attrib.c revision 848b8605
1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5 * Copyright (C) 2009  VMware, Inc.   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26#include "glheader.h"
27#include "imports.h"
28#include "accum.h"
29#include "arrayobj.h"
30#include "attrib.h"
31#include "blend.h"
32#include "buffers.h"
33#include "bufferobj.h"
34#include "clear.h"
35#include "colormac.h"
36#include "context.h"
37#include "depth.h"
38#include "enable.h"
39#include "enums.h"
40#include "fog.h"
41#include "hint.h"
42#include "light.h"
43#include "lines.h"
44#include "macros.h"
45#include "matrix.h"
46#include "multisample.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 "main/dispatch.h"
61#include "hash.h"
62#include <stdbool.h>
63
64
65/**
66 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
67 */
68struct gl_enable_attrib
69{
70   GLboolean AlphaTest;
71   GLboolean AutoNormal;
72   GLboolean Blend;
73   GLbitfield ClipPlanes;
74   GLboolean ColorMaterial;
75   GLboolean CullFace;
76   GLboolean DepthClamp;
77   GLboolean DepthTest;
78   GLboolean Dither;
79   GLboolean Fog;
80   GLboolean Light[MAX_LIGHTS];
81   GLboolean Lighting;
82   GLboolean LineSmooth;
83   GLboolean LineStipple;
84   GLboolean IndexLogicOp;
85   GLboolean ColorLogicOp;
86
87   GLboolean Map1Color4;
88   GLboolean Map1Index;
89   GLboolean Map1Normal;
90   GLboolean Map1TextureCoord1;
91   GLboolean Map1TextureCoord2;
92   GLboolean Map1TextureCoord3;
93   GLboolean Map1TextureCoord4;
94   GLboolean Map1Vertex3;
95   GLboolean Map1Vertex4;
96   GLboolean Map2Color4;
97   GLboolean Map2Index;
98   GLboolean Map2Normal;
99   GLboolean Map2TextureCoord1;
100   GLboolean Map2TextureCoord2;
101   GLboolean Map2TextureCoord3;
102   GLboolean Map2TextureCoord4;
103   GLboolean Map2Vertex3;
104   GLboolean Map2Vertex4;
105
106   GLboolean Normalize;
107   GLboolean PixelTexture;
108   GLboolean PointSmooth;
109   GLboolean PolygonOffsetPoint;
110   GLboolean PolygonOffsetLine;
111   GLboolean PolygonOffsetFill;
112   GLboolean PolygonSmooth;
113   GLboolean PolygonStipple;
114   GLboolean RescaleNormals;
115   GLbitfield Scissor;
116   GLboolean Stencil;
117   GLboolean StencilTwoSide;          /* GL_EXT_stencil_two_side */
118   GLboolean MultisampleEnabled;      /* GL_ARB_multisample */
119   GLboolean SampleAlphaToCoverage;   /* GL_ARB_multisample */
120   GLboolean SampleAlphaToOne;        /* GL_ARB_multisample */
121   GLboolean SampleCoverage;          /* GL_ARB_multisample */
122   GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
123
124   GLbitfield Texture[MAX_TEXTURE_UNITS];
125   GLbitfield TexGen[MAX_TEXTURE_UNITS];
126
127   /* GL_ARB_vertex_program */
128   GLboolean VertexProgram;
129   GLboolean VertexProgramPointSize;
130   GLboolean VertexProgramTwoSide;
131
132   /* GL_ARB_fragment_program */
133   GLboolean FragmentProgram;
134
135   /* GL_ARB_point_sprite / GL_NV_point_sprite */
136   GLboolean PointSprite;
137   GLboolean FragmentShaderATI;
138
139   /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
140   GLboolean sRGBEnabled;
141};
142
143
144/**
145 * Node for the attribute stack.
146 */
147struct gl_attrib_node
148{
149   GLbitfield kind;
150   void *data;
151   struct gl_attrib_node *next;
152};
153
154
155
156/**
157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
158 */
159struct texture_state
160{
161   struct gl_texture_attrib Texture;  /**< The usual context state */
162
163   /** to save per texture object state (wrap modes, filters, etc): */
164   struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
165
166   /**
167    * To save references to texture objects (so they don't get accidentally
168    * deleted while saved in the attribute stack).
169    */
170   struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
171
172   /* We need to keep a reference to the shared state.  That's where the
173    * default texture objects are kept.  We don't want that state to be
174    * freed while the attribute stack contains pointers to any default
175    * texture objects.
176    */
177   struct gl_shared_state *SharedRef;
178};
179
180
181/**
182 * Allocate new attribute node of given type/kind.  Attach payload data.
183 * Insert it into the linked list named by 'head'.
184 */
185static bool
186save_attrib_data(struct gl_attrib_node **head,
187                 GLbitfield kind, void *payload)
188{
189   struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
190   if (n) {
191      n->kind = kind;
192      n->data = payload;
193      /* insert at head */
194      n->next = *head;
195      *head = n;
196   }
197   else {
198      /* out of memory! */
199      return false;
200   }
201   return true;
202}
203
204
205/**
206 * Helper function for_mesa_PushAttrib for simple attributes.
207 * Allocates memory for attribute data and copies the given attribute data.
