attrib.c revision 7117f1b4
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.0.2
4 *
5 * Copyright (C) 1999-2007  Brian Paul   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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25#include "glheader.h"
26#include "imports.h"
27#include "accum.h"
28#include "arrayobj.h"
29#include "attrib.h"
30#include "blend.h"
31#include "buffers.h"
32#include "bufferobj.h"
33#include "colormac.h"
34#include "colortab.h"
35#include "context.h"
36#include "depth.h"
37#include "enable.h"
38#include "enums.h"
39#include "fog.h"
40#include "hint.h"
41#include "light.h"
42#include "lines.h"
43#include "matrix.h"
44#include "points.h"
45#include "polygon.h"
46#include "simple_list.h"
47#include "stencil.h"
48#include "texobj.h"
49#include "texstate.h"
50#include "mtypes.h"
51#include "math/m_xform.h"
52
53
54/**
55 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
56 */
57struct texture_state
58{
59   struct gl_texture_attrib Texture;  /**< The usual context state */
60
61   /** to save per texture object state (wrap modes, filters, etc): */
62   struct gl_texture_object Saved1D[MAX_TEXTURE_UNITS];
63   struct gl_texture_object Saved2D[MAX_TEXTURE_UNITS];
64   struct gl_texture_object Saved3D[MAX_TEXTURE_UNITS];
65   struct gl_texture_object SavedCube[MAX_TEXTURE_UNITS];
66   struct gl_texture_object SavedRect[MAX_TEXTURE_UNITS];
67
68   /**
69    * To save references to texture objects (so they don't get accidentally
70    * deleted while saved in the attribute stack).
71    */
72   struct gl_texture_object *SavedRef1D[MAX_TEXTURE_UNITS];
73   struct gl_texture_object *SavedRef2D[MAX_TEXTURE_UNITS];
74   struct gl_texture_object *SavedRef3D[MAX_TEXTURE_UNITS];
75   struct gl_texture_object *SavedRefCube[MAX_TEXTURE_UNITS];
76   struct gl_texture_object *SavedRefRect[MAX_TEXTURE_UNITS];
77};
78
79
80/**
81 * Allocate a new attribute state node.  These nodes have a
82 * "kind" value and a pointer to a struct of state data.
83 */
84static struct gl_attrib_node *
85new_attrib_node( GLbitfield kind )
86{
87   struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
88   if (an) {
89      an->kind = kind;
90   }
91   return an;
92}
93
94
95void GLAPIENTRY
96_mesa_PushAttrib(GLbitfield mask)
97{
98   struct gl_attrib_node *newnode;
99   struct gl_attrib_node *head;
100
101   GET_CURRENT_CONTEXT(ctx);
102   ASSERT_OUTSIDE_BEGIN_END(ctx);
103
104   if (MESA_VERBOSE & VERBOSE_API)
105      _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
106
107   if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
108      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
109      return;
110   }
111
112   /* Build linked list of attribute nodes which save all attribute */
113   /* groups specified by the mask. */
114   head = NULL;
115
116   if (mask & GL_ACCUM_BUFFER_BIT) {
117      struct gl_accum_attrib *attr;
118      attr = MALLOC_STRUCT( gl_accum_attrib );
119      MEMCPY( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
120      newnode = new_attrib_node( GL_ACCUM_BUFFER_BIT );
121      newnode->data = attr;
122      newnode->next = head;
123      head = newnode;
124   }
125
126   if (mask & GL_COLOR_BUFFER_BIT) {
127      struct gl_colorbuffer_attrib *attr;
128      attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
129      MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
130      newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
131      newnode->data = attr;
132      newnode->next = head;
133      head = newnode;
134   }
135
136   if (mask & GL_CURRENT_BIT) {
137      struct gl_current_attrib *attr;
138      FLUSH_CURRENT( ctx, 0 );
139      attr = MALLOC_STRUCT( gl_current_attrib );
140      MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
141      newnode = new_attrib_node( GL_CURRENT_BIT );
142      newnode->data = attr;
143      newnode->next = head;
144      head = newnode;
145   }
146
147   if (mask & GL_DEPTH_BUFFER_BIT) {
148      struct gl_depthbuffer_attrib *attr;
149      attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
150      MEMCPY( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
151      newnode = new_attrib_node( GL_DEPTH_BUFFER_BIT );
152      newnode->data = attr;
153      newnode->next = head;
154      head = newnode;
155   }
156
157   if (mask & GL_ENABLE_BIT) {
158      struct gl_enable_attrib *attr;
159      GLuint i;
160      attr = MALLOC_STRUCT( gl_enable_attrib );
161      /* Copy enable flags from all other attributes into the enable struct. */
162      attr->AlphaTest = ctx->Color.AlphaEnabled;
163      attr->AutoNormal = ctx->Eval.AutoNormal;
164      attr->Blend = ctx->Color.BlendEnabled;
165      attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
166      attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
167      for (i = 0; i < COLORTABLE_MAX; i++) {
168         attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
169      }
170      attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
171      attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
172      attr->Separable2D = ctx->Pixel.Separable2DEnabled;
173      attr->CullFace = ctx->Polygon.CullFlag;
174      attr->DepthTest = ctx->Depth.Test;
175      attr->Dither = ctx->Color.DitherFlag;
176      attr->Fog = ctx->Fog.Enabled;
177      for (i = 0; i < ctx->Const.MaxLights; i++) {
178         attr->Light[i] = ctx->Light.Light[i].Enabled;
179      }
180      attr->Lighting = ctx->Light.Enabled;
181      attr->LineSmooth = ctx->Line.SmoothFlag;
182      attr->LineStipple = ctx->Line.StippleFlag;
183      attr->Histogram = ctx->Pixel.HistogramEnabled;
184      attr->MinMax = ctx->Pixel.MinMaxEnabled;
185      attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
186      attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
187      attr->Map1Color4 = ctx->Eval.Map1Color4;
188      attr->Map1Index = ctx->Eval.Map1Index;
189      attr->Map1Normal = ctx->Eval.Map1Normal;
190      attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
191      attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
192      attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
193      attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
194      attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
195      attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
196      MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
197      attr->Map2Color4 = ctx->Eval.Map2Color4;
198      attr->Map2Index = ctx->Eval.Map2Index;
199      attr->Map2Normal = ctx->Eval.Map2Normal;
200      attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
201      attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
202      attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
203      attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
