xref: /third_party/mesa3d/src/mesa/main/attrib.c (revision bf215546)
1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5 * Copyright (C) 2009  VMware, Inc.   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26#include "glheader.h"
27
28#include "accum.h"
29#include "arrayobj.h"
30#include "attrib.h"
31#include "blend.h"
32#include "buffers.h"
33#include "bufferobj.h"
34#include "context.h"
35#include "depth.h"
36#include "enable.h"
37#include "enums.h"
38#include "fog.h"
39#include "hint.h"
40#include "light.h"
41#include "lines.h"
42#include "macros.h"
43#include "matrix.h"
44#include "multisample.h"
45#include "pixelstore.h"
46#include "points.h"
47#include "polygon.h"
48#include "shared.h"
49#include "scissor.h"
50#include "stencil.h"
51#include "texobj.h"
52#include "texparam.h"
53#include "texstate.h"
54#include "varray.h"
55#include "viewport.h"
56#include "mtypes.h"
57#include "state.h"
58#include "hash.h"
59#include <stdbool.h>
60#include "util/u_memory.h"
61#include "api_exec_decl.h"
62
63#include "state_tracker/st_cb_texture.h"
64#include "state_tracker/st_manager.h"
65#include "state_tracker/st_sampler_view.h"
66
67static inline bool
68copy_texture_attribs(struct gl_texture_object *dst,
69                     const struct gl_texture_object *src,
70                     gl_texture_index tex)
71{
72   /* All pushed fields have no effect on texture buffers. */
73   if (tex == TEXTURE_BUFFER_INDEX)
74      return false;
75
76   /* Sampler fields have no effect on MSAA textures. */
77   if (tex != TEXTURE_2D_MULTISAMPLE_INDEX &&
78       tex != TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX) {
79      memcpy(&dst->Sampler.Attrib, &src->Sampler.Attrib,
80             sizeof(src->Sampler.Attrib));
81   }
82   memcpy(&dst->Attrib, &src->Attrib, sizeof(src->Attrib));
83   return true;
84}
85
86
87void GLAPIENTRY
88_mesa_PushAttrib(GLbitfield mask)
89{
90   struct gl_attrib_node *head;
91
92   GET_CURRENT_CONTEXT(ctx);
93
94   if (MESA_VERBOSE & VERBOSE_API)
95      _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
96
97   if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
98      _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushAttrib");
99      return;
100   }
101
102   head = ctx->AttribStack[ctx->AttribStackDepth];
103   if (unlikely(!head)) {
104      head = CALLOC_STRUCT(gl_attrib_node);
105      if (unlikely(!head)) {
106         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
107         return;
108      }
109      ctx->AttribStack[ctx->AttribStackDepth] = head;
110   }
111
112   head->Mask = mask;
113   head->OldPopAttribStateMask = ctx->PopAttribState;
114
115   if (mask & GL_ACCUM_BUFFER_BIT)
116      memcpy(&head->Accum, &ctx->Accum, sizeof(head->Accum));
117
118   if (mask & GL_COLOR_BUFFER_BIT) {
119      memcpy(&head->Color, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
120      /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
121      for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
122         head->Color.DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
123   }
124
125   if (mask & GL_CURRENT_BIT) {
126      FLUSH_CURRENT(ctx, 0);
127      memcpy(&head->Current, &ctx->Current, sizeof(head->Current));
128   }
129
130   if (mask & GL_DEPTH_BUFFER_BIT)
131      memcpy(&head->Depth, &ctx->Depth, sizeof(head->Depth));
132
133   if (mask & GL_ENABLE_BIT) {
134      struct gl_enable_attrib_node *attr = &head->Enable;
135      GLuint i;
136
137      /* Copy enable flags from all other attributes into the enable struct. */
138      attr->AlphaTest = ctx->Color.AlphaEnabled;
139      attr->AutoNormal = ctx->Eval.AutoNormal;
140      attr->Blend = ctx->Color.BlendEnabled;
141      attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
142      attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
143      attr->CullFace = ctx->Polygon.CullFlag;
144      attr->DepthClampNear = ctx->Transform.DepthClampNear;
145      attr->DepthClampFar = ctx->Transform.DepthClampFar;
146      attr->DepthTest = ctx->Depth.Test;
147      attr->Dither = ctx->Color.DitherFlag;
148      attr->Fog = ctx->Fog.Enabled;
149      for (i = 0; i < ctx->Const.MaxLights; i++) {
150         attr->Light[i] = ctx->Light.Light[i].Enabled;
151      }
152      attr->Lighting = ctx->Light.Enabled;
153      attr->LineSmooth = ctx->Line.SmoothFlag;
154      attr->LineStipple = ctx->Line.StippleFlag;
155      attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
156      attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
157      attr->Map1Color4 = ctx->Eval.Map1Color4;
158      attr->Map1Index = ctx->Eval.Map1Index;
159      attr->Map1Normal = ctx->Eval.Map1Normal;
160      attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
161      attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
