(head->Line));
if (mask & GL_LIST_BIT)
memcpy(&head->List, &ctx->List, sizeof(head->List));
if (mask & GL_PIXEL_MODE_BIT) {
memcpy(&head->Pixel, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
/* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
head->Pixel.ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
}
if (mask & GL_POINT_BIT)
memcpy(&head->Point, &ctx->Point, sizeof(head->Point));
if (mask & GL_POLYGON_BIT)
memcpy(&head->Polygon, &ctx->Polygon, sizeof(head->Polygon));
if (mask & GL_POLYGON_STIPPLE_BIT) {
memcpy(&head->PolygonStipple, &ctx->PolygonStipple,
sizeof(head->PolygonStipple));
}
if (mask & GL_SCISSOR_BIT)
memcpy(&head->Scissor, &ctx->Scissor, sizeof(head->Scissor));
if (mask & GL_STENCIL_BUFFER_BIT)
memcpy(&head->Stencil, &ctx->Stencil, sizeof(head->Stencil));
if (mask & GL_TEXTURE_BIT) {
GLuint u, tex;
_mesa_lock_context_textures(ctx);
/* copy/save the bulk of texture state here */
head->Texture.CurrentUnit = ctx->Texture.CurrentUnit;
memcpy(&head->Texture.FixedFuncUnit, &ctx->Texture.FixedFuncUnit,
sizeof(ctx->Texture.FixedFuncUnit));
/* Copy/save contents of default texture objects. They are almost
* always bound, so this can be done unconditionally.
*
* We save them separately, so that we don't have to save them in every
* texture unit where they are bound. This decreases CPU overhead.
*/
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
struct gl_texture_object *dst = &head->Texture.SavedDefaultObj[tex];
struct gl_texture_object *src = ctx->Shared->DefaultTex[tex];
copy_texture_attribs(dst, src, tex);
}
/* copy state/contents of the currently bound texture objects */
unsigned num_tex_used = ctx->Texture.NumCurrentTexUsed;
for (u = 0; u < num_tex_used; u++) {
head->Texture.LodBias[u] = ctx->Texture.Unit[u].LodBias;
head->Texture.LodBiasQuantized[u] = ctx->Texture.Unit[u].LodBiasQuantized;
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
struct gl_texture_object *dst = &head->Texture.SavedObj[u][tex];
struct gl_texture_object *src = ctx->Texture.Unit[u].CurrentTex[tex];
dst->Name = src->Name;
/* Default texture targets are saved separately above. */
if (src->Name != 0)
copy_texture_attribs(dst, src, tex);
}
}
head->Texture.NumTexSaved = num_tex_used;
_mesa_unlock_context_textures(ctx);
}
if (mask & GL_TRANSFORM_BIT)
memcpy(&head->Transform, &ctx->Transform, sizeof(head->Transform));
if (mask & GL_VIEWPORT_BIT) {
memcpy(&head->Viewport.ViewportArray, &ctx->ViewportArray,
sizeof(struct gl_viewport_attrib)*ctx->Const.MaxViewports);
head->Viewport.SubpixelPrecisionBias[0] = ctx->SubpixelPrecisionBias[0];
head->Viewport.SubpixelPrecisionBias[1] = ctx->SubpixelPrecisionBias[1];
}
/* GL_ARB_multisample */
if (mask & GL_MULTISAMPLE_BIT_ARB)
memcpy(&head->Multisample, &ctx->Multisample, sizeof(head->Multisample));
ctx->AttribStackDepth++;
ctx->PopAttribState = 0;
}
#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) do { \
if ((VALUE) != (NEWVALUE)) \
_mesa_set_enable(ctx, ENUM, (NEWVALUE)); \
} while (0)
#define TEST_AND_UPDATE_BIT(VALUE, NEW_VALUE, BIT, ENUM) do { \
if (((VALUE) & BITFIELD_BIT(BIT)) != ((NEW_VALUE) & BITFIELD_BIT(BIT))) \
_mesa_set_enable(ctx, ENUM, ((NEW_VALUE) >> (BIT)) & 0x1); \
} while (0)
#define TEST_AND_UPDATE_INDEX(VALUE, NEW_VALUE, INDEX, ENUM) do { \
if (((VALUE) & BITFIELD_BIT(INDEX)) != ((NEW_VALUE) & BITFIELD_BIT(INDEX))) \
_mesa_set_enablei(ctx, ENUM, INDEX, ((NEW_VALUE) >> (INDEX)) & 0x1); \
} while (0)
static void
pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib_node *enable)
{
GLuint i;
TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
if (ctx->Color.BlendEnabled != enable->Blend) {
if (ctx->Extensions.EXT_draw_buffers2) {
for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled, enable->Blend,
i, GL_BLEND);
}
} else {
_mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
}
}
if (ctx->Transform.ClipPlanesEnabled != enable->ClipPlanes) {
for (unsigned i = 0; i < ctx->Const.MaxClipPlanes; i++) {
TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
enable->ClipPlanes, i, GL_CLIP_PLANE0 + i);
}
}
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_COLOR_MATERIAL);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
if (!ctx->Extensions.AMD_depth_clamp_separate) {
TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
enable->DepthClampNear && enable->DepthClampFar,
GL_DEPTH_CLAMP);
} else {
TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
GL_DEPTH_CLAMP_NEAR_AMD);
TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
GL_DEPTH_CLAMP_FAR_AMD);
}
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
GL_LINE_STIPPLE);
TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
GL_INDEX_LOGIC_OP);
TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
GL_COLOR_LOGIC_OP);
TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
GL_MAP1_TEXTURE_COORD_1);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
GL_MAP1_TEXTURE_COORD_2);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
GL_MAP1_TEXTURE_COORD_3);
TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
GL_MAP1_TEXTURE_COORD_4);
TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
GL_MAP1_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
GL_MAP1_VERTEX_4);
TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
GL_MAP2_TEXTURE_COORD_1);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
GL_MAP2_TEXTURE_COORD_2);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
GL_MAP2_TEXTURE_COORD_3);
TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
GL_MAP2_TEXTURE_COORD_4);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
GL_MAP2_VERTEX_3);
TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