208 * \param head  head of linked list to insert attribute data into
209 * \param attr_bit  one of the GL_<attrib>_BIT flags
210 * \param attr_size  number of bytes to allocate for attribute data
211 * \param attr_data  the attribute data to copy
212 * \return true for success, false for out of memory
213 */
214static bool
215push_attrib(struct gl_context *ctx, struct gl_attrib_node **head,
216            GLbitfield attr_bit, GLuint attr_size, const void *attr_data)
217{
218   void *attribute;
219
220   attribute = malloc(attr_size);
221   if (attribute == NULL) {
222      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
223      return false;
224   }
225
226   if (save_attrib_data(head, attr_bit, attribute)) {
227      memcpy(attribute, attr_data, attr_size);
228   }
229   else {
230      free(attribute);
231      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
232      return false;
233   }
234   return true;
235}
236
237
238void GLAPIENTRY
239_mesa_PushAttrib(GLbitfield mask)
240{
241   struct gl_attrib_node *head;
242
243   GET_CURRENT_CONTEXT(ctx);
244
245   if (MESA_VERBOSE & VERBOSE_API)
246      _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
247
248   if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
249      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
250      return;
251   }
252
253   /* Build linked list of attribute nodes which save all attribute */
254   /* groups specified by the mask. */
255   head = NULL;
256
257   if (mask & GL_ACCUM_BUFFER_BIT) {
258      if (!push_attrib(ctx, &head, GL_ACCUM_BUFFER_BIT,
259                       sizeof(struct gl_accum_attrib),
260                       (void*)&ctx->Accum))
261         goto end;
262   }
263
264   if (mask & GL_COLOR_BUFFER_BIT) {
265      GLuint i;
266      struct gl_colorbuffer_attrib *attr;
267      attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
268      if (attr == NULL) {
269         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
270         goto end;
271      }
272
273    if (save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr)) {
274         memcpy(attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
275         /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
276         for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
277            attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
278      }
279      else {
280         free(attr);
281         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
282         goto end;
283      }
284   }
285
286   if (mask & GL_CURRENT_BIT) {
287      FLUSH_CURRENT(ctx, 0);
288      if (!push_attrib(ctx, &head, GL_CURRENT_BIT,
289                       sizeof(struct gl_current_attrib),
290                       (void*)&ctx->Current))
291         goto end;
292   }
293
294   if (mask & GL_DEPTH_BUFFER_BIT) {
295      if (!push_attrib(ctx, &head, GL_DEPTH_BUFFER_BIT,
296                       sizeof(struct gl_depthbuffer_attrib),
297                       (void*)&ctx->Depth))
298         goto end;
299   }
300
301   if (mask & GL_ENABLE_BIT) {
302      struct gl_enable_attrib *attr;
303      GLuint i;
304      attr = MALLOC_STRUCT( gl_enable_attrib );
305      if (attr == NULL) {
306         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
307         goto end;
308      }
309
310      /* Copy enable flags from all other attributes into the enable struct. */
311      attr->AlphaTest = ctx->Color.AlphaEnabled;
312      attr->AutoNormal = ctx->Eval.AutoNormal;
313      attr->Blend = ctx->Color.BlendEnabled;
314      attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
315      attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
316      attr->CullFace = ctx->Polygon.CullFlag;
317      attr->DepthClamp = ctx->Transform.DepthClamp;
318      attr->DepthTest = ctx->Depth.Test;
319      attr->Dither = ctx->Color.DitherFlag;
320      attr->Fog = ctx->Fog.Enabled;
321      for (i = 0; i < ctx->Const.MaxLights; i++) {
322         attr->Light[i] = ctx->Light.Light[i].Enabled;
323      }
324      attr->Lighting = ctx->Light.Enabled;
325      attr->LineSmooth = ctx->Line.SmoothFlag;
326      attr->LineStipple = ctx->Line.StippleFlag;
327      attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
328      attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
329      attr->Map1Color4 = ctx->Eval.Map1Color4;
330      attr->Map1Index = ctx->Eval.Map1Index;
331      attr->Map1Normal = ctx->Eval.Map1Normal;
332      attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
333      attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
334      attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
335      attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
336      attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
337      attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
338      attr->Map2Color4 = ctx->Eval.Map2Color4;
339      attr->Map2Index = ctx->Eval.Map2Index;
340      attr->Map2Normal = ctx->Eval.Map2Normal;
341      attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
342      attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
343      attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
344      attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
345      attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
346      attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
347      attr->Normalize = ctx->Transform.Normalize;
348      attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
349      attr->PointSmooth = ctx->Point.SmoothFlag;
350      attr->PointSprite = ctx->Point.PointSprite;
351      attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
352      attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
353      attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
354      attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
355      attr->PolygonStipple = ctx->Polygon.StippleFlag;
356      attr->RescaleNormals = ctx->Transform.RescaleNormals;
357      attr->Scissor = ctx->Scissor.EnableFlags;
358      attr->Stencil = ctx->Stencil.Enabled;
359      attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
360      attr->MultisampleEnabled = ctx->Multisample.Enabled;
361      attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
362      attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
363      attr->SampleCoverage = ctx->Multisample.SampleCoverage;
364      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
365         attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
366         attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
367      }
368      /* GL_ARB_vertex_program */
369      attr->VertexProgram = ctx->VertexProgram.Enabled;
370      attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
371      attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
372
373      /* GL_ARB_fragment_program */
374      attr->FragmentProgram = ctx->FragmentProgram.Enabled;
375
376      if (!save_attrib_data(&head, GL_ENABLE_BIT, attr)) {
377         free(attr);
378         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
379         goto end;
380      }
381
382      /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
383      attr->sRGBEnabled = ctx->Color.sRGBEnabled;
384   }
385
386   if (mask & GL_EVAL_BIT) {
387      if (!push_attrib(ctx, &head, GL_EVAL_BIT,
388                       sizeof(struct gl_eval_attrib),
389                       (void*)&ctx->Eval))
390         goto end;
391   }
392
393   if (mask & GL_FOG_BIT) {
394      if (!push_attrib(ctx, &head, GL_FOG_BIT,
395                       sizeof(struct gl_fog_attrib),
396                       (void*)&ctx->Fog))
397         goto end;
398   }
399
400   if (mask & GL_HINT_BIT) {
401      if (!push_attrib(ctx, &head, GL_HINT_BIT,
402                       sizeof(struct gl_hint_attrib),
403                       (void*)&ctx->Hint))
404         goto end;
405   }
406
407   if (mask & GL_LIGHTING_BIT) {
408      FLUSH_CURRENT(ctx, 0);   /* flush material changes */
409      if (!push_attrib(ctx, &head, GL_LIGHTING_BIT,
410                       sizeof(struct gl_light_attrib),
411                       (void*)&ctx->Light))
412         goto end;
413   }
414
415   if (mask & GL_LINE_BIT) {
416      if (!push_attrib(ctx, &head, GL_LINE_BIT,
417                       sizeof(struct gl_line_attrib),
418                       (void*)&ctx->Line))
419         goto end;
420   }
421
422   if (mask & GL_LIST_BIT) {
423      if (!push_attrib(ctx, &head, GL_LIST_BIT,
424                       sizeof(struct gl_list_attrib),
425                       (void*)&ctx->List))
426         goto end;
427   }
428
429   if (mask & GL_PIXEL_MODE_BIT) {
430      struct gl_pixel_attrib *attr;
431      attr = MALLOC_STRUCT( gl_pixel_attrib );
432      if (attr == NULL) {
433         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
434         goto end;
435      }
436
437      if (save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr)) {
438         memcpy(attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
439         /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
440         attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
441      }
442      else {
443         free(attr);
444         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
445         goto end;
446      }
447   }
448
449   if (mask & GL_POINT_BIT) {
450      if (!push_attrib(ctx, &head, GL_POINT_BIT,
451                       sizeof(struct gl_point_attrib),
452                       (void*)&ctx->Point))
453         goto end;
454   }
455
456   if (mask & GL_POLYGON_BIT) {
457      if (!push_attrib(ctx, &head, GL_POLYGON_BIT,
458                       sizeof(struct gl_polygon_attrib),
459                       (void*)&ctx->Polygon))
460         goto end;
461   }
462
463   if (mask & GL_POLYGON_STIPPLE_BIT) {
464      if (!push_attrib(ctx, &head, GL_POLYGON_STIPPLE_BIT,
465                       sizeof(ctx->PolygonStipple),
466                       (void*)&ctx->PolygonStipple))
467         goto end;
468   }
469
470   if (mask & GL_SCISSOR_BIT) {
471      if (!push_attrib(ctx, &head, GL_SCISSOR_BIT,
472                       sizeof(struct gl_scissor_attrib),
473                       (void*)&ctx->Scissor))
474         goto end;
475   }
476
477   if (mask & GL_STENCIL_BUFFER_BIT) {
478      if (!push_attrib(ctx, &head, GL_STENCIL_BUFFER_BIT,
479                       sizeof(struct gl_stencil_attrib),
480                       (void*)&ctx->Stencil))
481         goto end;
482   }
483
484   if (mask & GL_TEXTURE_BIT) {
485      struct texture_state *texstate = CALLOC_STRUCT(texture_state);
486      GLuint u, tex;
487
488      if (!texstate) {
489         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
490         goto end;
491      }
492
493      if (!save_attrib_data(&head, GL_TEXTURE_BIT, texstate)) {
494         free(texstate);
495         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
496         goto end;
497      }
498
499      _mesa_lock_context_textures(ctx);
500
501      /* copy/save the bulk of texture state here */
502      memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
503
504      /* Save references to the currently bound texture objects so they don't
505       * accidentally get deleted while referenced in the attribute stack.