162      attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
163      attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
164      attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
165      attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
166      attr->Map2Color4 = ctx->Eval.Map2Color4;
167      attr->Map2Index = ctx->Eval.Map2Index;
168      attr->Map2Normal = ctx->Eval.Map2Normal;
169      attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
170      attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
171      attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
172      attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
173      attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
174      attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
175      attr->Normalize = ctx->Transform.Normalize;
176      attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
177      attr->PointSmooth = ctx->Point.SmoothFlag;
178      attr->PointSprite = ctx->Point.PointSprite;
179      attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
180      attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
181      attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
182      attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
183      attr->PolygonStipple = ctx->Polygon.StippleFlag;
184      attr->RescaleNormals = ctx->Transform.RescaleNormals;
185      attr->Scissor = ctx->Scissor.EnableFlags;
186      attr->Stencil = ctx->Stencil.Enabled;
187      attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
188      attr->MultisampleEnabled = ctx->Multisample.Enabled;
189      attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
190      attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
191      attr->SampleCoverage = ctx->Multisample.SampleCoverage;
192      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
193         attr->Texture[i] = ctx->Texture.FixedFuncUnit[i].Enabled;
194         attr->TexGen[i] = ctx->Texture.FixedFuncUnit[i].TexGenEnabled;
195      }
196      /* GL_ARB_vertex_program */
197      attr->VertexProgram = ctx->VertexProgram.Enabled;
198      attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
199      attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
200
201      /* GL_ARB_fragment_program */
202      attr->FragmentProgram = ctx->FragmentProgram.Enabled;
203
204      /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
205      attr->sRGBEnabled = ctx->Color.sRGBEnabled;
206
207      /* GL_NV_conservative_raster */
208      attr->ConservativeRasterization = ctx->ConservativeRasterization;
209   }
210
211   if (mask & GL_EVAL_BIT)
212      memcpy(&head->Eval, &ctx->Eval, sizeof(head->Eval));
213
214   if (mask & GL_FOG_BIT)
215      memcpy(&head->Fog, &ctx->Fog, sizeof(head->Fog));
216
217   if (mask & GL_HINT_BIT)
218      memcpy(&head->Hint, &ctx->Hint, sizeof(head->Hint));
219
220   if (mask & GL_LIGHTING_BIT) {
221      FLUSH_CURRENT(ctx, 0);   /* flush material changes */
222      memcpy(&head->Light, &ctx->Light, sizeof(head->Light));
223   }
224
225   if (mask & GL_LINE_BIT)
226      memcpy(&head->Line, &ctx->Line, sizeof(head->Line));
227
228   if (mask & GL_LIST_BIT)
229      memcpy(&head->List, &ctx->List, sizeof(head->List));
230
231   if (mask & GL_PIXEL_MODE_BIT) {
232      memcpy(&head->Pixel, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
233      /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
234      head->Pixel.ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
235   }
236
237   if (mask & GL_POINT_BIT)
238      memcpy(&head->Point, &ctx->Point, sizeof(head->Point));
239
240   if (mask & GL_POLYGON_BIT)
241      memcpy(&head->Polygon, &ctx->Polygon, sizeof(head->Polygon));
242
243   if (mask & GL_POLYGON_STIPPLE_BIT) {
244      memcpy(&head->PolygonStipple, &ctx->PolygonStipple,
245             sizeof(head->PolygonStipple));
246   }
247
248   if (mask & GL_SCISSOR_BIT)
249      memcpy(&head->Scissor, &ctx->Scissor, sizeof(head->Scissor));
250
251   if (mask & GL_STENCIL_BUFFER_BIT)
252      memcpy(&head->Stencil, &ctx->Stencil, sizeof(head->Stencil));
253
254   if (mask & GL_TEXTURE_BIT) {
255      GLuint u, tex;
256
257      _mesa_lock_context_textures(ctx);
258
259      /* copy/save the bulk of texture state here */
260      head->Texture.CurrentUnit = ctx->Texture.CurrentUnit;
261      memcpy(&head->Texture.FixedFuncUnit, &ctx->Texture.FixedFuncUnit,
262             sizeof(ctx->Texture.FixedFuncUnit));
263
264      /* Copy/save contents of default texture objects. They are almost
265       * always bound, so this can be done unconditionally.
266       *
267       * We save them separately, so that we don't have to save them in every
268       * texture unit where they are bound. This decreases CPU overhead.