GL_MAP2_VERTEX_4);
TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
GL_RESCALE_NORMAL_EXT);
TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
enable->RasterPositionUnclipped,
GL_RASTER_POSITION_UNCLIPPED_IBM);
TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
GL_POINT_SMOOTH);
TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
GL_POINT_SPRITE);
TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
GL_POLYGON_OFFSET_POINT);
TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
GL_POLYGON_OFFSET_LINE);
TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
GL_POLYGON_OFFSET_FILL);
TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
GL_POLYGON_SMOOTH);
TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
GL_POLYGON_STIPPLE);
if (ctx->Scissor.EnableFlags != enable->Scissor) {
unsigned i;
for (i = 0; i < ctx->Const.MaxViewports; i++) {
TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags, enable->Scissor,
i, GL_SCISSOR_TEST);
}
}
TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
if (ctx->Extensions.EXT_stencil_two_side) {
TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide,
GL_STENCIL_TEST_TWO_SIDE_EXT);
}
TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
GL_MULTISAMPLE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
enable->SampleAlphaToCoverage,
GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
enable->SampleAlphaToOne,
GL_SAMPLE_ALPHA_TO_ONE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
enable->SampleCoverage,
GL_SAMPLE_COVERAGE_ARB);
/* GL_ARB_vertex_program */
TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
enable->VertexProgram,
GL_VERTEX_PROGRAM_ARB);
TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
enable->VertexProgramPointSize,
GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
enable->VertexProgramTwoSide,
GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
/* GL_ARB_fragment_program */
TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
enable->FragmentProgram,
GL_FRAGMENT_PROGRAM_ARB);
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
GL_FRAMEBUFFER_SRGB);
/* GL_NV_conservative_raster */
if (ctx->Extensions.NV_conservative_raster) {
TEST_AND_UPDATE(ctx->ConservativeRasterization,
enable->ConservativeRasterization,
GL_CONSERVATIVE_RASTERIZATION_NV);
}
const unsigned curTexUnitSave = ctx->Texture.CurrentUnit;
/* texture unit enables */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
const GLbitfield enabled = enable->Texture[i];
const GLbitfield gen_enabled = enable->TexGen[i];
const struct gl_fixedfunc_texture_unit *unit = &ctx->Texture.FixedFuncUnit[i];
const GLbitfield old_enabled = unit->Enabled;
const GLbitfield old_gen_enabled = unit->TexGenEnabled;
if (old_enabled == enabled && old_gen_enabled == gen_enabled)
continue;
ctx->Texture.CurrentUnit = i;
if (old_enabled != enabled) {
TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_1D_INDEX, GL_TEXTURE_1D);
TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_2D_INDEX, GL_TEXTURE_2D);
TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_3D_INDEX, GL_TEXTURE_3D);
if (ctx->Extensions.NV_texture_rectangle) {
TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_RECT_INDEX,
GL_TEXTURE_RECTANGLE);
}
TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_CUBE_INDEX,
GL_TEXTURE_CUBE_MAP);
}
if (old_gen_enabled != gen_enabled) {
TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 0, GL_TEXTURE_GEN_S);
TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 1, GL_TEXTURE_GEN_T);
TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 2, GL_TEXTURE_GEN_R);
TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 3, GL_TEXTURE_GEN_Q);
}
}
ctx->Texture.CurrentUnit = curTexUnitSave;
}
/**
* Pop/restore texture attribute/group state.
*/
static void
pop_texture_group(struct gl_context *ctx, struct gl_texture_attrib_node *texstate)
{
GLuint u;
_mesa_lock_context_textures(ctx);
/* Restore fixed-function texture unit states. */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
const struct gl_fixedfunc_texture_unit *unit =
&texstate->FixedFuncUnit[u];
struct gl_fixedfunc_texture_unit *destUnit =
&ctx->Texture.FixedFuncUnit[u];
ctx->Texture.CurrentUnit = u;
/* Fast path for other drivers. */
memcpy(destUnit, unit, sizeof(*unit));
destUnit->_CurrentCombine = NULL;
ctx->Texture.Unit[u].LodBias = texstate->LodBias[u];
ctx->Texture.Unit[u].LodBiasQuantized = texstate->LodBiasQuantized[u];
}
/* Restore saved textures. */
unsigned num_tex_saved = texstate->NumTexSaved;
for (u = 0; u < num_tex_saved; u++) {
gl_texture_index tgt;
ctx->Texture.CurrentUnit = u;
/* Restore texture object state for each target */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
const struct gl_texture_object *savedObj = &texstate->SavedObj[u][tgt];
struct gl_texture_object *texObj =
_mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
/* According to the OpenGL 4.6 Compatibility Profile specification,
* table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
* GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
* texture attrib group.
*/
if (!is_msaa && texObj->Name != savedObj->Name) {
/* We don't need to check whether the texture target is supported,
* because we wouldn't get in this conditional block if it wasn't.
*/
_mesa_BindTexture_no_error(texObj->Target, savedObj->Name);
texObj = _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
}
/* Default texture object states are restored separately below. */
if (texObj->Name == 0)
continue;
/* But in the MSAA case, where the currently-bound object is not the
* default state, we should still restore the saved default object's
* data when that's what was saved initially.