204      attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
205      attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
206      MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
207      attr->Normalize = ctx->Transform.Normalize;
208      attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
209      attr->PointSmooth = ctx->Point.SmoothFlag;
210      attr->PointSprite = ctx->Point.PointSprite;
211      attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
212      attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
213      attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
214      attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
215      attr->PolygonStipple = ctx->Polygon.StippleFlag;
216      attr->RescaleNormals = ctx->Transform.RescaleNormals;
217      attr->Scissor = ctx->Scissor.Enabled;
218      attr->Stencil = ctx->Stencil.Enabled;
219      attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
220      attr->MultisampleEnabled = ctx->Multisample.Enabled;
221      attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
222      attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
223      attr->SampleCoverage = ctx->Multisample.SampleCoverage;
224      attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
225      for (i=0; i<MAX_TEXTURE_UNITS; i++) {
226         attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
227         attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
228         attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
229      }
230      /* GL_NV_vertex_program */
231      attr->VertexProgram = ctx->VertexProgram.Enabled;
232      attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
233      attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
234      newnode = new_attrib_node( GL_ENABLE_BIT );
235      newnode->data = attr;
236      newnode->next = head;
237      head = newnode;
238   }
239
240   if (mask & GL_EVAL_BIT) {
241      struct gl_eval_attrib *attr;
242      attr = MALLOC_STRUCT( gl_eval_attrib );
243      MEMCPY( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
244      newnode = new_attrib_node( GL_EVAL_BIT );
245      newnode->data = attr;
246      newnode->next = head;
247      head = newnode;
248   }
249
250   if (mask & GL_FOG_BIT) {
251      struct gl_fog_attrib *attr;
252      attr = MALLOC_STRUCT( gl_fog_attrib );
253      MEMCPY( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
254      newnode = new_attrib_node( GL_FOG_BIT );
255      newnode->data = attr;
256      newnode->next = head;
257      head = newnode;
258   }
259
260   if (mask & GL_HINT_BIT) {
261      struct gl_hint_attrib *attr;
262      attr = MALLOC_STRUCT( gl_hint_attrib );
263      MEMCPY( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
264      newnode = new_attrib_node( GL_HINT_BIT );
265      newnode->data = attr;
266      newnode->next = head;
267      head = newnode;
268   }
269
270   if (mask & GL_LIGHTING_BIT) {
271      struct gl_light_attrib *attr;
272      FLUSH_CURRENT(ctx, 0);	/* flush material changes */
273      attr = MALLOC_STRUCT( gl_light_attrib );
274      MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
275      newnode = new_attrib_node( GL_LIGHTING_BIT );
276      newnode->data = attr;
277      newnode->next = head;
278      head = newnode;
279   }
280
281   if (mask & GL_LINE_BIT) {
282      struct gl_line_attrib *attr;
283      attr = MALLOC_STRUCT( gl_line_attrib );
284      MEMCPY( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
285      newnode = new_attrib_node( GL_LINE_BIT );
286      newnode->data = attr;
287      newnode->next = head;
288      head = newnode;
289   }
290
291   if (mask & GL_LIST_BIT) {
292      struct gl_list_attrib *attr;
293      attr = MALLOC_STRUCT( gl_list_attrib );
294      MEMCPY( attr, &ctx->List, sizeof(struct gl_list_attrib) );
295      newnode = new_attrib_node( GL_LIST_BIT );
296      newnode->data = attr;
297      newnode->next = head;
298      head = newnode;
299   }
300
301   if (mask & GL_PIXEL_MODE_BIT) {
302      struct gl_pixel_attrib *attr;
303      attr = MALLOC_STRUCT( gl_pixel_attrib );
304      MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
305      /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
306      attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
307      newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
308      newnode->data = attr;
309      newnode->next = head;
310      head = newnode;
311   }
312
313   if (mask & GL_POINT_BIT) {
314      struct gl_point_attrib *attr;
315      attr = MALLOC_STRUCT( gl_point_attrib );
316      MEMCPY( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
317      newnode = new_attrib_node( GL_POINT_BIT );
318      newnode->data = attr;
319      newnode->next = head;
320      head = newnode;
321   }
322
323   if (mask & GL_POLYGON_BIT) {
324      struct gl_polygon_attrib *attr;
325      attr = MALLOC_STRUCT( gl_polygon_attrib );
326      MEMCPY( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
327      newnode = new_attrib_node( GL_POLYGON_BIT );
328      newnode->data = attr;
329      newnode->next = head;
330      head = newnode;
331   }
332
333   if (mask & GL_POLYGON_STIPPLE_BIT) {
334      GLuint *stipple;
335      stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
336      MEMCPY( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
337      newnode = new_attrib_node( GL_POLYGON_STIPPLE_BIT );
338      newnode->data = stipple;
339      newnode->next = head;
340      head = newnode;
341   }
342
343   if (mask & GL_SCISSOR_BIT) {
344      struct gl_scissor_attrib *attr;
345      attr = MALLOC_STRUCT( gl_scissor_attrib );
346      MEMCPY( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
347      newnode = new_attrib_node( GL_SCISSOR_BIT );
348      newnode->data = attr;
349      newnode->next = head;
350      head = newnode;
351   }
352
353   if (mask & GL_STENCIL_BUFFER_BIT) {
354      struct gl_stencil_attrib *attr;
355      attr = MALLOC_STRUCT( gl_stencil_attrib );
356      MEMCPY( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
357      newnode = new_attrib_node( GL_STENCIL_BUFFER_BIT );
358      newnode->data = attr;
359      newnode->next = head;
360      head = newnode;
361   }
362
363   if (mask & GL_TEXTURE_BIT) {
364      struct texture_state *texstate = CALLOC_STRUCT( texture_state );
365      GLuint u;
366
367      if (!texstate) {
368         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
369         goto end;
370      }
371
372      _mesa_lock_context_textures(ctx);
373
374      /* copy/save the bulk of texture state here */
375      _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
376
377      /* Save references to the currently bound texture objects so they don't
378       * accidentally get deleted while referenced in the attribute stack.