269       */
270      for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
271         struct gl_texture_object *dst = &head->Texture.SavedDefaultObj[tex];
272         struct gl_texture_object *src = ctx->Shared->DefaultTex[tex];
273
274         copy_texture_attribs(dst, src, tex);
275      }
276
277      /* copy state/contents of the currently bound texture objects */
278      unsigned num_tex_used = ctx->Texture.NumCurrentTexUsed;
279      for (u = 0; u < num_tex_used; u++) {
280         head->Texture.LodBias[u] = ctx->Texture.Unit[u].LodBias;
281         head->Texture.LodBiasQuantized[u] = ctx->Texture.Unit[u].LodBiasQuantized;
282
283         for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
284            struct gl_texture_object *dst = &head->Texture.SavedObj[u][tex];
285            struct gl_texture_object *src = ctx->Texture.Unit[u].CurrentTex[tex];
286
287            dst->Name = src->Name;
288
289            /* Default texture targets are saved separately above. */
290            if (src->Name != 0)
291               copy_texture_attribs(dst, src, tex);
292         }
293      }
294      head->Texture.NumTexSaved = num_tex_used;
295      _mesa_unlock_context_textures(ctx);
296   }
297
298   if (mask & GL_TRANSFORM_BIT)
299      memcpy(&head->Transform, &ctx->Transform, sizeof(head->Transform));
300
301   if (mask & GL_VIEWPORT_BIT) {
302      memcpy(&head->Viewport.ViewportArray, &ctx->ViewportArray,
303             sizeof(struct gl_viewport_attrib)*ctx->Const.MaxViewports);
304
305      head->Viewport.SubpixelPrecisionBias[0] = ctx->SubpixelPrecisionBias[0];
306      head->Viewport.SubpixelPrecisionBias[1] = ctx->SubpixelPrecisionBias[1];
307   }
308
309   /* GL_ARB_multisample */
310   if (mask & GL_MULTISAMPLE_BIT_ARB)
311      memcpy(&head->Multisample, &ctx->Multisample, sizeof(head->Multisample));
312
313   ctx->AttribStackDepth++;
314   ctx->PopAttribState = 0;
315}
316
317
318#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) do {  \
319      if ((VALUE) != (NEWVALUE))                     \
320         _mesa_set_enable(ctx, ENUM, (NEWVALUE));    \
321   } while (0)
322
323#define TEST_AND_UPDATE_BIT(VALUE, NEW_VALUE, BIT, ENUM) do {                 \
324      if (((VALUE) & BITFIELD_BIT(BIT)) != ((NEW_VALUE) & BITFIELD_BIT(BIT))) \
325         _mesa_set_enable(ctx, ENUM, ((NEW_VALUE) >> (BIT)) & 0x1);           \
326   } while (0)
327
328#define TEST_AND_UPDATE_INDEX(VALUE, NEW_VALUE, INDEX, ENUM) do {                 \
329      if (((VALUE) & BITFIELD_BIT(INDEX)) != ((NEW_VALUE) & BITFIELD_BIT(INDEX))) \
330         _mesa_set_enablei(ctx, ENUM, INDEX, ((NEW_VALUE) >> (INDEX)) & 0x1);     \
331   } while (0)
332
333
334static void
335pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib_node *enable)
336{
337   GLuint i;
338
339   TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
340   if (ctx->Color.BlendEnabled != enable->Blend) {
341      if (ctx->Extensions.EXT_draw_buffers2) {
342         for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
343            TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled, enable->Blend,
344                                  i, GL_BLEND);
345         }
346      } else {
347         _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
348      }
349   }
350
351   if (ctx->Transform.ClipPlanesEnabled != enable->ClipPlanes) {
352      for (unsigned i = 0; i < ctx->Const.MaxClipPlanes; i++) {
353         TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
354                             enable->ClipPlanes, i, GL_CLIP_PLANE0 + i);
355      }
356   }
357
358   TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
359                   GL_COLOR_MATERIAL);
360   TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
361
362   if (!ctx->Extensions.AMD_depth_clamp_separate) {
363      TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
364                      enable->DepthClampNear && enable->DepthClampFar,
365                      GL_DEPTH_CLAMP);
366   } else {
367      TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
368                      GL_DEPTH_CLAMP_NEAR_AMD);
369      TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
370                      GL_DEPTH_CLAMP_FAR_AMD);
371   }
372
373   TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
374   TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
375   TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
376   TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
377   TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
378   TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
379                   GL_LINE_STIPPLE);
380   TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
381                   GL_INDEX_LOGIC_OP);
382   TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
383                   GL_COLOR_LOGIC_OP);
384
385   TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
386   TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
387   TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
388   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
389                   GL_MAP1_TEXTURE_COORD_1);
390   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
391                   GL_MAP1_TEXTURE_COORD_2);
392   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
393                   GL_MAP1_TEXTURE_COORD_3);
394   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
395                   GL_MAP1_TEXTURE_COORD_4);
396   TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
397                   GL_MAP1_VERTEX_3);
398   TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
399                   GL_MAP1_VERTEX_4);
400
401   TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
402   TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
403   TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
404   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
405                   GL_MAP2_TEXTURE_COORD_1);
406   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
407                   GL_MAP2_TEXTURE_COORD_2);
408   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
409                   GL_MAP2_TEXTURE_COORD_3);
410   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
411                   GL_MAP2_TEXTURE_COORD_4);
412   TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
413                   GL_MAP2_VERTEX_3);
414   TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
415                   GL_MAP2_VERTEX_4);
416
417   TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
418   TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
419   TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
420                   GL_RESCALE_NORMAL_EXT);
421   TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
422                   enable->RasterPositionUnclipped,
423                   GL_RASTER_POSITION_UNCLIPPED_IBM);
424   TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
425                   GL_POINT_SMOOTH);
426   if (ctx->Extensions.ARB_point_sprite) {
427      TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
428                      GL_POINT_SPRITE);
429   }
430   TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
431                   GL_POLYGON_OFFSET_POINT);
432   TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
433                   GL_POLYGON_OFFSET_LINE);
434   TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
435                   GL_POLYGON_OFFSET_FILL);