506       */
507      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
508         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
509            _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
510                                   ctx->Texture.Unit[u].CurrentTex[tex]);
511         }
512      }
513
514      /* copy state/contents of the currently bound texture objects */
515      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
516         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
517            _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
518                                      ctx->Texture.Unit[u].CurrentTex[tex]);
519         }
520      }
521
522      _mesa_reference_shared_state(ctx, &texstate->SharedRef, ctx->Shared);
523
524      _mesa_unlock_context_textures(ctx);
525   }
526
527   if (mask & GL_TRANSFORM_BIT) {
528      if (!push_attrib(ctx, &head, GL_TRANSFORM_BIT,
529                       sizeof(struct gl_transform_attrib),
530                       (void*)&ctx->Transform))
531         goto end;
532   }
533
534   if (mask & GL_VIEWPORT_BIT) {
535      if (!push_attrib(ctx, &head, GL_VIEWPORT_BIT,
536                       sizeof(struct gl_viewport_attrib)
537                       * ctx->Const.MaxViewports,
538                       (void*)&ctx->ViewportArray))
539         goto end;
540   }
541
542   /* GL_ARB_multisample */
543   if (mask & GL_MULTISAMPLE_BIT_ARB) {
544      if (!push_attrib(ctx, &head, GL_MULTISAMPLE_BIT_ARB,
545                       sizeof(struct gl_multisample_attrib),
546                       (void*)&ctx->Multisample))
547         goto end;
548   }
549
550end:
551   if (head != NULL) {
552       ctx->AttribStack[ctx->AttribStackDepth] = head;
553       ctx->AttribStackDepth++;
554   }
555}
556
557
558
559static void
560pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
561{
562   const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
563   GLuint i;
564
565#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)		\
566	if ((VALUE) != (NEWVALUE)) {			\
567	   _mesa_set_enable( ctx, ENUM, (NEWVALUE) );	\
568	}
569
570   TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
571   if (ctx->Color.BlendEnabled != enable->Blend) {
572      if (ctx->Extensions.EXT_draw_buffers2) {
573         GLuint i;
574         for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
575            _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
576         }
577      }
578      else {
579         _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
580      }
581   }
582
583   for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
584      const GLuint mask = 1 << i;
585      if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
586	  _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
587			   !!(enable->ClipPlanes & mask));
588   }
589
590   TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
591                   GL_COLOR_MATERIAL);
592   TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
593   TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
594		   GL_DEPTH_CLAMP);
595   TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
596   TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
597   TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
598   TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
599   TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
600   TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
601                   GL_LINE_STIPPLE);
602   TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
603                   GL_INDEX_LOGIC_OP);
604   TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
605                   GL_COLOR_LOGIC_OP);
606
607   TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
608   TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
609   TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
610   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
611                   GL_MAP1_TEXTURE_COORD_1);
612   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
613                   GL_MAP1_TEXTURE_COORD_2);
614   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
615                   GL_MAP1_TEXTURE_COORD_3);
616   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
617                   GL_MAP1_TEXTURE_COORD_4);
618   TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
619                   GL_MAP1_VERTEX_3);
620   TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
621                   GL_MAP1_VERTEX_4);
622
623   TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
624   TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
625   TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
626   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
627                   GL_MAP2_TEXTURE_COORD_1);
628   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
629                   GL_MAP2_TEXTURE_COORD_2);
630   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
631                   GL_MAP2_TEXTURE_COORD_3);
632   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
633                   GL_MAP2_TEXTURE_COORD_4);
634   TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
635                   GL_MAP2_VERTEX_3);
636   TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
637                   GL_MAP2_VERTEX_4);
638
639   TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
640   TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
641   TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
642                   GL_RESCALE_NORMAL_EXT);
643   TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
644                   enable->RasterPositionUnclipped,
645                   GL_RASTER_POSITION_UNCLIPPED_IBM);
646   TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
647                   GL_POINT_SMOOTH);
648   if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
649      TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
650                      GL_POINT_SPRITE_NV);
651   }
652   TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
653                   GL_POLYGON_OFFSET_POINT);
654   TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
655                   GL_POLYGON_OFFSET_LINE);
656   TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
657                   GL_POLYGON_OFFSET_FILL);
658   TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
659                   GL_POLYGON_SMOOTH);
660   TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
661                   GL_POLYGON_STIPPLE);
662   if (ctx->Scissor.EnableFlags != enable->Scissor) {
663      unsigned i;
664
665      for (i = 0; i < ctx->Const.MaxViewports; i++) {
666         _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, (enable->Scissor >> i) & 1);
667      }
668   }
669   TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
670   if (ctx->Extensions.EXT_stencil_two_side) {
671      TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
672   }
673   TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
674                   GL_MULTISAMPLE_ARB);
675   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
676                   enable->SampleAlphaToCoverage,
677                   GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
678   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
679                   enable->SampleAlphaToOne,
680                   GL_SAMPLE_ALPHA_TO_ONE_ARB);
681   TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
682                   enable->SampleCoverage,
683                   GL_SAMPLE_COVERAGE_ARB);
684   /* GL_ARB_vertex_program */
685   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
686                   enable->VertexProgram,
687                   GL_VERTEX_PROGRAM_ARB);
688   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
689                   enable->VertexProgramPointSize,
690                   GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
691   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
692                   enable->VertexProgramTwoSide,
693                   GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
694
695   /* GL_ARB_fragment_program */
696   TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
697                   enable->FragmentProgram,
698                   GL_FRAGMENT_PROGRAM_ARB);
699
700   /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
701   TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
702                   GL_FRAMEBUFFER_SRGB);
703
704   /* texture unit enables */
705   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
706      const GLbitfield enabled = enable->Texture[i];
707      const GLbitfield genEnabled = enable->TexGen[i];
708
709      if (ctx->Texture.Unit[i].Enabled != enabled) {
710         _mesa_ActiveTexture(GL_TEXTURE0 + i);
711
712         _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
713         _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
714         _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
715         if (ctx->Extensions.NV_texture_rectangle) {
716            _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
717                             !!(enabled & TEXTURE_RECT_BIT));
718         }
719         if (ctx->Extensions.ARB_texture_cube_map) {
720            _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
721                             !!(enabled & TEXTURE_CUBE_BIT));
722         }
723      }
724
725      if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
726         _mesa_ActiveTexture(GL_TEXTURE0 + i);
727         _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
728         _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
729         _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
730         _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
731      }
732   }
733
734   _mesa_ActiveTexture(GL_TEXTURE0 + curTexUnitSave);
735}
736
737
738/**
739 * Pop/restore texture attribute/group state.