*/
if (savedObj->Name == 0)
savedObj = &texstate->SavedDefaultObj[tgt];
if (!copy_texture_attribs(texObj, savedObj, tgt))
continue;
st_texture_release_all_sampler_views(st_context(ctx), texObj);
}
}
/* Restore textures in units that were not used before glPushAttrib (thus
* they were not saved) but were used after glPushAttrib. Revert
* the bindings to Name = 0.
*/
unsigned num_tex_changed = ctx->Texture.NumCurrentTexUsed;
for (u = num_tex_saved; u < num_tex_changed; u++) {
ctx->Texture.CurrentUnit = u;
for (gl_texture_index tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
struct gl_texture_object *texObj =
_mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
/* According to the OpenGL 4.6 Compatibility Profile specification,
* table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
* GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
* texture attrib group.
*/
if (!is_msaa && texObj->Name != 0) {
/* We don't need to check whether the texture target is supported,
* because we wouldn't get in this conditional block if it wasn't.
*/
_mesa_BindTexture_no_error(texObj->Target, 0);
}
}
}
/* Restore default texture object states. */
for (gl_texture_index tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
struct gl_texture_object *dst = ctx->Shared->DefaultTex[tex];
const struct gl_texture_object *src = &texstate->SavedDefaultObj[tex];
copy_texture_attribs(dst, src, tex);
}
_mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->CurrentUnit);
_mesa_unlock_context_textures(ctx);
}
#define TEST_AND_CALL1(FIELD, CALL) do { \
if (ctx->FIELD != attr->FIELD) \
_mesa_##CALL(attr->FIELD); \
} while (0)
#define TEST_AND_CALL1_SEL(FIELD, CALL, SEL) do { \
if (ctx->FIELD != attr->FIELD) \
_mesa_##CALL(SEL, attr->FIELD); \
} while (0)
#define TEST_AND_CALL2(FIELD1, FIELD2, CALL) do { \
if (ctx->FIELD1 != attr->FIELD1 || ctx->FIELD2 != attr->FIELD2) \
_mesa_##CALL(attr->FIELD1, attr->FIELD2); \
} while (0)
/*
* This function is kind of long just because we have to call a lot
* of device driver functions to update device driver state.
*
* XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
* in order to restore GL state. This isn't terribly efficient but it
* ensures that dirty flags and any derived state gets updated correctly.
* We could at least check if the value to restore equals the current value
* and then skip the Mesa call.
*/
void GLAPIENTRY
_mesa_PopAttrib(void)
{
struct gl_attrib_node *attr;
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0, 0);
if (ctx->AttribStackDepth == 0) {
_mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopAttrib");
return;
}
ctx->AttribStackDepth--;
attr = ctx->AttribStack[ctx->AttribStackDepth];
unsigned mask = attr->Mask;
/* Flush current attribs. This must be done before PopAttribState is
* applied. Also reset the attributes stored in vbo, as after this we'll
* change Current directly, and these changed values would've been then
* overridden by another flush in the future.
*/
if ((mask & GL_CURRENT_BIT) && ctx->Driver.NeedFlush) {
FLUSH_CURRENT(ctx, 0);
vbo_reset_all_attr(ctx);
}
/* Only restore states that have been changed since glPushAttrib. */
mask &= ctx->PopAttribState;
if (mask & GL_ACCUM_BUFFER_BIT) {
_mesa_ClearAccum(attr->Accum.ClearColor[0],
attr->Accum.ClearColor[1],
attr->Accum.ClearColor[2],
attr->Accum.ClearColor[3]);
}
if (mask & GL_COLOR_BUFFER_BIT) {
TEST_AND_CALL1(Color.ClearIndex, ClearIndex);
_mesa_ClearColor(attr->Color.ClearColor.f[0],
attr->Color.ClearColor.f[1],
attr->Color.ClearColor.f[2],
attr->Color.ClearColor.f[3]);
TEST_AND_CALL1(Color.IndexMask, IndexMask);
if (ctx->Color.ColorMask != attr->Color.ColorMask) {
if (!ctx->Extensions.EXT_draw_buffers2) {
_mesa_ColorMask(GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 0),
GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 1),
GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 2),
GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 3));
} else {
for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
_mesa_ColorMaski(i,
GET_COLORMASK_BIT(attr->Color.ColorMask, i, 0),
GET_COLORMASK_BIT(attr->Color.ColorMask, i, 1),
GET_COLORMASK_BIT(attr->Color.ColorMask, i, 2),
GET_COLORMASK_BIT(attr->Color.ColorMask, i, 3));
}
}
}
if (memcmp(ctx->Color.DrawBuffer, attr->Color.DrawBuffer,
sizeof(attr->Color.DrawBuffer))) {
/* Need to determine if more than one color output is
* specified. If so, call glDrawBuffersARB, else call
* glDrawBuffer(). This is a subtle, but essential point
* since GL_FRONT (for example) is illegal for the former
* function, but legal for the later.
*/
GLboolean multipleBuffers = GL_FALSE;
GLuint i;
for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
if (attr->Color.DrawBuffer[i] != GL_NONE) {
multipleBuffers = GL_TRUE;
break;
}
}
/* Call the API_level functions, not _mesa_drawbuffers()
* since we need to do error checking on the pop'd
* GL_DRAW_BUFFER.
* Ex: if GL_FRONT were pushed, but we're popping with a
* user FBO bound, GL_FRONT will be illegal and we'll need
* to record that error. Per OpenGL ARB decision.