436   TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
437                   GL_POLYGON_SMOOTH);
438   TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
439                   GL_POLYGON_STIPPLE);
440   if (ctx->Scissor.EnableFlags != enable->Scissor) {
441      unsigned i;
442
443      for (i = 0; i < ctx->Const.MaxViewports; i++) {
444         TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags, enable->Scissor,
445                               i, GL_SCISSOR_TEST);
446      }
447   }
448   TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
449   if (ctx->Extensions.EXT_stencil_two_side) {
450      TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide,
451                      GL_STENCIL_TEST_TWO_SIDE_EXT);
452   }
453   TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
454                   GL_MULTISAMPLE_ARB);
455   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
456                   enable->SampleAlphaToCoverage,
457                   GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
458   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
459                   enable->SampleAlphaToOne,
460                   GL_SAMPLE_ALPHA_TO_ONE_ARB);
461   TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
462                   enable->SampleCoverage,
463                   GL_SAMPLE_COVERAGE_ARB);
464   /* GL_ARB_vertex_program */
465   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
466                   enable->VertexProgram,
467                   GL_VERTEX_PROGRAM_ARB);
468   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
469                   enable->VertexProgramPointSize,
470                   GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
471   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
472                   enable->VertexProgramTwoSide,
473                   GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
474
475   /* GL_ARB_fragment_program */
476   TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
477                   enable->FragmentProgram,
478                   GL_FRAGMENT_PROGRAM_ARB);
479
480   /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
481   TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
482                   GL_FRAMEBUFFER_SRGB);
483
484   /* GL_NV_conservative_raster */
485   if (ctx->Extensions.NV_conservative_raster) {
486      TEST_AND_UPDATE(ctx->ConservativeRasterization,
487                      enable->ConservativeRasterization,
488                      GL_CONSERVATIVE_RASTERIZATION_NV);
489   }
490
491   const unsigned curTexUnitSave = ctx->Texture.CurrentUnit;
492
493   /* texture unit enables */
494   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
495      const GLbitfield enabled = enable->Texture[i];
496      const GLbitfield gen_enabled = enable->TexGen[i];
497      const struct gl_fixedfunc_texture_unit *unit = &ctx->Texture.FixedFuncUnit[i];
498      const GLbitfield old_enabled = unit->Enabled;
499      const GLbitfield old_gen_enabled = unit->TexGenEnabled;
500
501      if (old_enabled == enabled && old_gen_enabled == gen_enabled)
502         continue;
503
504      ctx->Texture.CurrentUnit = i;
505
506      if (old_enabled != enabled) {
507         TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_1D_INDEX, GL_TEXTURE_1D);
508         TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_2D_INDEX, GL_TEXTURE_2D);
509         TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_3D_INDEX, GL_TEXTURE_3D);
510         if (ctx->Extensions.NV_texture_rectangle) {
511            TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_RECT_INDEX,
512                                GL_TEXTURE_RECTANGLE);
513         }
514         TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_CUBE_INDEX,
515                             GL_TEXTURE_CUBE_MAP);
516      }
517
518      if (old_gen_enabled != gen_enabled) {
519         TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 0, GL_TEXTURE_GEN_S);
520         TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 1, GL_TEXTURE_GEN_T);
521         TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 2, GL_TEXTURE_GEN_R);
522         TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 3, GL_TEXTURE_GEN_Q);
523      }
524   }
525
526   ctx->Texture.CurrentUnit = curTexUnitSave;
527}
528
529
530/**
531 * Pop/restore texture attribute/group state.
532 */
533static void
534pop_texture_group(struct gl_context *ctx, struct gl_texture_attrib_node *texstate)
535{
536   GLuint u;
537
538   _mesa_lock_context_textures(ctx);
539
540   /* Restore fixed-function texture unit states. */
541   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
542      const struct gl_fixedfunc_texture_unit *unit =
543         &texstate->FixedFuncUnit[u];
544      struct gl_fixedfunc_texture_unit *destUnit =
545         &ctx->Texture.FixedFuncUnit[u];
546
547      ctx->Texture.CurrentUnit = u;
548
549      /* Fast path for other drivers. */
550      memcpy(destUnit, unit, sizeof(*unit));
551      destUnit->_CurrentCombine = NULL;
552      ctx->Texture.Unit[u].LodBias = texstate->LodBias[u];
553      ctx->Texture.Unit[u].LodBiasQuantized = texstate->LodBiasQuantized[u];
554   }
555
556   /* Restore saved textures. */
557   unsigned num_tex_saved = texstate->NumTexSaved;
558   for (u = 0; u < num_tex_saved; u++) {
559      gl_texture_index tgt;
560
561      ctx->Texture.CurrentUnit = u;
562
563      /* Restore texture object state for each target */
564      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
565         const struct gl_texture_object *savedObj = &texstate->SavedObj[u][tgt];
566         struct gl_texture_object *texObj =
567            _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
568         bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
569                        tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
570
571         /* According to the OpenGL 4.6 Compatibility Profile specification,
572          * table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
573          * GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
574          * texture attrib group.
575          */
576         if (!is_msaa && texObj->Name != savedObj->Name) {
577            /* We don't need to check whether the texture target is supported,
578             * because we wouldn't get in this conditional block if it wasn't.
579             */
580            _mesa_BindTexture_no_error(texObj->Target, savedObj->Name);
581            texObj = _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
582         }
583
584         /* Default texture object states are restored separately below. */
585         if (texObj->Name == 0)
586            continue;
587
588         /* But in the MSAA case, where the currently-bound object is not the
589          * default state, we should still restore the saved default object's
590          * data when that's what was saved initially.
591          */
592         if (savedObj->Name == 0)
593            savedObj = &texstate->SavedDefaultObj[tgt];
594
595         if (!copy_texture_attribs(texObj, savedObj, tgt))
596            continue;
597
598         st_texture_release_all_sampler_views(st_context(ctx), texObj);
599      }
600   }
601
602   /* Restore textures in units that were not used before glPushAttrib (thus
603    * they were not saved) but were used after glPushAttrib. Revert
604    * the bindings to Name = 0.