740 */
741static void
742pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
743{
744   GLuint u;
745
746   _mesa_lock_context_textures(ctx);
747
748   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
749      const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
750      GLuint tgt;
751
752      _mesa_ActiveTexture(GL_TEXTURE0_ARB + u);
753      _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
754      _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
755      _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
756      if (ctx->Extensions.ARB_texture_cube_map) {
757         _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
758                          !!(unit->Enabled & TEXTURE_CUBE_BIT));
759      }
760      if (ctx->Extensions.NV_texture_rectangle) {
761         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
762                          !!(unit->Enabled & TEXTURE_RECT_BIT));
763      }
764      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
765      _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
766      _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
767      _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
768      _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
769      _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
770      _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
771      _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
772      _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
773      _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
774      /* Eye plane done differently to avoid re-transformation */
775      {
776         struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
777         COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
778         COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
779         COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
780         COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
781         if (ctx->Driver.TexGen) {
782            ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
783            ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
784            ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
785            ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
786         }
787      }
788      _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
789      _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
790      _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
791      _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
792      _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
793		    unit->LodBias);
794      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
795		    unit->Combine.ModeRGB);
796      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
797		    unit->Combine.ModeA);
798      {
799         const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
800         GLuint i;
801         for (i = 0; i < n; i++) {
802            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
803                          unit->Combine.SourceRGB[i]);
804            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
805                          unit->Combine.SourceA[i]);
806            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
807                          unit->Combine.OperandRGB[i]);
808            _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
809                          unit->Combine.OperandA[i]);
810         }
811      }
812      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
813		    1 << unit->Combine.ScaleShiftRGB);
814      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
815		    1 << unit->Combine.ScaleShiftA);
816
817      /* Restore texture object state for each target */
818      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
819         const struct gl_texture_object *obj = NULL;
820         const struct gl_sampler_object *samp;
821         GLenum target;
822
823         obj = &texstate->SavedObj[u][tgt];
824
825         /* don't restore state for unsupported targets to prevent
826          * raising GL errors.
827          */
828         if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
829             !ctx->Extensions.ARB_texture_cube_map) {
830            continue;
831         }
832         else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
833                  !ctx->Extensions.NV_texture_rectangle) {
834            continue;
835         }
836         else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
837                   obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
838                  !ctx->Extensions.EXT_texture_array) {
839            continue;
840         }
841         else if (obj->Target == GL_TEXTURE_CUBE_MAP_ARRAY &&
842             !ctx->Extensions.ARB_texture_cube_map_array) {
843            continue;
844         } else if (obj->Target == GL_TEXTURE_BUFFER)
845            continue;
846         else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
847            continue;
848         else if (obj->Target == GL_TEXTURE_2D_MULTISAMPLE ||
849                  obj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
850            continue;
851
852         target = obj->Target;
853
854         _mesa_BindTexture(target, obj->Name);
855
856         samp = &obj->Sampler;
857
858         _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
859         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
860         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
861         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
862         _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
863         _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
864         _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
865         _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
866         _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
867         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
868         _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
869         if (target != GL_TEXTURE_RECTANGLE_ARB)
870            _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
871         if (ctx->Extensions.EXT_texture_filter_anisotropic) {
872            _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
873                                samp->MaxAnisotropy);
874         }
875         if (ctx->Extensions.ARB_shadow) {
876            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_MODE,
877                                samp->CompareMode);
878            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_FUNC,
879                                samp->CompareFunc);
880         }
881         if (ctx->Extensions.ARB_depth_texture)
882            _mesa_TexParameteri(target, GL_DEPTH_TEXTURE_MODE, obj->DepthMode);
883      }
884
885      /* remove saved references to the texture objects */
886      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
887         _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
888      }
889   }
890
891   _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
892
893   _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
894
895   _mesa_unlock_context_textures(ctx);
896}
897
898
899/*
900 * This function is kind of long just because we have to call a lot
901 * of device driver functions to update device driver state.
902 *
903 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
904 * in order to restore GL state.  This isn't terribly efficient but it
905 * ensures that dirty flags and any derived state gets updated correctly.
906 * We could at least check if the value to restore equals the current value
907 * and then skip the Mesa call.
908 */
909void GLAPIENTRY
910_mesa_PopAttrib(void)
911{
912   struct gl_attrib_node *attr, *next;
913   GET_CURRENT_CONTEXT(ctx);
914   FLUSH_VERTICES(ctx, 0);
915
916   if (ctx->AttribStackDepth == 0) {
917      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
918      return;
919   }
920
921   ctx->AttribStackDepth--;
922   attr = ctx->AttribStack[ctx->AttribStackDepth];
923
924   while (attr) {
925
926      if (MESA_VERBOSE & VERBOSE_API) {
927         _mesa_debug(ctx, "glPopAttrib %s\n",
928                     _mesa_lookup_enum_by_nr(attr->kind));
929      }
930
931      switch (attr->kind) {
932         case GL_ACCUM_BUFFER_BIT:
933            {
934               const struct gl_accum_attrib *accum;
935               accum = (const struct gl_accum_attrib *) attr->data;
936               _mesa_ClearAccum(accum->ClearColor[0],
937                                accum->ClearColor[1],
938                                accum->ClearColor[2],
939                                accum->ClearColor[3]);
940            }
941            break;
942         case GL_COLOR_BUFFER_BIT:
943            {
944               const struct gl_colorbuffer_attrib *color;
945
946               color = (const struct gl_colorbuffer_attrib *) attr->data;
947               _mesa_ClearIndex((GLfloat) color->ClearIndex);
948               _mesa_ClearColor(color->ClearColor.f[0],
949                                color->ClearColor.f[1],
950                                color->ClearColor.f[2],
951                                color->ClearColor.f[3]);
952               _mesa_IndexMask(color->IndexMask);
953               if (!ctx->Extensions.EXT_draw_buffers2) {
954                  _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
955                                  (GLboolean) (color->ColorMask[0][1] != 0),
956                                  (GLboolean) (color->ColorMask[0][2] != 0),
957                                  (GLboolean) (color->ColorMask[0][3] != 0));
958               }
959               else {
960                  GLuint i;
961                  for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
962                     _mesa_ColorMaski(i,
963                                  (GLboolean) (color->ColorMask[i][0] != 0),
964                                  (GLboolean) (color->ColorMask[i][1] != 0),
965                                  (GLboolean) (color->ColorMask[i][2] != 0),
966                                  (GLboolean) (color->ColorMask[i][3] != 0));
967                  }
968               }
969               {
970                  /* Need to determine if more than one color output is
971                   * specified.  If so, call glDrawBuffersARB, else call
972                   * glDrawBuffer().  This is a subtle, but essential point
973                   * since GL_FRONT (for example) is illegal for the former
974                   * function, but legal for the later.