379       */
380      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
381         _mesa_reference_texobj(&texstate->SavedRef1D[u], ctx->Texture.Unit[u].Current1D);
382         _mesa_reference_texobj(&texstate->SavedRef2D[u], ctx->Texture.Unit[u].Current2D);
383         _mesa_reference_texobj(&texstate->SavedRef3D[u], ctx->Texture.Unit[u].Current3D);
384         _mesa_reference_texobj(&texstate->SavedRefCube[u], ctx->Texture.Unit[u].CurrentCubeMap);
385         _mesa_reference_texobj(&texstate->SavedRefRect[u], ctx->Texture.Unit[u].CurrentRect);
386      }
387
388      /* copy state/contents of the currently bound texture objects */
389      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
390         _mesa_copy_texture_object(&texstate->Saved1D[u],
391                                   ctx->Texture.Unit[u].Current1D);
392         _mesa_copy_texture_object(&texstate->Saved2D[u],
393                                   ctx->Texture.Unit[u].Current2D);
394         _mesa_copy_texture_object(&texstate->Saved3D[u],
395                                   ctx->Texture.Unit[u].Current3D);
396         _mesa_copy_texture_object(&texstate->SavedCube[u],
397                                   ctx->Texture.Unit[u].CurrentCubeMap);
398         _mesa_copy_texture_object(&texstate->SavedRect[u],
399                                   ctx->Texture.Unit[u].CurrentRect);
400      }
401
402      _mesa_unlock_context_textures(ctx);
403
404      newnode = new_attrib_node( GL_TEXTURE_BIT );
405      newnode->data = texstate;
406      newnode->next = head;
407      head = newnode;
408   }
409
410   if (mask & GL_TRANSFORM_BIT) {
411      struct gl_transform_attrib *attr;
412      attr = MALLOC_STRUCT( gl_transform_attrib );
413      MEMCPY( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
414      newnode = new_attrib_node( GL_TRANSFORM_BIT );
415      newnode->data = attr;
416      newnode->next = head;
417      head = newnode;
418   }
419
420   if (mask & GL_VIEWPORT_BIT) {
421      struct gl_viewport_attrib *attr;
422      attr = MALLOC_STRUCT( gl_viewport_attrib );
423      MEMCPY( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
424      newnode = new_attrib_node( GL_VIEWPORT_BIT );
425      newnode->data = attr;
426      newnode->next = head;
427      head = newnode;
428   }
429
430   /* GL_ARB_multisample */
431   if (mask & GL_MULTISAMPLE_BIT_ARB) {
432      struct gl_multisample_attrib *attr;
433      attr = MALLOC_STRUCT( gl_multisample_attrib );
434      MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
435      newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
436      newnode->data = attr;
437      newnode->next = head;
438      head = newnode;
439   }
440
441end:
442   ctx->AttribStack[ctx->AttribStackDepth] = head;
443   ctx->AttribStackDepth++;
444}
445
446
447
448static void
449pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
450{
451   GLuint i;
452
453#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)		\
454	if ((VALUE) != (NEWVALUE)) {			\
455	   _mesa_set_enable( ctx, ENUM, (NEWVALUE) );	\
456	}
457
458   TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
459   TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
460
461   for (i=0;i<MAX_CLIP_PLANES;i++) {
462      const GLuint mask = 1 << i;
463      if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
464	  _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
465			   (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
466   }
467
468   TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
469                   GL_COLOR_MATERIAL);
470   TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
471                   enable->ColorTable[COLORTABLE_PRECONVOLUTION],
472                   GL_COLOR_TABLE);
473   TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
474                   enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
475                   GL_POST_CONVOLUTION_COLOR_TABLE);
476   TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
477                   enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
478                   GL_POST_COLOR_MATRIX_COLOR_TABLE);
479   TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
480   TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
481   TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
482   TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
483                   GL_CONVOLUTION_1D);
484   TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
485                   GL_CONVOLUTION_2D);
486   TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
487                   GL_SEPARABLE_2D);
488   TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
489   TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
490   TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
491   TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
492                   GL_LINE_STIPPLE);
493   TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
494                   GL_INDEX_LOGIC_OP);
495   TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
496                   GL_COLOR_LOGIC_OP);
497
498   TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
499   TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
500   TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
501   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
502                   GL_MAP1_TEXTURE_COORD_1);
503   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
504                   GL_MAP1_TEXTURE_COORD_2);
505   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
506                   GL_MAP1_TEXTURE_COORD_3);
507   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
508                   GL_MAP1_TEXTURE_COORD_4);
509   TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
510                   GL_MAP1_VERTEX_3);
511   TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
512                   GL_MAP1_VERTEX_4);
513   for (i = 0; i < 16; i++) {
514      TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
515                      GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
516   }
517
518   TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
519   TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
520   TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
521   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
522                   GL_MAP2_TEXTURE_COORD_1);
523   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
524                   GL_MAP2_TEXTURE_COORD_2);
525   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
526                   GL_MAP2_TEXTURE_COORD_3);
527   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
528                   GL_MAP2_TEXTURE_COORD_4);
529   TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
530                   GL_MAP2_VERTEX_3);
531   TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
532                   GL_MAP2_VERTEX_4);
533   for (i = 0; i < 16; i++) {
534      TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
535                      GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
536   }
537
538   TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
539   TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
540   TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
541                   GL_RESCALE_NORMAL_EXT);
542   TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
543                   enable->RasterPositionUnclipped,
544                   GL_RASTER_POSITION_UNCLIPPED_IBM);
545   TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
546                   GL_POINT_SMOOTH);
547   if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
548      TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
549                      GL_POINT_SPRITE_NV);
550   }
551   TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
552                   GL_POLYGON_OFFSET_POINT);
553   TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
554                   GL_POLYGON_OFFSET_LINE);
555   TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
556                   GL_POLYGON_OFFSET_FILL);
557   TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
558                   GL_POLYGON_SMOOTH);
559   TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
560                   GL_POLYGON_STIPPLE);
561   TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
562   TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
563   if (ctx->Extensions.EXT_stencil_two_side) {
564      TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
565   }
566   TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
567                   GL_MULTISAMPLE_ARB);
568   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
569                   enable->SampleAlphaToCoverage,
570                   GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
571   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