605    */
606   unsigned num_tex_changed = ctx->Texture.NumCurrentTexUsed;
607   for (u = num_tex_saved; u < num_tex_changed; u++) {
608      ctx->Texture.CurrentUnit = u;
609
610      for (gl_texture_index tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
611         struct gl_texture_object *texObj =
612            _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
613         bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
614                        tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
615
616         /* According to the OpenGL 4.6 Compatibility Profile specification,
617          * table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
618          * GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
619          * texture attrib group.
620          */
621         if (!is_msaa && texObj->Name != 0) {
622            /* We don't need to check whether the texture target is supported,
623             * because we wouldn't get in this conditional block if it wasn't.
624             */
625            _mesa_BindTexture_no_error(texObj->Target, 0);
626         }
627      }
628   }
629
630   /* Restore default texture object states. */
631   for (gl_texture_index tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
632      struct gl_texture_object *dst = ctx->Shared->DefaultTex[tex];
633      const struct gl_texture_object *src = &texstate->SavedDefaultObj[tex];
634
635      copy_texture_attribs(dst, src, tex);
636   }
637
638   _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->CurrentUnit);
639   _mesa_unlock_context_textures(ctx);
640}
641
642
643#define TEST_AND_CALL1(FIELD, CALL) do { \
644      if (ctx->FIELD != attr->FIELD)     \
645         _mesa_##CALL(attr->FIELD);      \
646   } while (0)
647
648#define TEST_AND_CALL1_SEL(FIELD, CALL, SEL) do { \
649      if (ctx->FIELD != attr->FIELD)              \
650         _mesa_##CALL(SEL, attr->FIELD);          \
651   } while (0)
652
653#define TEST_AND_CALL2(FIELD1, FIELD2, CALL) do {                     \
654      if (ctx->FIELD1 != attr->FIELD1 || ctx->FIELD2 != attr->FIELD2) \
655         _mesa_##CALL(attr->FIELD1, attr->FIELD2);                    \
656   } while (0)
657
658
659/*
660 * This function is kind of long just because we have to call a lot
661 * of device driver functions to update device driver state.
662 *
663 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
664 * in order to restore GL state.  This isn't terribly efficient but it
665 * ensures that dirty flags and any derived state gets updated correctly.
666 * We could at least check if the value to restore equals the current value
667 * and then skip the Mesa call.
668 */
669void GLAPIENTRY
670_mesa_PopAttrib(void)
671{
672   struct gl_attrib_node *attr;
673   GET_CURRENT_CONTEXT(ctx);
674   FLUSH_VERTICES(ctx, 0, 0);
675
676   if (ctx->AttribStackDepth == 0) {
677      _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopAttrib");
678      return;
679   }
680
681   ctx->AttribStackDepth--;
682   attr = ctx->AttribStack[ctx->AttribStackDepth];
683
684   unsigned mask = attr->Mask;
685
686   /* Flush current attribs. This must be done before PopAttribState is
687    * applied.
688    */
689   if (mask & GL_CURRENT_BIT)
690      FLUSH_CURRENT(ctx, 0);
691
692   /* Only restore states that have been changed since glPushAttrib. */
693   mask &= ctx->PopAttribState;
694
695   if (mask & GL_ACCUM_BUFFER_BIT) {
696      _mesa_ClearAccum(attr->Accum.ClearColor[0],
697                       attr->Accum.ClearColor[1],
698                       attr->Accum.ClearColor[2],
699                       attr->Accum.ClearColor[3]);
700   }
701
702   if (mask & GL_COLOR_BUFFER_BIT) {
703      TEST_AND_CALL1(Color.ClearIndex, ClearIndex);
704      _mesa_ClearColor(attr->Color.ClearColor.f[0],
705                       attr->Color.ClearColor.f[1],
706                       attr->Color.ClearColor.f[2],
707                       attr->Color.ClearColor.f[3]);
708      TEST_AND_CALL1(Color.IndexMask, IndexMask);
709      if (ctx->Color.ColorMask != attr->Color.ColorMask) {
710         if (!ctx->Extensions.EXT_draw_buffers2) {
711            _mesa_ColorMask(GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 0),
712                            GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 1),
713                            GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 2),
714                            GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 3));
715         } else {
716            for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
717               _mesa_ColorMaski(i,
718                                GET_COLORMASK_BIT(attr->Color.ColorMask, i, 0),
719                                GET_COLORMASK_BIT(attr->Color.ColorMask, i, 1),
720                                GET_COLORMASK_BIT(attr->Color.ColorMask, i, 2),
721                                GET_COLORMASK_BIT(attr->Color.ColorMask, i, 3));
722            }
723         }
724      }
725      if (memcmp(ctx->Color.DrawBuffer, attr->Color.DrawBuffer,
726                 sizeof(attr->Color.DrawBuffer))) {
727         /* Need to determine if more than one color output is
728          * specified.  If so, call glDrawBuffersARB, else call
729          * glDrawBuffer().  This is a subtle, but essential point
730          * since GL_FRONT (for example) is illegal for the former
731          * function, but legal for the later.
732          */
733         GLboolean multipleBuffers = GL_FALSE;
734         GLuint i;
735
736         for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
737            if (attr->Color.DrawBuffer[i] != GL_NONE) {
738               multipleBuffers = GL_TRUE;
739               break;
740            }
741         }
742         /* Call the API_level functions, not _mesa_drawbuffers()
743          * since we need to do error checking on the pop'd
744          * GL_DRAW_BUFFER.
745          * Ex: if GL_FRONT were pushed, but we're popping with a
746          * user FBO bound, GL_FRONT will be illegal and we'll need
747          * to record that error.  Per OpenGL ARB decision.