975                   */
976                  GLboolean multipleBuffers = GL_FALSE;
977		  GLuint i;
978
979		  for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
980		     if (color->DrawBuffer[i] != GL_NONE) {
981			multipleBuffers = GL_TRUE;
982			break;
983		     }
984                  }
985                  /* Call the API_level functions, not _mesa_drawbuffers()
986                   * since we need to do error checking on the pop'd
987                   * GL_DRAW_BUFFER.
988                   * Ex: if GL_FRONT were pushed, but we're popping with a
989                   * user FBO bound, GL_FRONT will be illegal and we'll need
990                   * to record that error.  Per OpenGL ARB decision.
991                   */
992                  if (multipleBuffers)
993                     _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers,
994                                          color->DrawBuffer);
995                  else
996                     _mesa_DrawBuffer(color->DrawBuffer[0]);
997               }
998               _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
999               _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
1000               if (ctx->Color.BlendEnabled != color->BlendEnabled) {
1001                  if (ctx->Extensions.EXT_draw_buffers2) {
1002                     GLuint i;
1003                     for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
1004                        _mesa_set_enablei(ctx, GL_BLEND, i,
1005                                          (color->BlendEnabled >> i) & 1);
1006                     }
1007                  }
1008                  else {
1009                     _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
1010                  }
1011               }
1012               if (ctx->Color._BlendFuncPerBuffer ||
1013                   ctx->Color._BlendEquationPerBuffer) {
1014                  /* set blend per buffer */
1015                  GLuint buf;
1016                  for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
1017                     _mesa_BlendFuncSeparateiARB(buf, color->Blend[buf].SrcRGB,
1018                                              color->Blend[buf].DstRGB,
1019                                              color->Blend[buf].SrcA,
1020                                              color->Blend[buf].DstA);
1021                     _mesa_BlendEquationSeparateiARB(buf,
1022                                                  color->Blend[buf].EquationRGB,
1023                                                  color->Blend[buf].EquationA);
1024                  }
1025               }
1026               else {
1027                  /* set same blend modes for all buffers */
1028                  _mesa_BlendFuncSeparate(color->Blend[0].SrcRGB,
1029                                             color->Blend[0].DstRGB,
1030                                             color->Blend[0].SrcA,
1031                                             color->Blend[0].DstA);
1032                  /* This special case is because glBlendEquationSeparateEXT
1033                   * cannot take GL_LOGIC_OP as a parameter.
1034                   */
1035                  if (color->Blend[0].EquationRGB ==
1036                      color->Blend[0].EquationA) {
1037                     _mesa_BlendEquation(color->Blend[0].EquationRGB);
1038                  }
1039                  else {
1040                     _mesa_BlendEquationSeparate(
1041                                                 color->Blend[0].EquationRGB,
1042                                                 color->Blend[0].EquationA);
1043                  }
1044               }
1045               _mesa_BlendColor(color->BlendColorUnclamped[0],
1046                                color->BlendColorUnclamped[1],
1047                                color->BlendColorUnclamped[2],
1048                                color->BlendColorUnclamped[3]);
1049               _mesa_LogicOp(color->LogicOp);
1050               _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
1051                                color->ColorLogicOpEnabled);
1052               _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
1053                                color->IndexLogicOpEnabled);
1054               _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
1055               if (ctx->Extensions.ARB_color_buffer_float)
1056                  _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
1057                                   color->ClampFragmentColor);
1058               _mesa_ClampColor(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
1059
1060               /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
1061               if (ctx->Extensions.EXT_framebuffer_sRGB)
1062                  _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
1063            }
1064            break;
1065         case GL_CURRENT_BIT:
1066	    FLUSH_CURRENT( ctx, 0 );
1067            memcpy( &ctx->Current, attr->data,
1068		    sizeof(struct gl_current_attrib) );
1069            break;
1070         case GL_DEPTH_BUFFER_BIT:
1071            {
1072               const struct gl_depthbuffer_attrib *depth;
1073               depth = (const struct gl_depthbuffer_attrib *) attr->data;
1074               _mesa_DepthFunc(depth->Func);
1075               _mesa_ClearDepth(depth->Clear);
1076               _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
1077               _mesa_DepthMask(depth->Mask);
1078            }
1079            break;
1080         case GL_ENABLE_BIT:
1081            {
1082               const struct gl_enable_attrib *enable;
1083               enable = (const struct gl_enable_attrib *) attr->data;
1084               pop_enable_group(ctx, enable);
1085	       ctx->NewState |= _NEW_ALL;
1086            }
1087            break;
1088         case GL_EVAL_BIT:
1089            memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
1090	    ctx->NewState |= _NEW_EVAL;
1091            break;
1092         case GL_FOG_BIT:
1093            {
1094               const struct gl_fog_attrib *fog;
1095               fog = (const struct gl_fog_attrib *) attr->data;
1096               _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1097               _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1098               _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1099               _mesa_Fogf(GL_FOG_START, fog->Start);
1100               _mesa_Fogf(GL_FOG_END, fog->End);
1101               _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1102               _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1103            }
1104            break;
1105         case GL_HINT_BIT:
1106            {
1107               const struct gl_hint_attrib *hint;
1108               hint = (const struct gl_hint_attrib *) attr->data;
1109               _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1110                          hint->PerspectiveCorrection );
1111               _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1112               _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1113               _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1114               _mesa_Hint(GL_FOG_HINT, hint->Fog);
1115	       _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1116			  hint->TextureCompression);
1117            }
1118            break;
1119         case GL_LIGHTING_BIT:
1120            {
1121               GLuint i;
1122               const struct gl_light_attrib *light;
1123               light = (const struct gl_light_attrib *) attr->data;
1124               /* lighting enable */
1125               _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1126               /* per-light state */
1127               if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1128                  _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1129
1130               for (i = 0; i < ctx->Const.MaxLights; i++) {
1131                  const struct gl_light *l = &light->Light[i];
1132                  _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1133                  _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1134                  _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1135                  _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1136                  _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1137                  _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1138                  {
1139                     GLfloat p[4] = { 0 };
1140                     p[0] = l->SpotExponent;
1141                     _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1142                  }
1143                  {
1144                     GLfloat p[4] = { 0 };
1145                     p[0] = l->SpotCutoff;
1146                     _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1147                  }
1148                  {
1149                     GLfloat p[4] = { 0 };
1150                     p[0] = l->ConstantAttenuation;
1151                     _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1152                  }
1153                  {
1154                     GLfloat p[4] = { 0 };
1155                     p[0] = l->LinearAttenuation;
1156                     _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1157                  }
1158                  {
1159                     GLfloat p[4] = { 0 };
1160                     p[0] = l->QuadraticAttenuation;
1161                     _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1162                  }
1163               }
1164               /* light model */
1165               _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1166                                  light->Model.Ambient);
1167               _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1168                                 (GLfloat) light->Model.LocalViewer);
1169               _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1170                                 (GLfloat) light->Model.TwoSide);
1171               _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1172                                 (GLfloat) light->Model.ColorControl);
1173               /* shade model */
1174               _mesa_ShadeModel(light->ShadeModel);
1175               /* color material */
1176               _mesa_ColorMaterial(light->ColorMaterialFace,
1177                                   light->ColorMaterialMode);
1178               _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1179                                light->ColorMaterialEnabled);
1180               /* materials */
1181               memcpy(&ctx->Light.Material, &light->Material,
1182                      sizeof(struct gl_material));
1183               if (ctx->Extensions.ARB_color_buffer_float) {
1184                  _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR_ARB,