*/
if (multipleBuffers) {
GLenum buffers[MAX_DRAW_BUFFERS];
for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
buffers[i] = attr->Color.DrawBuffer[i];
_mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
} else {
_mesa_DrawBuffer(attr->Color.DrawBuffer[0]);
}
}
TEST_AND_UPDATE(ctx->Color.AlphaEnabled, attr->Color.AlphaEnabled,
GL_ALPHA_TEST);
TEST_AND_CALL2(Color.AlphaFunc, Color.AlphaRefUnclamped, AlphaFunc);
if (ctx->Color.BlendEnabled != attr->Color.BlendEnabled) {
if (ctx->Extensions.EXT_draw_buffers2) {
for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled,
attr->Color.BlendEnabled, i, GL_BLEND);
}
}
else {
TEST_AND_UPDATE(ctx->Color.BlendEnabled & 0x1,
attr->Color.BlendEnabled & 0x1, GL_BLEND);
}
}
if (ctx->Color._BlendFuncPerBuffer ||
ctx->Color._BlendEquationPerBuffer) {
/* set blend per buffer */
GLuint buf;
for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
_mesa_BlendFuncSeparateiARB(buf, attr->Color.Blend[buf].SrcRGB,
attr->Color.Blend[buf].DstRGB,
attr->Color.Blend[buf].SrcA,
attr->Color.Blend[buf].DstA);
_mesa_BlendEquationSeparateiARB(buf,
attr->Color.Blend[buf].EquationRGB,
attr->Color.Blend[buf].EquationA);
}
}
else {
/* set same blend modes for all buffers */
_mesa_BlendFuncSeparate(attr->Color.Blend[0].SrcRGB,
attr->Color.Blend[0].DstRGB,
attr->Color.Blend[0].SrcA,
attr->Color.Blend[0].DstA);
/* This special case is because glBlendEquationSeparateEXT
* cannot take GL_LOGIC_OP as a parameter.
*/
if (attr->Color.Blend[0].EquationRGB ==
attr->Color.Blend[0].EquationA) {
TEST_AND_CALL1(Color.Blend[0].EquationRGB, BlendEquation);
}
else {
TEST_AND_CALL2(Color.Blend[0].EquationRGB,
Color.Blend[0].EquationA, BlendEquationSeparate);
}
}
_mesa_BlendColor(attr->Color.BlendColorUnclamped[0],
attr->Color.BlendColorUnclamped[1],
attr->Color.BlendColorUnclamped[2],
attr->Color.BlendColorUnclamped[3]);
TEST_AND_CALL1(Color.LogicOp, LogicOp);
TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled,
attr->Color.ColorLogicOpEnabled, GL_COLOR_LOGIC_OP);
TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled,
attr->Color.IndexLogicOpEnabled, GL_INDEX_LOGIC_OP);
TEST_AND_UPDATE(ctx->Color.DitherFlag, attr->Color.DitherFlag,
GL_DITHER);
if (ctx->Extensions.ARB_color_buffer_float) {
TEST_AND_CALL1_SEL(Color.ClampFragmentColor, ClampColor,
GL_CLAMP_FRAGMENT_COLOR);
}
if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30) {
TEST_AND_CALL1_SEL(Color.ClampReadColor, ClampColor,
GL_CLAMP_READ_COLOR);
}
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
if (ctx->Extensions.EXT_framebuffer_sRGB) {
TEST_AND_UPDATE(ctx->Color.sRGBEnabled, attr->Color.sRGBEnabled,
GL_FRAMEBUFFER_SRGB);
}
}
if (mask & GL_CURRENT_BIT) {
memcpy(&ctx->Current, &attr->Current,
sizeof(struct gl_current_attrib));
ctx->NewState |= _NEW_CURRENT_ATTRIB;
}
if (mask & GL_DEPTH_BUFFER_BIT) {
TEST_AND_CALL1(Depth.Func, DepthFunc);
TEST_AND_CALL1(Depth.Clear, ClearDepth);
TEST_AND_UPDATE(ctx->Depth.Test, attr->Depth.Test, GL_DEPTH_TEST);
TEST_AND_CALL1(Depth.Mask, DepthMask);
if (ctx->Extensions.EXT_depth_bounds_test) {
TEST_AND_UPDATE(ctx->Depth.BoundsTest, attr->Depth.BoundsTest,
GL_DEPTH_BOUNDS_TEST_EXT);
TEST_AND_CALL2(Depth.BoundsMin, Depth.BoundsMax, DepthBoundsEXT);
}
}
if (mask & GL_ENABLE_BIT)
pop_enable_group(ctx, &attr->Enable);
if (mask & GL_EVAL_BIT) {
memcpy(&ctx->Eval, &attr->Eval, sizeof(struct gl_eval_attrib));
vbo_exec_update_eval_maps(ctx);
}
if (mask & GL_FOG_BIT) {
TEST_AND_UPDATE(ctx->Fog.Enabled, attr->Fog.Enabled, GL_FOG);
_mesa_Fogfv(GL_FOG_COLOR, attr->Fog.Color);
TEST_AND_CALL1_SEL(Fog.Density, Fogf, GL_FOG_DENSITY);
TEST_AND_CALL1_SEL(Fog.Start, Fogf, GL_FOG_START);
TEST_AND_CALL1_SEL(Fog.End, Fogf, GL_FOG_END);
TEST_AND_CALL1_SEL(Fog.Index, Fogf, GL_FOG_INDEX);
TEST_AND_CALL1_SEL(Fog.Mode, Fogi, GL_FOG_MODE);
}
if (mask & GL_HINT_BIT) {
TEST_AND_CALL1_SEL(Hint.PerspectiveCorrection, Hint, GL_PERSPECTIVE_CORRECTION_HINT);
TEST_AND_CALL1_SEL(Hint.PointSmooth, Hint, GL_POINT_SMOOTH_HINT);
TEST_AND_CALL1_SEL(Hint.LineSmooth, Hint, GL_LINE_SMOOTH_HINT);
TEST_AND_CALL1_SEL(Hint.PolygonSmooth, Hint, GL_POLYGON_SMOOTH_HINT);
TEST_AND_CALL1_SEL(Hint.Fog, Hint, GL_FOG_HINT);
TEST_AND_CALL1_SEL(Hint.TextureCompression, Hint, GL_TEXTURE_COMPRESSION_HINT_ARB);
}
if (mask & GL_LIGHTING_BIT) {