748          */
749         if (multipleBuffers) {
750            GLenum buffers[MAX_DRAW_BUFFERS];
751
752            for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
753               buffers[i] = attr->Color.DrawBuffer[i];
754
755            _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
756         } else {
757            _mesa_DrawBuffer(attr->Color.DrawBuffer[0]);
758         }
759      }
760      TEST_AND_UPDATE(ctx->Color.AlphaEnabled, attr->Color.AlphaEnabled,
761                      GL_ALPHA_TEST);
762      TEST_AND_CALL2(Color.AlphaFunc, Color.AlphaRefUnclamped, AlphaFunc);
763      if (ctx->Color.BlendEnabled != attr->Color.BlendEnabled) {
764         if (ctx->Extensions.EXT_draw_buffers2) {
765            for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
766               TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled,
767                                     attr->Color.BlendEnabled, i, GL_BLEND);
768            }
769         }
770         else {
771            TEST_AND_UPDATE(ctx->Color.BlendEnabled & 0x1,
772                            attr->Color.BlendEnabled & 0x1, GL_BLEND);
773         }
774      }
775      if (ctx->Color._BlendFuncPerBuffer ||
776          ctx->Color._BlendEquationPerBuffer) {
777         /* set blend per buffer */
778         GLuint buf;
779         for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
780            _mesa_BlendFuncSeparateiARB(buf, attr->Color.Blend[buf].SrcRGB,
781                                     attr->Color.Blend[buf].DstRGB,
782                                     attr->Color.Blend[buf].SrcA,
783                                     attr->Color.Blend[buf].DstA);
784            _mesa_BlendEquationSeparateiARB(buf,
785                                         attr->Color.Blend[buf].EquationRGB,
786                                         attr->Color.Blend[buf].EquationA);
787         }
788      }
789      else {
790         /* set same blend modes for all buffers */
791         _mesa_BlendFuncSeparate(attr->Color.Blend[0].SrcRGB,
792                                    attr->Color.Blend[0].DstRGB,
793                                    attr->Color.Blend[0].SrcA,
794                                    attr->Color.Blend[0].DstA);
795         /* This special case is because glBlendEquationSeparateEXT
796          * cannot take GL_LOGIC_OP as a parameter.
797          */
798         if (attr->Color.Blend[0].EquationRGB ==
799             attr->Color.Blend[0].EquationA) {
800            TEST_AND_CALL1(Color.Blend[0].EquationRGB, BlendEquation);
801         }
802         else {
803            TEST_AND_CALL2(Color.Blend[0].EquationRGB,
804                           Color.Blend[0].EquationA, BlendEquationSeparate);
805         }
806      }
807      _mesa_BlendColor(attr->Color.BlendColorUnclamped[0],
808                       attr->Color.BlendColorUnclamped[1],
809                       attr->Color.BlendColorUnclamped[2],
810                       attr->Color.BlendColorUnclamped[3]);
811      TEST_AND_CALL1(Color.LogicOp, LogicOp);
812      TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled,
813                      attr->Color.ColorLogicOpEnabled, GL_COLOR_LOGIC_OP);
814      TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled,
815                      attr->Color.IndexLogicOpEnabled, GL_INDEX_LOGIC_OP);
816      TEST_AND_UPDATE(ctx->Color.DitherFlag, attr->Color.DitherFlag,
817                      GL_DITHER);
818      if (ctx->Extensions.ARB_color_buffer_float) {
819         TEST_AND_CALL1_SEL(Color.ClampFragmentColor, ClampColor,
820                            GL_CLAMP_FRAGMENT_COLOR);
821      }
822      if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30) {
823         TEST_AND_CALL1_SEL(Color.ClampReadColor, ClampColor,
824                            GL_CLAMP_READ_COLOR);
825      }
826      /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
827      if (ctx->Extensions.EXT_framebuffer_sRGB) {
828         TEST_AND_UPDATE(ctx->Color.sRGBEnabled, attr->Color.sRGBEnabled,
829                         GL_FRAMEBUFFER_SRGB);
830      }
831   }
832
833   if (mask & GL_CURRENT_BIT) {
834      memcpy(&ctx->Current, &attr->Current,
835             sizeof(struct gl_current_attrib));
836      ctx->NewState |= _NEW_CURRENT_ATTRIB;
837   }
838
839   if (mask & GL_DEPTH_BUFFER_BIT) {
840      TEST_AND_CALL1(Depth.Func, DepthFunc);
841      TEST_AND_CALL1(Depth.Clear, ClearDepth);
842      TEST_AND_UPDATE(ctx->Depth.Test, attr->Depth.Test, GL_DEPTH_TEST);
843      TEST_AND_CALL1(Depth.Mask, DepthMask);
844      if (ctx->Extensions.EXT_depth_bounds_test) {