572                   enable->SampleAlphaToOne,
573                   GL_SAMPLE_ALPHA_TO_ONE_ARB);
574   TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
575                   enable->SampleCoverage,
576                   GL_SAMPLE_COVERAGE_ARB);
577   TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
578                   enable->SampleCoverageInvert,
579                   GL_SAMPLE_COVERAGE_INVERT_ARB);
580   /* GL_ARB_vertex_program, GL_NV_vertex_program */
581   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
582                   enable->VertexProgram,
583                   GL_VERTEX_PROGRAM_ARB);
584   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
585                   enable->VertexProgramPointSize,
586                   GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
587   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
588                   enable->VertexProgramTwoSide,
589                   GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
590
591#undef TEST_AND_UPDATE
592
593   /* texture unit enables */
594   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
595      if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
596         ctx->Texture.Unit[i].Enabled = enable->Texture[i];
597         if (ctx->Driver.Enable) {
598            if (ctx->Driver.ActiveTexture) {
599               (*ctx->Driver.ActiveTexture)(ctx, i);
600            }
601            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
602                             (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
603            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
604                             (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
605            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
606                             (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
607            if (ctx->Extensions.ARB_texture_cube_map)
608               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
609                          (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
610            if (ctx->Extensions.NV_texture_rectangle)
611               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
612                          (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
613         }
614      }
615
616      if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
617         ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
618         if (ctx->Driver.Enable) {
619            if (ctx->Driver.ActiveTexture) {
620               (*ctx->Driver.ActiveTexture)(ctx, i);
621            }
622            if (enable->TexGen[i] & S_BIT)
623               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
624            else
625               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
626            if (enable->TexGen[i] & T_BIT)
627               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
628            else
629               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
630            if (enable->TexGen[i] & R_BIT)
631               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
632            else
633               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
634            if (enable->TexGen[i] & Q_BIT)
635               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
636            else
637               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
638         }
639      }
640
641      /* GL_SGI_texture_color_table */
642      ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
643   }
644
645   if (ctx->Driver.ActiveTexture) {
646      (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
647   }
648}
649
650
651/**
652 * Pop/restore texture attribute/group state.
653 */
654static void
655pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
656{
657   GLuint u;
658
659   _mesa_lock_context_textures(ctx);
660
661   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
662      const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
663      GLuint tgt;
664
665      _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
666      _mesa_set_enable(ctx, GL_TEXTURE_1D,
667                       (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
668      _mesa_set_enable(ctx, GL_TEXTURE_2D,
669                       (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
670      _mesa_set_enable(ctx, GL_TEXTURE_3D,
671                       (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
672      if (ctx->Extensions.ARB_texture_cube_map) {
673         _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
674                     (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
675      }
676      if (ctx->Extensions.NV_texture_rectangle) {
677         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
678                     (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
679      }
680      if (ctx->Extensions.SGI_texture_color_table) {
681         _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
682                          unit->ColorTableEnabled);
683      }
684      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
685      _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
686      _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
687      _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
688      _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
689      _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
690      _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
691      _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
692      _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
693      _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
694      /* Eye plane done differently to avoid re-transformation */
695      {
696         struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
697         COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
698         COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
699         COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
700         COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
701         if (ctx->Driver.TexGen) {
702            ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
703            ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
704            ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
705            ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
706         }
707      }
708      _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
709                       ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
710      _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
711                       ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
712      _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
713                       ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
714      _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
715                       ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
716      if (ctx->Extensions.EXT_texture_lod_bias) {
717         _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
718                       GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
719      }
720      if (ctx->Extensions.EXT_texture_env_combine ||
721          ctx->Extensions.ARB_texture_env_combine) {
722         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
723                       unit->Combine.ModeRGB);
724         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
725                       unit->Combine.ModeA);
726         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
727                       unit->Combine.SourceRGB[0]);
728         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
729                       unit->Combine.SourceRGB[1]);
730         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
731                       unit->Combine.SourceRGB[2]);
732         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
733                       unit->Combine.SourceA[0]);
734         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
735                       unit->Combine.SourceA[1]);
736         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
737                       unit->Combine.SourceA[2]);
738         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
739                       unit->Combine.OperandRGB[0]);
740         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
741                       unit->Combine.OperandRGB[1]);
742         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
743                       unit->Combine.OperandRGB[2]);
744         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
745                       unit->Combine.OperandA[0]);
746         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