1185                                   light->ClampVertexColor);
1186               }
1187            }
1188            break;
1189         case GL_LINE_BIT:
1190            {
1191               const struct gl_line_attrib *line;
1192               line = (const struct gl_line_attrib *) attr->data;
1193               _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1194               _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1195               _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1196               _mesa_LineWidth(line->Width);
1197            }
1198            break;
1199         case GL_LIST_BIT:
1200            memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1201            break;
1202         case GL_PIXEL_MODE_BIT:
1203            memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1204            /* XXX what other pixel state needs to be set by function calls? */
1205            _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1206	    ctx->NewState |= _NEW_PIXEL;
1207            break;
1208         case GL_POINT_BIT:
1209            {
1210               const struct gl_point_attrib *point;
1211               point = (const struct gl_point_attrib *) attr->data;
1212               _mesa_PointSize(point->Size);
1213               _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1214               if (ctx->Extensions.EXT_point_parameters) {
1215                  _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1216                                         point->Params);
1217                  _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1218                                        point->MinSize);
1219                  _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1220                                        point->MaxSize);
1221                  _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1222                                        point->Threshold);
1223               }
1224               if (ctx->Extensions.NV_point_sprite
1225		   || ctx->Extensions.ARB_point_sprite) {
1226                  GLuint u;
1227                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1228                     _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1229                                   (GLint) point->CoordReplace[u]);
1230                  }
1231                  _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1232                  if (ctx->Extensions.NV_point_sprite)
1233                     _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1234                                           ctx->Point.SpriteRMode);
1235
1236                  if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
1237                      || ctx->API == API_OPENGL_CORE)
1238                     _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1239                                           (GLfloat)ctx->Point.SpriteOrigin);
1240               }
1241            }
1242            break;
1243         case GL_POLYGON_BIT:
1244            {
1245               const struct gl_polygon_attrib *polygon;
1246               polygon = (const struct gl_polygon_attrib *) attr->data;
1247               _mesa_CullFace(polygon->CullFaceMode);
1248               _mesa_FrontFace(polygon->FrontFace);
1249               _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1250               _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1251               _mesa_PolygonOffset(polygon->OffsetFactor,
1252                                   polygon->OffsetUnits);
1253               _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1254               _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1255               _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1256               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1257                                polygon->OffsetPoint);
1258               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1259                                polygon->OffsetLine);
1260               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1261                                polygon->OffsetFill);
1262            }
1263            break;
1264	 case GL_POLYGON_STIPPLE_BIT:
1265	    memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1266	    ctx->NewState |= _NEW_POLYGONSTIPPLE;
1267	    if (ctx->Driver.PolygonStipple)
1268	       ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1269	    break;
1270         case GL_SCISSOR_BIT:
1271            {
1272               unsigned i;
1273               const struct gl_scissor_attrib *scissor;
1274               scissor = (const struct gl_scissor_attrib *) attr->data;
1275
1276               for (i = 0; i < ctx->Const.MaxViewports; i++) {
1277                  _mesa_set_scissor(ctx, i,
1278                                    scissor->ScissorArray[i].X,
1279                                    scissor->ScissorArray[i].Y,
1280                                    scissor->ScissorArray[i].Width,
1281                                    scissor->ScissorArray[i].Height);
1282                  _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
1283                                    (scissor->EnableFlags >> i) & 1);
1284               }
1285            }
1286            break;
1287         case GL_STENCIL_BUFFER_BIT:
1288            {
1289               const struct gl_stencil_attrib *stencil;
1290               stencil = (const struct gl_stencil_attrib *) attr->data;
1291               _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1292               _mesa_ClearStencil(stencil->Clear);
1293               if (ctx->Extensions.EXT_stencil_two_side) {
1294                  _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1295                                   stencil->TestTwoSide);
1296                  _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1297                                             ? GL_BACK : GL_FRONT);
1298               }
1299               /* front state */
1300               _mesa_StencilFuncSeparate(GL_FRONT,
1301                                         stencil->Function[0],
1302                                         stencil->Ref[0],
1303                                         stencil->ValueMask[0]);
1304               _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1305               _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1306                                       stencil->ZFailFunc[0],
1307                                       stencil->ZPassFunc[0]);
1308               /* back state */
1309               _mesa_StencilFuncSeparate(GL_BACK,
1310                                         stencil->Function[1],
1311                                         stencil->Ref[1],
1312                                         stencil->ValueMask[1]);
1313               _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1314               _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1315                                       stencil->ZFailFunc[1],
1316                                       stencil->ZPassFunc[1]);
1317            }
1318            break;
1319         case GL_TRANSFORM_BIT:
1320            {
1321               GLuint i;
1322               const struct gl_transform_attrib *xform;
1323               xform = (const struct gl_transform_attrib *) attr->data;
1324               _mesa_MatrixMode(xform->MatrixMode);
1325               if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1326                  _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1327
1328               /* restore clip planes */
1329               for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1330                  const GLuint mask = 1 << i;
1331                  const GLfloat *eyePlane = xform->EyeUserPlane[i];
1332                  COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1333                  _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1334                                   !!(xform->ClipPlanesEnabled & mask));
1335                  if (ctx->Driver.ClipPlane)
1336                     ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1337               }
1338
1339               /* normalize/rescale */
1340               if (xform->Normalize != ctx->Transform.Normalize)
1341                  _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1342               if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1343                  _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1344                                   ctx->Transform.RescaleNormals);
1345               if (xform->DepthClamp != ctx->Transform.DepthClamp)
1346                  _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1347                                   ctx->Transform.DepthClamp);
1348            }
1349            break;
1350         case GL_TEXTURE_BIT:
1351            {
1352               struct texture_state *texstate
1353                  = (struct texture_state *) attr->data;
1354               pop_texture_group(ctx, texstate);
1355	       ctx->NewState |= _NEW_TEXTURE;
1356            }
1357            break;
1358         case GL_VIEWPORT_BIT:
1359            {
1360               unsigned i;
1361               const struct gl_viewport_attrib *vp;
1362               vp = (const struct gl_viewport_attrib *) attr->data;
1363
1364               for (i = 0; i < ctx->Const.MaxViewports; i++) {
1365                  _mesa_set_viewport(ctx, i, vp[i].X, vp[i].Y, vp[i].Width,
1366                                     vp[i].Height);
1367                  _mesa_set_depth_range(ctx, i, vp[i].Near, vp[i].Far);
1368               }
1369            }
1370            break;
1371         case GL_MULTISAMPLE_BIT_ARB:
1372            {
1373               const struct gl_multisample_attrib *ms;
1374               ms = (const struct gl_multisample_attrib *) attr->data;
1375
1376	       TEST_AND_UPDATE(ctx->Multisample.Enabled,
1377			       ms->Enabled,
1378			       GL_MULTISAMPLE);
1379
1380	       TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1381			       ms->SampleCoverage,
1382			       GL_SAMPLE_COVERAGE);
1383
1384	       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1385			       ms->SampleAlphaToCoverage,
1386			       GL_SAMPLE_ALPHA_TO_COVERAGE);
1387
1388	       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1389			       ms->SampleAlphaToOne,
1390			       GL_SAMPLE_ALPHA_TO_ONE);
1391
1392               _mesa_SampleCoverage(ms->SampleCoverageValue,
1393                                       ms->SampleCoverageInvert);
1394            }
1395            break;
1396
1397         default:
1398            _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1399            break;
1400      }
1401
1402      next = attr->next;
1403      free(attr->data);
1404      free(attr);
1405      attr = next;
1406   }
1407}
1408
1409
1410/**
1411 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1412 * object refcounts.