845         TEST_AND_UPDATE(ctx->Depth.BoundsTest, attr->Depth.BoundsTest,
846                         GL_DEPTH_BOUNDS_TEST_EXT);
847         TEST_AND_CALL2(Depth.BoundsMin, Depth.BoundsMax, DepthBoundsEXT);
848      }
849   }
850
851   if (mask & GL_ENABLE_BIT)
852      pop_enable_group(ctx, &attr->Enable);
853
854   if (mask & GL_EVAL_BIT) {
855      memcpy(&ctx->Eval, &attr->Eval, sizeof(struct gl_eval_attrib));
856      vbo_exec_update_eval_maps(ctx);
857   }
858
859   if (mask & GL_FOG_BIT) {
860      TEST_AND_UPDATE(ctx->Fog.Enabled, attr->Fog.Enabled, GL_FOG);
861      _mesa_Fogfv(GL_FOG_COLOR, attr->Fog.Color);
862      TEST_AND_CALL1_SEL(Fog.Density, Fogf, GL_FOG_DENSITY);
863      TEST_AND_CALL1_SEL(Fog.Start, Fogf, GL_FOG_START);
864      TEST_AND_CALL1_SEL(Fog.End, Fogf, GL_FOG_END);
865      TEST_AND_CALL1_SEL(Fog.Index, Fogf, GL_FOG_INDEX);
866      TEST_AND_CALL1_SEL(Fog.Mode, Fogi, GL_FOG_MODE);
867   }
868
869   if (mask & GL_HINT_BIT) {
870      TEST_AND_CALL1_SEL(Hint.PerspectiveCorrection, Hint, GL_PERSPECTIVE_CORRECTION_HINT);
871      TEST_AND_CALL1_SEL(Hint.PointSmooth, Hint, GL_POINT_SMOOTH_HINT);
872      TEST_AND_CALL1_SEL(Hint.LineSmooth, Hint, GL_LINE_SMOOTH_HINT);
873      TEST_AND_CALL1_SEL(Hint.PolygonSmooth, Hint, GL_POLYGON_SMOOTH_HINT);
874      TEST_AND_CALL1_SEL(Hint.Fog, Hint, GL_FOG_HINT);
875      TEST_AND_CALL1_SEL(Hint.TextureCompression, Hint, GL_TEXTURE_COMPRESSION_HINT_ARB);
876   }
877
878   if (mask & GL_LIGHTING_BIT) {
879      GLuint i;
880      /* lighting enable */
881      TEST_AND_UPDATE(ctx->Light.Enabled, attr->Light.Enabled, GL_LIGHTING);
882      /* per-light state */
883      if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
884         _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
885
886      /* Fast path for other drivers. */
887      ctx->NewState |= _NEW_LIGHT_CONSTANTS | _NEW_FF_VERT_PROGRAM;
888
889      memcpy(ctx->Light.LightSource, attr->Light.LightSource,
890             sizeof(attr->Light.LightSource));
891      memcpy(&ctx->Light.Model, &attr->Light.Model,
892             sizeof(attr->Light.Model));
893
894      for (i = 0; i < ctx->Const.MaxLights; i++) {
895         TEST_AND_UPDATE(ctx->Light.Light[i].Enabled,
896                         attr->Light.Light[i].Enabled,
897                         GL_LIGHT0 + i);
898         memcpy(&ctx->Light.Light[i], &attr->Light.Light[i],
899                sizeof(struct gl_light));
900      }
901      /* shade model */
902      TEST_AND_CALL1(Light.ShadeModel, ShadeModel);
903      /* color material */
904      TEST_AND_CALL2(Light.ColorMaterialFace, Light.ColorMaterialMode,
905                     ColorMaterial);
906      TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled,
907                      attr->Light.ColorMaterialEnabled, GL_COLOR_MATERIAL);
908      /* Shininess material is used by the fixed-func vertex program. */
909      ctx->NewState |= _NEW_MATERIAL | _NEW_FF_VERT_PROGRAM;
910      memcpy(&ctx->Light.Material, &attr->Light.Material,
911             sizeof(struct gl_material));
912      if (ctx->Extensions.ARB_color_buffer_float) {
913         TEST_AND_CALL1_SEL(Light.ClampVertexColor, ClampColor, GL_CLAMP_VERTEX_COLOR_ARB);
914      }
915   }
916
917   if (mask & GL_LINE_BIT) {
918      TEST_AND_UPDATE(ctx->Line.SmoothFlag, attr->Line.SmoothFlag, GL_LINE_SMOOTH);
919      TEST_AND_UPDATE(ctx->Line.StippleFlag, attr->Line.StippleFlag, GL_LINE_STIPPLE);
920      TEST_AND_CALL2(Line.StippleFactor, Line.StipplePattern, LineStipple);
921      TEST_AND_CALL1(Line.Width, LineWidth);
922   }
923
924   if (mask & GL_LIST_BIT)
925      memcpy(&ctx->List, &attr->List, sizeof(struct gl_list_attrib));
926
927   if (mask & GL_PIXEL_MODE_BIT) {
928      memcpy(&ctx->Pixel, &attr->Pixel, sizeof(struct gl_pixel_attrib));
929      /* XXX what other pixel state needs to be set by function calls? */
930      _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
931      ctx->NewState |= _NEW_PIXEL;
932   }
933
934   if (mask & GL_POINT_BIT) {
935      TEST_AND_CALL1(Point.Size, PointSize);
936      TEST_AND_UPDATE(ctx->Point.SmoothFlag, attr->Point.SmoothFlag, GL_POINT_SMOOTH);
937      _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, attr->Point.Params);
938      TEST_AND_CALL1_SEL(Point.MinSize, PointParameterf, GL_POINT_SIZE_MIN_EXT);
939      TEST_AND_CALL1_SEL(Point.MaxSize, PointParameterf, GL_POINT_SIZE_MAX_EXT);
940      TEST_AND_CALL1_SEL(Point.Threshold, PointParameterf, GL_POINT_FADE_THRESHOLD_SIZE_EXT);
941
942      if (ctx->Extensions.ARB_point_sprite) {