747                       unit->Combine.OperandA[1]);
748         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
749                       unit->Combine.OperandA[2]);
750         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
751                       1 << unit->Combine.ScaleShiftRGB);
752         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
753                       1 << unit->Combine.ScaleShiftA);
754      }
755
756      /* Restore texture object state for each target */
757      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
758         const struct gl_texture_object *obj = NULL;
759         GLfloat bordColor[4];
760         GLenum target;
761
762         switch (tgt) {
763         case TEXTURE_1D_INDEX:
764            obj = &texstate->Saved1D[u];
765            ASSERT(obj->Target == GL_TEXTURE_1D);
766            break;
767         case TEXTURE_2D_INDEX:
768            obj = &texstate->Saved2D[u];
769            ASSERT(obj->Target == GL_TEXTURE_2D);
770            break;
771         case TEXTURE_3D_INDEX:
772            obj = &texstate->Saved3D[u];
773            ASSERT(obj->Target == GL_TEXTURE_3D);
774            break;
775         case TEXTURE_CUBE_INDEX:
776            if (!ctx->Extensions.ARB_texture_cube_map)
777               continue;
778            obj = &texstate->SavedCube[u];
779            ASSERT(obj->Target == GL_TEXTURE_CUBE_MAP_ARB);
780            break;
781         case TEXTURE_RECT_INDEX:
782            if (!ctx->Extensions.NV_texture_rectangle)
783               continue;
784            obj = &texstate->SavedRect[u];
785            ASSERT(obj->Target == GL_TEXTURE_RECTANGLE_NV);
786            break;
787         default:
788            _mesa_problem(ctx, "bad texture index in pop_texture_group");
789            continue;
790         }
791
792         target = obj->Target;
793
794         _mesa_BindTexture(target, obj->Name);
795
796         bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
797         bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
798         bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
799         bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
800
801         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
802         _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
803         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
804         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
805         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
806         _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
807         _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
808         _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
809         _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
810         _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
811         _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
812         if (target != GL_TEXTURE_RECTANGLE_ARB)
813            _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
814         if (ctx->Extensions.EXT_texture_filter_anisotropic) {
815            _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
816                                obj->MaxAnisotropy);
817         }
818         if (ctx->Extensions.SGIX_shadow) {
819            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
820                                obj->CompareFlag);
821            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
822                                obj->CompareOperator);
823         }
824         if (ctx->Extensions.SGIX_shadow_ambient) {
825            _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
826                                obj->ShadowAmbient);
827         }
828      }
829
830      /* remove saved references to the texture objects */
831      _mesa_reference_texobj(&texstate->SavedRef1D[u], NULL);
832      _mesa_reference_texobj(&texstate->SavedRef2D[u], NULL);
833      _mesa_reference_texobj(&texstate->SavedRef3D[u], NULL);
834      _mesa_reference_texobj(&texstate->SavedRefCube[u], NULL);
835      _mesa_reference_texobj(&texstate->SavedRefRect[u], NULL);
836   }
837
838   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
839
840   _mesa_unlock_context_textures(ctx);
841}
842
843
844/*
845 * This function is kind of long just because we have to call a lot
846 * of device driver functions to update device driver state.
847 *
848 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
849 * in order to restore GL state.  This isn't terribly efficient but it
850 * ensures that dirty flags and any derived state gets updated correctly.
851 * We could at least check if the value to restore equals the current value
852 * and then skip the Mesa call.
853 */
854void GLAPIENTRY
855_mesa_PopAttrib(void)
856{
857   struct gl_attrib_node *attr, *next;
858   GET_CURRENT_CONTEXT(ctx);
859   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
860
861   if (ctx->AttribStackDepth == 0) {
862      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
863      return;
864   }
865
866   ctx->AttribStackDepth--;
867   attr = ctx->AttribStack[ctx->AttribStackDepth];
868
869   while (attr) {
870
871      if (MESA_VERBOSE & VERBOSE_API) {
872         _mesa_debug(ctx, "glPopAttrib %s\n",
873                     _mesa_lookup_enum_by_nr(attr->kind));
874      }
875
876      switch (attr->kind) {
877         case GL_ACCUM_BUFFER_BIT:
878            {
879               const struct gl_accum_attrib *accum;
880               accum = (const struct gl_accum_attrib *) attr->data;
881               _mesa_ClearAccum(accum->ClearColor[0],
882                                accum->ClearColor[1],
883                                accum->ClearColor[2],
884                                accum->ClearColor[3]);
885            }
886            break;
887         case GL_COLOR_BUFFER_BIT:
888            {
889               const struct gl_colorbuffer_attrib *color;
890               color = (const struct gl_colorbuffer_attrib *) attr->data;
891               _mesa_ClearIndex((GLfloat) color->ClearIndex);
892               _mesa_ClearColor(color->ClearColor[0],
893                                color->ClearColor[1],
894                                color->ClearColor[2],
895                                color->ClearColor[3]);
896               _mesa_IndexMask(color->IndexMask);
897               _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
898                               (GLboolean) (color->ColorMask[1] != 0),
899                               (GLboolean) (color->ColorMask[2] != 0),
900                               (GLboolean) (color->ColorMask[3] != 0));
901               {
902                  /* Need to determine if more than one color output is
903                   * specified.  If so, call glDrawBuffersARB, else call
904                   * glDrawBuffer().  This is a subtle, but essential point
905                   * since GL_FRONT (for example) is illegal for the former
906                   * function, but legal for the later.
907                   */
908                  GLboolean multipleBuffers = GL_FALSE;
909                  if (ctx->Extensions.ARB_draw_buffers) {
910                     GLuint i;
911                     for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
912                        if (color->DrawBuffer[i] != GL_NONE) {
913                           multipleBuffers = GL_TRUE;
914                           break;
915                        }
916                     }
917                  }
918                  /* Call the API_level functions, not _mesa_drawbuffers()
919                   * since we need to do error checking on the pop'd
920                   * GL_DRAW_BUFFER.
921                   * Ex: if GL_FRONT were pushed, but we're popping with a
922                   * user FBO bound, GL_FRONT will be illegal and we'll need
923                   * to record that error.  Per OpenGL ARB decision.
924                   */
925                  if (multipleBuffers)
926                     _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
927                                          color->DrawBuffer);
928                  else
929                     _mesa_DrawBuffer(color->DrawBuffer[0]);
930               }
931               _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
932               _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
933               _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
934               _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
935                                          color->BlendDstRGB,
936                                          color->BlendSrcA,
937                                          color->BlendDstA);
938	       /* This special case is because glBlendEquationSeparateEXT
939		* cannot take GL_LOGIC_OP as a parameter.