1413 */
1414static void
1415copy_pixelstore(struct gl_context *ctx,
1416                struct gl_pixelstore_attrib *dst,
1417                const struct gl_pixelstore_attrib *src)
1418{
1419   dst->Alignment = src->Alignment;
1420   dst->RowLength = src->RowLength;
1421   dst->SkipPixels = src->SkipPixels;
1422   dst->SkipRows = src->SkipRows;
1423   dst->ImageHeight = src->ImageHeight;
1424   dst->SkipImages = src->SkipImages;
1425   dst->SwapBytes = src->SwapBytes;
1426   dst->LsbFirst = src->LsbFirst;
1427   dst->Invert = src->Invert;
1428   _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1429}
1430
1431
1432#define GL_CLIENT_PACK_BIT (1<<20)
1433#define GL_CLIENT_UNPACK_BIT (1<<21)
1434
1435/**
1436 * Copy gl_vertex_array_object from src to dest.
1437 * 'dest' must be in an initialized state.
1438 */
1439static void
1440copy_array_object(struct gl_context *ctx,
1441                  struct gl_vertex_array_object *dest,
1442                  struct gl_vertex_array_object *src)
1443{
1444   GLuint i;
1445
1446   /* skip Name */
1447   /* skip RefCount */
1448
1449   /* In theory must be the same anyway, but on recreate make sure it matches */
1450   dest->ARBsemantics = src->ARBsemantics;
1451
1452   for (i = 0; i < Elements(src->_VertexAttrib); i++) {
1453      _mesa_copy_client_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]);
1454      _mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1455      _mesa_copy_vertex_buffer_binding(ctx, &dest->VertexBinding[i], &src->VertexBinding[i]);
1456   }
1457
1458   /* _Enabled must be the same than on push */
1459   dest->_Enabled = src->_Enabled;
1460   dest->NewArrays = src->NewArrays;
1461   dest->_MaxElement = src->_MaxElement;
1462}
1463
1464/**
1465 * Copy gl_array_attrib from src to dest.
1466 * 'dest' must be in an initialized state.
1467 */
1468static void
1469copy_array_attrib(struct gl_context *ctx,
1470                  struct gl_array_attrib *dest,
1471                  struct gl_array_attrib *src,
1472                  bool vbo_deleted)
1473{
1474   /* skip ArrayObj */
1475   /* skip DefaultArrayObj, Objects */
1476   dest->ActiveTexture = src->ActiveTexture;
1477   dest->LockFirst = src->LockFirst;
1478   dest->LockCount = src->LockCount;
1479   dest->PrimitiveRestart = src->PrimitiveRestart;
1480   dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1481   dest->_PrimitiveRestart = src->_PrimitiveRestart;
1482   dest->RestartIndex = src->RestartIndex;
1483   /* skip NewState */
1484   /* skip RebindArrays */
1485
1486   if (!vbo_deleted)
1487      copy_array_object(ctx, dest->VAO, src->VAO);
1488
1489   /* skip ArrayBufferObj */
1490   /* skip IndexBufferObj */
1491
1492   /* Invalidate draw state. It will be updated during the next draw. */
1493   dest->DrawMethod = DRAW_NONE;
1494   dest->_DrawArrays = NULL;
1495}
1496
1497/**
1498 * Save the content of src to dest.
1499 */
1500static void
1501save_array_attrib(struct gl_context *ctx,
1502                  struct gl_array_attrib *dest,
1503                  struct gl_array_attrib *src)
1504{
1505   /* Set the Name, needed for restore, but do never overwrite.
1506    * Needs to match value in the object hash. */
1507   dest->VAO->Name = src->VAO->Name;
1508   /* And copy all of the rest. */
1509   copy_array_attrib(ctx, dest, src, false);
1510
1511   /* Just reference them here */
1512   _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1513                                 src->ArrayBufferObj);
1514   _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1515                                 src->VAO->IndexBufferObj);
1516}
1517
1518/**
1519 * Restore the content of src to dest.
1520 */
1521static void
1522restore_array_attrib(struct gl_context *ctx,
1523                     struct gl_array_attrib *dest,
1524                     struct gl_array_attrib *src)
1525{
1526   /* The ARB_vertex_array_object spec says:
1527    *
1528    *     "BindVertexArray fails and an INVALID_OPERATION error is generated
1529    *     if array is not a name returned from a previous call to
1530    *     GenVertexArrays, or if such a name has since been deleted with
1531    *     DeleteVertexArrays."
1532    *
1533    * Therefore popping a deleted VAO cannot magically recreate it.
1534    *
1535    * The semantics of objects created using APPLE_vertex_array_objects behave
1536    * differently.  These objects expect to be recreated by pop.  Alas.