GLuint i;
/* lighting enable */
TEST_AND_UPDATE(ctx->Light.Enabled, attr->Light.Enabled, GL_LIGHTING);
/* per-light state */
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
_math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
/* Fast path for other drivers. */
ctx->NewState |= _NEW_LIGHT_CONSTANTS | _NEW_FF_VERT_PROGRAM;
memcpy(ctx->Light.LightSource, attr->Light.LightSource,
sizeof(attr->Light.LightSource));
memcpy(&ctx->Light.Model, &attr->Light.Model,
sizeof(attr->Light.Model));
for (i = 0; i < ctx->Const.MaxLights; i++) {
TEST_AND_UPDATE(ctx->Light.Light[i].Enabled,
attr->Light.Light[i].Enabled,
GL_LIGHT0 + i);
memcpy(&ctx->Light.Light[i], &attr->Light.Light[i],
sizeof(struct gl_light));
}
/* shade model */
TEST_AND_CALL1(Light.ShadeModel, ShadeModel);
/* color material */
TEST_AND_CALL2(Light.ColorMaterialFace, Light.ColorMaterialMode,
ColorMaterial);
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled,
attr->Light.ColorMaterialEnabled, GL_COLOR_MATERIAL);
/* Shininess material is used by the fixed-func vertex program. */
ctx->NewState |= _NEW_MATERIAL | _NEW_FF_VERT_PROGRAM;
memcpy(&ctx->Light.Material, &attr->Light.Material,
sizeof(struct gl_material));
if (ctx->Extensions.ARB_color_buffer_float) {
TEST_AND_CALL1_SEL(Light.ClampVertexColor, ClampColor, GL_CLAMP_VERTEX_COLOR_ARB);
}
}
if (mask & GL_LINE_BIT) {
TEST_AND_UPDATE(ctx->Line.SmoothFlag, attr->Line.SmoothFlag, GL_LINE_SMOOTH);
TEST_AND_UPDATE(ctx->Line.StippleFlag, attr->Line.StippleFlag, GL_LINE_STIPPLE);
TEST_AND_CALL2(Line.StippleFactor, Line.StipplePattern, LineStipple);
TEST_AND_CALL1(Line.Width, LineWidth);
}
if (mask & GL_LIST_BIT)
memcpy(&ctx->List, &attr->List, sizeof(struct gl_list_attrib));
if (mask & GL_PIXEL_MODE_BIT) {
memcpy(&ctx->Pixel, &attr->Pixel, sizeof(struct gl_pixel_attrib));
/* XXX what other pixel state needs to be set by function calls? */
_mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
ctx->NewState |= _NEW_PIXEL;
}
if (mask & GL_POINT_BIT) {
TEST_AND_CALL1(Point.Size, PointSize);
TEST_AND_UPDATE(ctx->Point.SmoothFlag, attr->Point.SmoothFlag, GL_POINT_SMOOTH);
_mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, attr->Point.Params);
TEST_AND_CALL1_SEL(Point.MinSize, PointParameterf, GL_POINT_SIZE_MIN_EXT);
TEST_AND_CALL1_SEL(Point.MaxSize, PointParameterf, GL_POINT_SIZE_MAX_EXT);
TEST_AND_CALL1_SEL(Point.Threshold, PointParameterf, GL_POINT_FADE_THRESHOLD_SIZE_EXT);
if (ctx->Point.CoordReplace != attr->Point.CoordReplace) {
ctx->NewState |= _NEW_POINT | _NEW_FF_VERT_PROGRAM;
ctx->Point.CoordReplace = attr->Point.CoordReplace;
}
TEST_AND_UPDATE(ctx->Point.PointSprite, attr->Point.PointSprite,
GL_POINT_SPRITE);
if ((_mesa_is_desktop_gl_compat(ctx) && ctx->Version >= 20)
|| _mesa_is_desktop_gl_core(ctx))
TEST_AND_CALL1_SEL(Point.SpriteOrigin, PointParameterf, GL_POINT_SPRITE_COORD_ORIGIN);
}
if (mask & GL_POLYGON_BIT) {
TEST_AND_CALL1(Polygon.CullFaceMode, CullFace);
TEST_AND_CALL1(Polygon.FrontFace, FrontFace);
TEST_AND_CALL1_SEL(Polygon.FrontMode, PolygonMode, GL_FRONT);
TEST_AND_CALL1_SEL(Polygon.BackMode, PolygonMode, GL_BACK);
_mesa_polygon_offset_clamp(ctx,
attr->Polygon.OffsetFactor,
attr->Polygon.OffsetUnits,
attr->Polygon.OffsetClamp);
TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, attr->Polygon.SmoothFlag, GL_POLYGON_SMOOTH);
TEST_AND_UPDATE(ctx->Polygon.StippleFlag, attr->Polygon.StippleFlag, GL_POLYGON_STIPPLE);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, attr->Polygon.CullFlag, GL_CULL_FACE);
TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, attr->Polygon.OffsetPoint,
GL_POLYGON_OFFSET_POINT);
TEST_AND_UPDATE(ctx->Polygon.OffsetLine, attr->Polygon.OffsetLine,
GL_POLYGON_OFFSET_LINE);
TEST_AND_UPDATE(ctx->Polygon.OffsetFill, attr->Polygon.OffsetFill,
GL_POLYGON_OFFSET_FILL);
}
if (mask & GL_POLYGON_STIPPLE_BIT) {
memcpy(ctx->PolygonStipple, attr->PolygonStipple, 32*sizeof(GLuint));
ctx->NewDriverState |= ST_NEW_POLY_STIPPLE;
}
if (mask & GL_SCISSOR_BIT) {
unsigned i;
for (i = 0; i < ctx->Const.MaxViewports; i++) {
_mesa_set_scissor(ctx, i,
attr->Scissor.ScissorArray[i].X,
attr->Scissor.ScissorArray[i].Y,
attr->Scissor.ScissorArray[i].Width,
attr->Scissor.ScissorArray[i].Height);
TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags,