940		*/
941	       if ( color->BlendEquationRGB == color->BlendEquationA ) {
942		  _mesa_BlendEquation(color->BlendEquationRGB);
943	       }
944	       else {
945		  _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
946						 color->BlendEquationA);
947	       }
948               _mesa_BlendColor(color->BlendColor[0],
949                                color->BlendColor[1],
950                                color->BlendColor[2],
951                                color->BlendColor[3]);
952               _mesa_LogicOp(color->LogicOp);
953               _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
954                                color->ColorLogicOpEnabled);
955               _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
956                                color->IndexLogicOpEnabled);
957               _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
958            }
959            break;
960         case GL_CURRENT_BIT:
961	    FLUSH_CURRENT( ctx, 0 );
962            MEMCPY( &ctx->Current, attr->data,
963		    sizeof(struct gl_current_attrib) );
964            break;
965         case GL_DEPTH_BUFFER_BIT:
966            {
967               const struct gl_depthbuffer_attrib *depth;
968               depth = (const struct gl_depthbuffer_attrib *) attr->data;
969               _mesa_DepthFunc(depth->Func);
970               _mesa_ClearDepth(depth->Clear);
971               _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
972               _mesa_DepthMask(depth->Mask);
973            }
974            break;
975         case GL_ENABLE_BIT:
976            {
977               const struct gl_enable_attrib *enable;
978               enable = (const struct gl_enable_attrib *) attr->data;
979               pop_enable_group(ctx, enable);
980	       ctx->NewState |= _NEW_ALL;
981            }
982            break;
983         case GL_EVAL_BIT:
984            MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
985	    ctx->NewState |= _NEW_EVAL;
986            break;
987         case GL_FOG_BIT:
988            {
989               const struct gl_fog_attrib *fog;
990               fog = (const struct gl_fog_attrib *) attr->data;
991               _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
992               _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
993               _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
994               _mesa_Fogf(GL_FOG_START, fog->Start);
995               _mesa_Fogf(GL_FOG_END, fog->End);
996               _mesa_Fogf(GL_FOG_INDEX, fog->Index);
997               _mesa_Fogi(GL_FOG_MODE, fog->Mode);
998            }
999            break;
1000         case GL_HINT_BIT:
1001            {
1002               const struct gl_hint_attrib *hint;
1003               hint = (const struct gl_hint_attrib *) attr->data;
1004               _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1005                          hint->PerspectiveCorrection );
1006               _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1007               _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1008               _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1009               _mesa_Hint(GL_FOG_HINT, hint->Fog);
1010               _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1011                          hint->ClipVolumeClipping);
1012               if (ctx->Extensions.ARB_texture_compression)
1013                  _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1014                             hint->TextureCompression);
1015            }
1016            break;
1017         case GL_LIGHTING_BIT:
1018            {
1019               GLuint i;
1020               const struct gl_light_attrib *light;
1021               light = (const struct gl_light_attrib *) attr->data;
1022               /* lighting enable */
1023               _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1024               /* per-light state */
1025               if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1026                  _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1027
1028               for (i = 0; i < ctx->Const.MaxLights; i++) {
1029		  const struct gl_light *l = &light->Light[i];
1030                  _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1031		  _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1032		  _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1033		  _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1034		  _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1035		  _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
1036		  _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
1037		  _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
1038		  _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
1039                              &l->ConstantAttenuation);
1040		  _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
1041                              &l->LinearAttenuation);
1042		  _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
1043                              &l->QuadraticAttenuation);
1044               }
1045               /* light model */
1046               _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1047                                  light->Model.Ambient);
1048               _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1049                                 (GLfloat) light->Model.LocalViewer);
1050               _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1051                                 (GLfloat) light->Model.TwoSide);
1052               _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1053                                 (GLfloat) light->Model.ColorControl);
1054               /* shade model */
1055               _mesa_ShadeModel(light->ShadeModel);
1056               /* color material */
1057               _mesa_ColorMaterial(light->ColorMaterialFace,
1058                                   light->ColorMaterialMode);
1059               _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1060                                light->ColorMaterialEnabled);
1061               /* materials */
1062               MEMCPY(&ctx->Light.Material, &light->Material,
1063                      sizeof(struct gl_material));
1064            }
1065            break;
1066         case GL_LINE_BIT:
1067            {
1068               const struct gl_line_attrib *line;
1069               line = (const struct gl_line_attrib *) attr->data;
1070               _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1071               _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1072               _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1073               _mesa_LineWidth(line->Width);
1074            }
1075            break;
1076         case GL_LIST_BIT:
1077            MEMCPY( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1078            break;
1079         case GL_PIXEL_MODE_BIT:
1080            MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1081            /* XXX what other pixel state needs to be set by function calls? */
1082            _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1083	    ctx->NewState |= _NEW_PIXEL;
1084            break;
1085         case GL_POINT_BIT:
1086            {
1087               const struct gl_point_attrib *point;
1088               point = (const struct gl_point_attrib *) attr->data;
1089               _mesa_PointSize(point->Size);
1090               _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1091               if (ctx->Extensions.EXT_point_parameters) {
1092                  _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1093                                            point->Params);
1094                  _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
1095                                           point->MinSize);
1096                  _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