1537    */
1538   const bool arb_vao = (src->VAO->Name != 0
1539			 && src->VAO->ARBsemantics);
1540
1541   if (arb_vao && !_mesa_IsVertexArray(src->VAO->Name))
1542      return;
1543
1544   _mesa_BindVertexArrayAPPLE(src->VAO->Name);
1545
1546   /* Restore or recreate the buffer objects by the names ... */
1547   if (!arb_vao
1548       || src->ArrayBufferObj->Name == 0
1549       || _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1550      /* ... and restore its content */
1551      copy_array_attrib(ctx, dest, src, false);
1552
1553      _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1554			  src->ArrayBufferObj->Name);
1555   } else {
1556      copy_array_attrib(ctx, dest, src, true);
1557   }
1558
1559   if (!arb_vao
1560       || src->VAO->IndexBufferObj->Name == 0
1561       || _mesa_IsBuffer(src->VAO->IndexBufferObj->Name))
1562      _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1563			  src->VAO->IndexBufferObj->Name);
1564}
1565
1566/**
1567 * init/alloc the fields of 'attrib'.
1568 * Needs to the init part matching free_array_attrib_data below.
1569 */
1570static bool
1571init_array_attrib_data(struct gl_context *ctx,
1572                       struct gl_array_attrib *attrib)
1573{
1574   /* Get a non driver gl_vertex_array_object. */
1575   attrib->VAO = CALLOC_STRUCT( gl_vertex_array_object );
1576
1577   if (attrib->VAO == NULL) {
1578      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1579      return false;
1580   }
1581
1582   _mesa_initialize_vao(ctx, attrib->VAO, 0);
1583   return true;
1584}
1585
1586/**
1587 * Free/unreference the fields of 'attrib' but don't delete it (that's
1588 * done later in the calling code).
1589 * Needs to the cleanup part matching init_array_attrib_data above.
1590 */
1591static void
1592free_array_attrib_data(struct gl_context *ctx,
1593                       struct gl_array_attrib *attrib)
1594{
1595   /* We use a non driver array object, so don't just unref since we would
1596    * end up using the drivers DeleteArrayObject function for deletion. */
1597   _mesa_delete_vao(ctx, attrib->VAO);
1598   attrib->VAO = 0;
1599   _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1600}
1601
1602
1603void GLAPIENTRY
1604_mesa_PushClientAttrib(GLbitfield mask)
1605{
1606   struct gl_attrib_node *head;
1607
1608   GET_CURRENT_CONTEXT(ctx);
1609
1610   if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1611      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1612      return;
1613   }
1614
1615   /* Build linked list of attribute nodes which save all attribute
1616    * groups specified by the mask.
1617    */
1618   head = NULL;
1619
1620   if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1621      struct gl_pixelstore_attrib *attr;
1622      /* packing attribs */
1623      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1624      if (attr == NULL) {
1625         _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1626         goto end;
1627      }
1628      if (save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr)) {
1629         copy_pixelstore(ctx, attr, &ctx->Pack);
1630      }
1631      else {
1632         _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1633         free(attr);
1634         goto end;
1635      }
1636
1637      /* unpacking attribs */
1638      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1639      if (attr == NULL) {
1640         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1641         goto end;
1642      }
1643
1644      if (save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr)) {
1645         copy_pixelstore(ctx, attr, &ctx->Unpack);
1646      }
1647      else {
1648         _mesa_error( ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib" );
1649         free(attr);
1650         goto end;
1651       }
1652   }
1653
1654   if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1655      struct gl_array_attrib *attr;
1656      attr = CALLOC_STRUCT( gl_array_attrib );
1657      if (attr == NULL) {
1658         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1659         goto end;
1660      }
1661
1662      if (!init_array_attrib_data(ctx, attr)) {
1663         free(attr);
1664         goto end;
1665      }
1666
1667      if (save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr)) {
1668         save_array_attrib(ctx, attr, &ctx->Array);
1669      }
1670      else {
1671         free_array_attrib_data(ctx, attr);
1672         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushClientAttrib");
1673         free(attr);
1674         /* goto to keep safe from possible later changes */
1675         goto end;
1676      }
1677   }
1678end:
1679   if (head != NULL) {
1680       ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1681       ctx->ClientAttribStackDepth++;
1682   }
1683}
1684
1685
1686
1687
1688void GLAPIENTRY
1689_mesa_PopClientAttrib(void)
1690{
1691   struct gl_attrib_node *node, *next;
1692
1693   GET_CURRENT_CONTEXT(ctx);
1694   FLUSH_VERTICES(ctx, 0);
1695
1696   if (ctx->ClientAttribStackDepth == 0) {
1697      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1698      return;
1699   }
1700
1701   ctx->ClientAttribStackDepth--;
1702   node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1703
1704   while (node) {
1705      switch (node->kind) {
1706         case GL_CLIENT_PACK_BIT:
1707            {
1708               struct gl_pixelstore_attrib *store =
1709                  (struct gl_pixelstore_attrib *) node->data;
1710               copy_pixelstore(ctx, &ctx->Pack, store);
1711               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1712            }
1713            break;
1714         case GL_CLIENT_UNPACK_BIT:
1715            {
1716               struct gl_pixelstore_attrib *store =
1717                  (struct gl_pixelstore_attrib *) node->data;
1718               copy_pixelstore(ctx, &ctx->Unpack, store);
1719               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1720            }
1721            break;
1722         case GL_CLIENT_VERTEX_ARRAY_BIT: {
1723	    struct gl_array_attrib * attr =
1724	      (struct gl_array_attrib *) node->data;
1725            restore_array_attrib(ctx, &ctx->Array, attr);
1726            free_array_attrib_data(ctx, attr);
1727	    ctx->NewState |= _NEW_ARRAY;
1728            break;
1729	 }
1730         default:
1731            _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1732            break;
1733      }
1734
1735      next = node->next;
1736      free(node->data);
1737      free(node);
1738      node = next;
1739   }
1740}
1741
1742
1743/**
1744 * Free any attribute state data that might be attached to the context.
1745 */
1746void
1747_mesa_free_attrib_data(struct gl_context *ctx)
1748{
1749   while (ctx->AttribStackDepth > 0) {
1750      struct gl_attrib_node *attr, *next;
1751
1752      ctx->AttribStackDepth--;
1753      attr = ctx->AttribStack[ctx->AttribStackDepth];
1754
1755      while (attr) {
1756         if (attr->kind == GL_TEXTURE_BIT) {
1757            struct texture_state *texstate = (struct texture_state*)attr->data;
1758            GLuint u, tgt;
1759            /* clear references to the saved texture objects */
1760            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1761               for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1762                  _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1763               }
1764            }
1765            _mesa_reference_shared_state(ctx, &texstate->SharedRef, NULL);
1766         }
1767         else {
1768            /* any other chunks of state that requires special handling? */
1769         }
1770
1771         next = attr->next;
1772         free(attr->data);
1773         free(attr);
1774         attr = next;
1775      }
1776   }
1777}
1778
1779
1780void _mesa_init_attrib( struct gl_context *ctx )
1781{
1782   /* Renderer and client attribute stacks */
1783   ctx->AttribStackDepth = 0;
1784   ctx->ClientAttribStackDepth = 0;
1785}
1786