attr->Scissor.EnableFlags, i, GL_SCISSOR_TEST);
}
if (ctx->Extensions.EXT_window_rectangles) {
STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
4 * sizeof(GLint));
_mesa_WindowRectanglesEXT(
attr->Scissor.WindowRectMode, attr->Scissor.NumWindowRects,
(const GLint *)attr->Scissor.WindowRects);
}
}
if (mask & GL_STENCIL_BUFFER_BIT) {
TEST_AND_UPDATE(ctx->Stencil.Enabled, attr->Stencil.Enabled,
GL_STENCIL_TEST);
TEST_AND_CALL1(Stencil.Clear, ClearStencil);
if (ctx->Extensions.EXT_stencil_two_side) {
TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, attr->Stencil.TestTwoSide,
GL_STENCIL_TEST_TWO_SIDE_EXT);
_mesa_ActiveStencilFaceEXT(attr->Stencil.ActiveFace
? GL_BACK : GL_FRONT);
}
/* front state */
_mesa_StencilFuncSeparate(GL_FRONT,
attr->Stencil.Function[0],
attr->Stencil.Ref[0],
attr->Stencil.ValueMask[0]);
TEST_AND_CALL1_SEL(Stencil.WriteMask[0], StencilMaskSeparate, GL_FRONT);
_mesa_StencilOpSeparate(GL_FRONT, attr->Stencil.FailFunc[0],
attr->Stencil.ZFailFunc[0],
attr->Stencil.ZPassFunc[0]);
/* back state */
_mesa_StencilFuncSeparate(GL_BACK,
attr->Stencil.Function[1],
attr->Stencil.Ref[1],
attr->Stencil.ValueMask[1]);
TEST_AND_CALL1_SEL(Stencil.WriteMask[1], StencilMaskSeparate, GL_BACK);
_mesa_StencilOpSeparate(GL_BACK, attr->Stencil.FailFunc[1],
attr->Stencil.ZFailFunc[1],
attr->Stencil.ZPassFunc[1]);
}
if (mask & GL_TRANSFORM_BIT) {
GLuint i;
TEST_AND_CALL1(Transform.MatrixMode, MatrixMode);
if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
_math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
ctx->NewState |= _NEW_TRANSFORM;
ctx->NewDriverState |= ST_NEW_CLIP_STATE;
/* restore clip planes */
for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
const GLfloat *eyePlane = attr->Transform.EyeUserPlane[i];
COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
attr->Transform.ClipPlanesEnabled, i,
GL_CLIP_PLANE0 + i);
}
/* normalize/rescale */
TEST_AND_UPDATE(ctx->Transform.Normalize, attr->Transform.Normalize,
GL_NORMALIZE);
TEST_AND_UPDATE(ctx->Transform.RescaleNormals,
attr->Transform.RescaleNormals, GL_RESCALE_NORMAL_EXT);
if (!ctx->Extensions.AMD_depth_clamp_separate) {
TEST_AND_UPDATE(ctx->Transform.DepthClampNear &&
ctx->Transform.DepthClampFar,
attr->Transform.DepthClampNear &&
attr->Transform.DepthClampFar, GL_DEPTH_CLAMP);
} else {
TEST_AND_UPDATE(ctx->Transform.DepthClampNear,
attr->Transform.DepthClampNear,
GL_DEPTH_CLAMP_NEAR_AMD);
TEST_AND_UPDATE(ctx->Transform.DepthClampFar,
attr->Transform.DepthClampFar,
GL_DEPTH_CLAMP_FAR_AMD);
}
if (ctx->Extensions.ARB_clip_control) {
TEST_AND_CALL2(Transform.ClipOrigin, Transform.ClipDepthMode,
ClipControl);
}
}
if (mask & GL_TEXTURE_BIT) {
pop_texture_group(ctx, &attr->Texture);
ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE |
_NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM;
}
if (mask & GL_VIEWPORT_BIT) {
unsigned i;
for (i = 0; i < ctx->Const.MaxViewports; i++) {
const struct gl_viewport_attrib *vp = &attr->Viewport.ViewportArray[i];
if (memcmp(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6)) {
ctx->NewState |= _NEW_VIEWPORT;
ctx->NewDriverState |= ST_NEW_VIEWPORT;
memcpy(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6);
if (ctx->invalidate_on_gl_viewport)
st_manager_invalidate_drawables(ctx);
}
}
if (ctx->Extensions.NV_conservative_raster) {
GLuint biasx = attr->Viewport.SubpixelPrecisionBias[0];
GLuint biasy = attr->Viewport.SubpixelPrecisionBias[1];
_mesa_SubpixelPrecisionBiasNV(biasx, biasy);
}
}
if (mask & GL_MULTISAMPLE_BIT_ARB) {
TEST_AND_UPDATE(ctx->Multisample.Enabled,
attr->Multisample.Enabled,
GL_MULTISAMPLE);
TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
attr->Multisample.SampleCoverage,
GL_SAMPLE_COVERAGE);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
attr->Multisample.SampleAlphaToCoverage,
GL_SAMPLE_ALPHA_TO_COVERAGE);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
attr->Multisample.SampleAlphaToOne,
GL_SAMPLE_ALPHA_TO_ONE);
TEST_AND_CALL2(Multisample.SampleCoverageValue,
Multisample.SampleCoverageInvert, SampleCoverage);
TEST_AND_CALL1(Multisample.SampleAlphaToCoverageDitherControl,
AlphaToCoverageDitherControlNV);
}
/* Restore the previous PopAttribStateMask as well as any modified state
* that was not restored in the current pop.