1097                                           point->MaxSize);
1098                  _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1099                                           point->Threshold);
1100               }
1101               if (ctx->Extensions.NV_point_sprite
1102		   || ctx->Extensions.ARB_point_sprite) {
1103                  GLuint u;
1104                  for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1105                     _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1106                                   (GLint) point->CoordReplace[u]);
1107                  }
1108                  _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1109                  if (ctx->Extensions.NV_point_sprite)
1110                     _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
1111                                          ctx->Point.SpriteRMode);
1112                  _mesa_PointParameterfEXT(GL_POINT_SPRITE_COORD_ORIGIN,
1113                                           (GLfloat)ctx->Point.SpriteOrigin);
1114               }
1115            }
1116            break;
1117         case GL_POLYGON_BIT:
1118            {
1119               const struct gl_polygon_attrib *polygon;
1120               polygon = (const struct gl_polygon_attrib *) attr->data;
1121               _mesa_CullFace(polygon->CullFaceMode);
1122               _mesa_FrontFace(polygon->FrontFace);
1123               _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1124               _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1125               _mesa_PolygonOffset(polygon->OffsetFactor,
1126                                   polygon->OffsetUnits);
1127               _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1128               _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1129               _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1130               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1131                                polygon->OffsetPoint);
1132               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1133                                polygon->OffsetLine);
1134               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1135                                polygon->OffsetFill);
1136            }
1137            break;
1138	 case GL_POLYGON_STIPPLE_BIT:
1139	    MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1140	    ctx->NewState |= _NEW_POLYGONSTIPPLE;
1141	    if (ctx->Driver.PolygonStipple)
1142	       ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1143	    break;
1144         case GL_SCISSOR_BIT:
1145            {
1146               const struct gl_scissor_attrib *scissor;
1147               scissor = (const struct gl_scissor_attrib *) attr->data;
1148               _mesa_Scissor(scissor->X, scissor->Y,
1149                             scissor->Width, scissor->Height);
1150               _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1151            }
1152            break;
1153         case GL_STENCIL_BUFFER_BIT:
1154            {
1155               const struct gl_stencil_attrib *stencil;
1156               stencil = (const struct gl_stencil_attrib *) attr->data;
1157               _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1158               _mesa_ClearStencil(stencil->Clear);
1159               if (ctx->Extensions.EXT_stencil_two_side) {
1160                  _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1161                                   stencil->TestTwoSide);
1162                  _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1163                                             ? GL_BACK : GL_FRONT);
1164               }
1165               /* front state */
1166               _mesa_StencilFuncSeparate(GL_FRONT,
1167                                         stencil->Function[0],
1168                                         stencil->Ref[0],
1169                                         stencil->ValueMask[0]);
1170               _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1171               _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1172                                       stencil->ZFailFunc[0],
1173                                       stencil->ZPassFunc[0]);
1174               /* back state */
1175               _mesa_StencilFuncSeparate(GL_BACK,
1176                                         stencil->Function[1],
1177                                         stencil->Ref[1],
1178                                         stencil->ValueMask[1]);
1179               _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1180               _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1181                                       stencil->ZFailFunc[1],
1182                                       stencil->ZPassFunc[1]);
1183            }
1184            break;
1185         case GL_TRANSFORM_BIT:
1186            {
1187               GLuint i;
1188               const struct gl_transform_attrib *xform;
1189               xform = (const struct gl_transform_attrib *) attr->data;
1190               _mesa_MatrixMode(xform->MatrixMode);
1191               if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1192                  _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1193
1194               /* restore clip planes */
1195               for (i = 0; i < MAX_CLIP_PLANES; i++) {
1196                  const GLuint mask = 1 << 1;
1197                  const GLfloat *eyePlane = xform->EyeUserPlane[i];
1198                  COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1199                  if (xform->ClipPlanesEnabled & mask) {
1200                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1201                  }
1202                  else {
1203                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
1204                  }
1205                  if (ctx->Driver.ClipPlane)
1206                     ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1207               }
1208
1209               /* normalize/rescale */
1210               if (xform->Normalize != ctx->Transform.Normalize)
1211                  _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1212               if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1213                  _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1214                                   ctx->Transform.RescaleNormals);
1215            }
1216            break;
1217         case GL_TEXTURE_BIT:
1218            /* Take care of texture object reference counters */
1219            {
1220               struct texture_state *texstate
1221                  = (struct texture_state *) attr->data;
1222               pop_texture_group(ctx, texstate);
1223	       ctx->NewState |= _NEW_TEXTURE;
1224            }
1225            break;
1226         case GL_VIEWPORT_BIT:
1227            {
1228               const struct gl_viewport_attrib *vp;
1229               vp = (const struct gl_viewport_attrib *) attr->data;
1230               _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1231               _mesa_DepthRange(vp->Near, vp->Far);
1232            }
1233            break;
1234         case GL_MULTISAMPLE_BIT_ARB:
1235            {
1236               const struct gl_multisample_attrib *ms;
1237               ms = (const struct gl_multisample_attrib *) attr->data;
1238               _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1239                                       ms->SampleCoverageInvert);
1240            }
1241            break;
1242
1243         default:
1244            _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1245            break;
1246      }
1247
1248      next = attr->next;
1249      FREE( attr->data );
1250      FREE( attr );
1251      attr = next;
1252   }
1253}
1254
1255
1256/**
1257 * Helper for incrementing/decrementing vertex buffer object reference
1258 * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
1259 */
1260static void
1261adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
1262{
1263   GLuint i;
1264   array->ArrayObj->Vertex.BufferObj->RefCount += step;
1265   array->ArrayObj->Normal.BufferObj->RefCount += step;
1266   array->ArrayObj->Color.BufferObj->RefCount += step;
1267   array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
1268   array->ArrayObj->FogCoord.BufferObj->RefCount += step;
1269   array->ArrayObj->Index.BufferObj->RefCount += step;
1270   array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
1271   for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
1272      array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
1273   for (i = 0; i < VERT_ATTRIB_MAX; i++)
1274      array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
1275
1276   array->ArrayBufferObj->RefCount += step;
1277   array->ElementArrayBufferObj->RefCount += step;
1278}
1279
1280
1281#define GL_CLIENT_PACK_BIT (1<<20)
1282#define GL_CLIENT_UNPACK_BIT (1<<21)
1283
1284
1285void GLAPIENTRY
1286_mesa_PushClientAttrib(GLbitfield mask)
1287{
1288   struct gl_attrib_node *newnode;
1289   struct gl_attrib_node *head;
1290
1291   GET_CURRENT_CONTEXT(ctx);
1292   ASSERT_OUTSIDE_BEGIN_END(ctx);
1293
1294   if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1295      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1296      return;
1297   }
1298
1299   /* Build linked list of attribute nodes which save all attribute */
1300   /* groups specified by the mask. */
1301   head = NULL;
1302
1303   if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1304      struct gl_pixelstore_attrib *attr;
1305#if FEATURE_EXT_pixel_buffer_object
1306      ctx->Pack.BufferObj->RefCount++;
1307      ctx->Unpack.BufferObj->RefCount++;
1308#endif
1309      /* packing attribs */
1310      attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1311      MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
1312      newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
1313      newnode->data = attr;
1314      newnode->next = head;
1315      head = newnode;
1316      /* unpacking attribs */
1317      attr = MALLOC_STRUCT( gl_pixelstore_attrib );
1318      MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
1319      newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
1320      newnode->data = attr;
1321      newnode->next = head;
1322      head = newnode;
1323   }
1324   if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1325      struct gl_array_attrib *attr;
1326      struct gl_array_object *obj;
1327
1328      attr = MALLOC_STRUCT( gl_array_attrib );
1329      obj = MALLOC_STRUCT( gl_array_object );
1330
1331#if FEATURE_ARB_vertex_buffer_object
1332      /* increment ref counts since we're copying pointers to these objects */
1333      ctx->Array.ArrayBufferObj->RefCount++;
1334      ctx->Array.ElementArrayBufferObj->RefCount++;
1335#endif
1336
1337      MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
1338      MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
1339
1340      attr->ArrayObj = obj;
1341
1342      newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
1343      newnode->data = attr;
1344      newnode->next = head;
1345      head = newnode;
1346      /* bump reference counts on buffer objects */
1347      adjust_buffer_object_ref_counts(&ctx->Array, 1);
1348   }
1349
1350   ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1351   ctx->ClientAttribStackDepth++;
1352}
1353
1354
1355
1356
1357void GLAPIENTRY
1358_mesa_PopClientAttrib(void)
1359{
1360   struct gl_attrib_node *attr, *next;
1361
1362   GET_CURRENT_CONTEXT(ctx);
1363   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1364
1365   if (ctx->ClientAttribStackDepth == 0) {
1366      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1367      return;
1368   }
1369
1370   ctx->ClientAttribStackDepth--;
1371   attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1372
1373   while (attr) {
1374      switch (attr->kind) {
1375         case GL_CLIENT_PACK_BIT:
1376#if FEATURE_EXT_pixel_buffer_object
1377            ctx->Pack.BufferObj->RefCount--;
1378            if (ctx->Pack.BufferObj->RefCount <= 0) {
1379               _mesa_remove_buffer_object( ctx, ctx->Pack.BufferObj );
1380               (*ctx->Driver.DeleteBuffer)( ctx, ctx->Pack.BufferObj );
1381            }
1382#endif
1383            MEMCPY( &ctx->Pack, attr->data,
1384                    sizeof(struct gl_pixelstore_attrib) );
1385	    ctx->NewState |= _NEW_PACKUNPACK;
1386            break;
1387         case GL_CLIENT_UNPACK_BIT:
1388#if FEATURE_EXT_pixel_buffer_object
1389            ctx->Unpack.BufferObj->RefCount--;
1390            if (ctx->Unpack.BufferObj->RefCount <= 0) {
1391               _mesa_remove_buffer_object( ctx, ctx->Unpack.BufferObj );
1392               (*ctx->Driver.DeleteBuffer)( ctx, ctx->Unpack.BufferObj );
1393            }
1394#endif
1395            MEMCPY( &ctx->Unpack, attr->data,
1396                    sizeof(struct gl_pixelstore_attrib) );
1397	    ctx->NewState |= _NEW_PACKUNPACK;
1398            break;
1399         case GL_CLIENT_VERTEX_ARRAY_BIT: {
1400	    struct gl_array_attrib * data =
1401	      (struct gl_array_attrib *) attr->data;
1402
1403            adjust_buffer_object_ref_counts(&ctx->Array, -1);
1404
1405            ctx->Array.ActiveTexture = data->ActiveTexture;
1406	    ctx->Array.LockFirst = data->LockFirst;
1407	    ctx->Array.LockCount = data->LockCount;
1408
1409	    _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
1410
1411#if FEATURE_ARB_vertex_buffer_object
1412            _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1413                                data->ArrayBufferObj->Name);
1414            _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1415                                data->ElementArrayBufferObj->Name);
1416#endif
1417
1418	    MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
1419		    sizeof( struct gl_array_object ) );
1420
1421	    FREE( data->ArrayObj );
1422
1423	    /* FIXME: Should some bits in ctx->Array->NewState also be set
1424	     * FIXME: here?  It seems like it should be set to inclusive-or
1425	     * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1426	     */
1427
1428	    ctx->NewState |= _NEW_ARRAY;
1429            break;
1430	 }
1431         default:
1432            _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1433            break;
1434      }
1435
1436      next = attr->next;
1437      FREE( attr->data );
1438      FREE( attr );
1439      attr = next;
1440   }
1441}
1442
1443
1444void
1445_mesa_free_attrib_data(GLcontext *ctx)
1446{
1447   while (ctx->AttribStackDepth > 0) {
1448      struct gl_attrib_node *attr, *next;
1449
1450      ctx->AttribStackDepth--;
1451      attr = ctx->AttribStack[ctx->AttribStackDepth];
1452
1453      while (attr) {
1454         if (attr->kind == GL_TEXTURE_BIT) {
1455            struct texture_state *texstate = (struct texture_state*)attr->data;
1456            GLuint u;
1457            /* clear references to the saved texture objects */
1458            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1459               _mesa_reference_texobj(&texstate->SavedRef1D[u], NULL);
1460               _mesa_reference_texobj(&texstate->SavedRef2D[u], NULL);
1461               _mesa_reference_texobj(&texstate->SavedRef3D[u], NULL);
1462               _mesa_reference_texobj(&texstate->SavedRefCube[u], NULL);
1463               _mesa_reference_texobj(&texstate->SavedRefRect[u], NULL);
1464            }
1465         }
1466         else {
1467            /* any other chunks of state that requires special handling? */
1468         }
1469
1470         next = attr->next;
1471         _mesa_free(attr->data);
1472         _mesa_free(attr);
1473         attr = next;
1474      }
1475   }
1476}
1477
1478
1479void _mesa_init_attrib( GLcontext *ctx )
1480{
1481   /* Renderer and client attribute stacks */
1482   ctx->AttribStackDepth = 0;
1483   ctx->ClientAttribStackDepth = 0;
1484}
1485