*/
ctx->PopAttribState = attr->OldPopAttribStateMask |
(ctx->PopAttribState & ~attr->Mask);
}
/**
* Copy gl_pixelstore_attrib from src to dst, updating buffer
* object refcounts.
*/
static void
copy_pixelstore(struct gl_context *ctx,
struct gl_pixelstore_attrib *dst,
const struct gl_pixelstore_attrib *src)
{
dst->Alignment = src->Alignment;
dst->RowLength = src->RowLength;
dst->SkipPixels = src->SkipPixels;
dst->SkipRows = src->SkipRows;
dst->ImageHeight = src->ImageHeight;
dst->SkipImages = src->SkipImages;
dst->SwapBytes = src->SwapBytes;
dst->LsbFirst = src->LsbFirst;
dst->Invert = src->Invert;
_mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
}
#define GL_CLIENT_PACK_BIT (1<<20)
#define GL_CLIENT_UNPACK_BIT (1<<21)
static void
copy_vertex_attrib_array(struct gl_context *ctx,
struct gl_array_attributes *dst,
const struct gl_array_attributes *src)
{
dst->Ptr = src->Ptr;
dst->RelativeOffset = src->RelativeOffset;
dst->Format = src->Format;
dst->Stride = src->Stride;
dst->BufferBindingIndex = src->BufferBindingIndex;
dst->_EffBufferBindingIndex = src->_EffBufferBindingIndex;
dst->_EffRelativeOffset = src->_EffRelativeOffset;
}
static void
copy_vertex_buffer_binding(struct gl_context *ctx,
struct gl_vertex_buffer_binding *dst,
const struct gl_vertex_buffer_binding *src)
{
dst->Offset = src->Offset;
dst->Stride = src->Stride;
dst->InstanceDivisor = src->InstanceDivisor;
dst->_BoundArrays = src->_BoundArrays;
dst->_EffBoundArrays = src->_EffBoundArrays;
dst->_EffOffset = src->_EffOffset;
_mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
}
/**
* Copy gl_vertex_array_object from src to dest.
* 'dest' must be in an initialized state.
*/
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)
{
/* skip Name */
/* skip RefCount */
while (copy_attrib_mask) {
unsigned i = u_bit_scan(&copy_attrib_mask);
copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
}
/* Enabled must be the same than on push */
dest->Enabled = src->Enabled;
dest->_EnabledWithMapMode = src->_EnabledWithMapMode;
/* The bitmask of bound VBOs needs to match the VertexBinding array */
dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
dest->NonZeroDivisorMask = src->NonZeroDivisorMask;
dest->NonIdentityBufferAttribMapping = src->NonIdentityBufferAttribMapping;
dest->_AttributeMapMode = src->_AttributeMapMode;
/* skip NumUpdates and IsDynamic because they can only increase, not decrease */
}
/**
* Copy gl_array_attrib from src to dest.
* 'dest' must be in an initialized state.
*/
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)
{
/* skip ArrayObj */
/* skip DefaultArrayObj, Objects */
dest->ActiveTexture = src->ActiveTexture;
dest->LockFirst = src->LockFirst;
dest->LockCount = src->LockCount;
dest->PrimitiveRestart = src->PrimitiveRestart;
dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
dest->RestartIndex = src->RestartIndex;
memcpy(dest->_PrimitiveRestart, src->_PrimitiveRestart,
sizeof(src->_PrimitiveRestart));
memcpy(dest->_RestartIndex, src->_RestartIndex, sizeof(src->_RestartIndex));
/* skip NewState */
/* skip RebindArrays */
if (!vbo_deleted)
copy_array_object(ctx, dest->VAO, src->VAO, copy_attrib_mask);
/* skip ArrayBufferObj */
/* skip IndexBufferObj */
}
/**
* Save the content of src to dest.
*/
static void
save_array_attrib(struct gl_context *ctx,
struct gl_array_attrib *dest,
struct gl_array_attrib *src)
{
/* Set the Name, needed for restore, but do never overwrite.
* Needs to match value in the object hash. */
dest->VAO->Name = src->VAO->Name;
dest->VAO->NonDefaultStateMask = src->VAO->NonDefaultStateMask;
/* And copy all of the rest. */
copy_array_attrib(ctx, dest, src, false, src->VAO->NonDefaultStateMask);
/* Just reference them here */
_mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
src->ArrayBufferObj);
_mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
src->VAO->IndexBufferObj);
}
/**
* Restore the content of src to dest.
*/
static void
restore_array_attrib(struct gl_context *ctx,
struct gl_array_attrib *dest,
struct gl_array_attrib *src)
{
bool is_vao_name_zero = src->VAO->Name == 0;
/* The ARB_vertex_array_object spec says:
*
* "BindVertexArray fails and an INVALID_OPERATION error is generated
* if array is not a name returned from a previous call to
* GenVertexArrays, or if such a name has since been deleted with
* DeleteVertexArrays."
*
* Therefore popping a deleted VAO cannot magically recreate it.
*/
if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
return;
_mesa_BindVertexArray(src->VAO->Name);
/* Restore or recreate the buffer objects by the names ... */
if (is_vao_name_zero || !src->ArrayBufferObj ||
_mesa_IsBuffer(src->ArrayBufferObj->Name)) {
/* ... and restore its content */
dest->VAO->NonDefaultStateMask |= src->VAO->NonDefaultStateMask;
copy_array_attrib(ctx, dest, src, false,
dest->VAO->NonDefaultStateMask);
_mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
src->ArrayBufferObj ?
src->ArrayBufferObj->Name : 0);
} else {
copy_array_attrib(ctx, dest, src, true, 0);
}
if (is_vao_name_zero || !src->VAO->IndexBufferObj ||
_mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) {
_mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
src->VAO->IndexBufferObj ?
src->VAO->IndexBufferObj->Name : 0);
}
_mesa_update_edgeflag_state_vao(ctx);
_mesa_set_varying_vp_inputs(ctx, ctx->VertexProgram._VPModeInputFilter &
ctx->Array.VAO->_EnabledWithMapMode);
}
void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)
{
struct gl_client_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
_mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
return;
}
head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
head->Mask = mask;
if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
copy_pixelstore(ctx, &head->Pack, &ctx->Pack);
copy_pixelstore(ctx, &head->Unpack, &ctx->Unpack);
}
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
_mesa_initialize_vao(ctx, &head->VAO, 0);
/* Use the VAO declared within the node instead of allocating it. */
head->Array.VAO = &head->VAO;
save_array_attrib(ctx, &head->Array, &ctx->Array);
}
ctx->ClientAttribStackDepth++;
}
void GLAPIENTRY
_mesa_PopClientAttrib(void)
{
struct gl_client_attrib_node *head;
GET_CURRENT_CONTEXT(ctx);
if (ctx->ClientAttribStackDepth == 0) {
_mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
return;
}
ctx->ClientAttribStackDepth--;
head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
if (head->Mask & GL_CLIENT_PIXEL_STORE_BIT) {
copy_pixelstore(ctx, &ctx->Pack, &head->Pack);
_mesa_reference_buffer_object(ctx, &head->Pack.BufferObj, NULL);
copy_pixelstore(ctx, &ctx->Unpack, &head->Unpack);
_mesa_reference_buffer_object(ctx, &head->Unpack.BufferObj, NULL);
}
if (head->Mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
restore_array_attrib(ctx, &ctx->Array, &head->Array);
/* _mesa_unbind_array_object_vbos can't use NonDefaultStateMask because
* it's used by internal VAOs which don't always update the mask, so do
* it manually here.
*/
GLbitfield mask = head->VAO.NonDefaultStateMask;
while (mask) {
unsigned i = u_bit_scan(&mask);
_mesa_reference_buffer_object(ctx, &head->VAO.BufferBinding[i].BufferObj, NULL);
}
_mesa_reference_buffer_object(ctx, &head->VAO.IndexBufferObj, NULL);
_mesa_reference_buffer_object(ctx, &head->Array.ArrayBufferObj, NULL);
}
}
void GLAPIENTRY
_mesa_ClientAttribDefaultEXT( GLbitfield mask )
{
if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
_mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
_mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
_mesa_PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
_mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
_mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 4);
_mesa_PixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
_mesa_PixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
_mesa_PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
_mesa_PixelStorei(GL_PACK_SKIP_IMAGES, 0);
_mesa_PixelStorei(GL_PACK_ROW_LENGTH, 0);
_mesa_PixelStorei(GL_PACK_SKIP_ROWS, 0);
_mesa_PixelStorei(GL_PACK_SKIP_PIXELS, 0);
_mesa_PixelStorei(GL_PACK_ALIGNMENT, 4);
_mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
_mesa_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
GET_CURRENT_CONTEXT(ctx);
int i;
_mesa_BindBuffer(GL_ARRAY_BUFFER, 0);
_mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
_mesa_DisableClientState(GL_EDGE_FLAG_ARRAY);
_mesa_EdgeFlagPointer(0, 0);
_mesa_DisableClientState(GL_INDEX_ARRAY);
_mesa_IndexPointer(GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_SECONDARY_COLOR_ARRAY);
_mesa_SecondaryColorPointer(4, GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_FOG_COORD_ARRAY);
_mesa_FogCoordPointer(GL_FLOAT, 0, 0);
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
_mesa_ClientActiveTexture(GL_TEXTURE0 + i);
_mesa_DisableClientState(GL_TEXTURE_COORD_ARRAY);
_mesa_TexCoordPointer(4, GL_FLOAT, 0, 0);
}
_mesa_DisableClientState(GL_COLOR_ARRAY);
_mesa_ColorPointer(4, GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_NORMAL_ARRAY);
_mesa_NormalPointer(GL_FLOAT, 0, 0);
_mesa_DisableClientState(GL_VERTEX_ARRAY);
_mesa_VertexPointer(4, GL_FLOAT, 0, 0);
for (i = 0; i < ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs; i++) {
_mesa_DisableVertexAttribArray(i);
_mesa_VertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
}
_mesa_ClientActiveTexture(GL_TEXTURE0);
_mesa_PrimitiveRestartIndex_no_error(0);
if (ctx->Version >= 31)
_mesa_Disable(GL_PRIMITIVE_RESTART);
else if (_mesa_has_NV_primitive_restart(ctx))
_mesa_DisableClientState(GL_PRIMITIVE_RESTART_NV);
if (_mesa_has_ARB_ES3_compatibility(ctx))
_mesa_Disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
}
void GLAPIENTRY
_mesa_PushClientAttribDefaultEXT( GLbitfield mask )
{
_mesa_PushClientAttrib(mask);
_mesa_ClientAttribDefaultEXT(mask);
}
/**
* Free any attribute state data that might be attached to the context.
*/
void
_mesa_free_attrib_data(struct gl_context *ctx)
{
for (unsigned i = 0; i < ARRAY_SIZE(ctx->AttribStack); i++)
FREE(ctx->AttribStack[i]);
}
void
_mesa_init_attrib(struct gl_context *ctx)
{
/* Renderer and client attribute stacks */
ctx->AttribStackDepth = 0;
ctx->ClientAttribStackDepth = 0;
}