943         if (ctx->Point.CoordReplace != attr->Point.CoordReplace) {
944            ctx->NewState |= _NEW_POINT | _NEW_FF_VERT_PROGRAM;
945            ctx->Point.CoordReplace = attr->Point.CoordReplace;
946         }
947         TEST_AND_UPDATE(ctx->Point.PointSprite, attr->Point.PointSprite,
948                         GL_POINT_SPRITE);
949
950         if ((ctx->API == API_OPENGL_COMPAT && ctx->Version >= 20)
951             || ctx->API == API_OPENGL_CORE)
952            TEST_AND_CALL1_SEL(Point.SpriteOrigin, PointParameterf, GL_POINT_SPRITE_COORD_ORIGIN);
953      }
954   }
955
956   if (mask & GL_POLYGON_BIT) {
957      TEST_AND_CALL1(Polygon.CullFaceMode, CullFace);
958      TEST_AND_CALL1(Polygon.FrontFace, FrontFace);
959      TEST_AND_CALL1_SEL(Polygon.FrontMode, PolygonMode, GL_FRONT);
960      TEST_AND_CALL1_SEL(Polygon.BackMode, PolygonMode, GL_BACK);
961      _mesa_polygon_offset_clamp(ctx,
962                                 attr->Polygon.OffsetFactor,
963                                 attr->Polygon.OffsetUnits,
964                                 attr->Polygon.OffsetClamp);
965      TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, attr->Polygon.SmoothFlag, GL_POLYGON_SMOOTH);
966      TEST_AND_UPDATE(ctx->Polygon.StippleFlag, attr->Polygon.StippleFlag, GL_POLYGON_STIPPLE);
967      TEST_AND_UPDATE(ctx->Polygon.CullFlag, attr->Polygon.CullFlag, GL_CULL_FACE);
968      TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, attr->Polygon.OffsetPoint,
969                      GL_POLYGON_OFFSET_POINT);
970      TEST_AND_UPDATE(ctx->Polygon.OffsetLine, attr->Polygon.OffsetLine,
971                      GL_POLYGON_OFFSET_LINE);
972      TEST_AND_UPDATE(ctx->Polygon.OffsetFill, attr->Polygon.OffsetFill,
973                      GL_POLYGON_OFFSET_FILL);
974   }
975
976   if (mask & GL_POLYGON_STIPPLE_BIT) {
977      memcpy(ctx->PolygonStipple, attr->PolygonStipple, 32*sizeof(GLuint));
978
979      ctx->NewDriverState |= ST_NEW_POLY_STIPPLE;
980   }
981
982   if (mask & GL_SCISSOR_BIT) {
983      unsigned i;
984
985      for (i = 0; i < ctx->Const.MaxViewports; i++) {
986         _mesa_set_scissor(ctx, i,
987                           attr->Scissor.ScissorArray[i].X,
988                           attr->Scissor.ScissorArray[i].Y,
989                           attr->Scissor.ScissorArray[i].Width,
990                           attr->Scissor.ScissorArray[i].Height);
991         TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags,
992                               attr->Scissor.EnableFlags, i, GL_SCISSOR_TEST);
993      }
994      if (ctx->Extensions.EXT_window_rectangles) {
995         STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
996                       4 * sizeof(GLint));
997         _mesa_WindowRectanglesEXT(
998               attr->Scissor.WindowRectMode, attr->Scissor.NumWindowRects,
999               (const GLint *)attr->Scissor.WindowRects);
1000      }
1001   }
1002
1003   if (mask & GL_STENCIL_BUFFER_BIT) {
1004      TEST_AND_UPDATE(ctx->Stencil.Enabled, attr->Stencil.Enabled,
1005                      GL_STENCIL_TEST);
1006      TEST_AND_CALL1(Stencil.Clear, ClearStencil);
1007      if (ctx->Extensions.EXT_stencil_two_side) {
1008         TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, attr->Stencil.TestTwoSide,
1009                         GL_STENCIL_TEST_TWO_SIDE_EXT);
1010         _mesa_ActiveStencilFaceEXT(attr->Stencil.ActiveFace
1011                                    ? GL_BACK : GL_FRONT);
1012      }
1013      /* front state */
1014      _mesa_StencilFuncSeparate(GL_FRONT,
1015                                attr->Stencil.Function[0],
1016                                attr->Stencil.Ref[0],
1017                                attr->Stencil.ValueMask[0]);
1018      TEST_AND_CALL1_SEL(Stencil.WriteMask[0], StencilMaskSeparate, GL_FRONT);
1019      _mesa_StencilOpSeparate(GL_FRONT, attr->Stencil.FailFunc[0],
1020                              attr->Stencil.ZFailFunc[0],
1021                              attr->Stencil.ZPassFunc[0]);
1022      /* back state */
1023      _mesa_StencilFuncSeparate(GL_BACK,
1024                                attr->Stencil.Function[1],
1025                                attr->Stencil.Ref[1],
1026                                attr->Stencil.ValueMask[1]);
1027      TEST_AND_CALL1_SEL(Stencil.WriteMask[1], StencilMaskSeparate, GL_BACK);
1028      _mesa_StencilOpSeparate(GL_BACK, attr->Stencil.FailFunc[1],
1029                              attr->Stencil.ZFailFunc[1],
1030                              attr->Stencil.ZPassFunc[1]);
1031   }
1032
1033   if (mask & GL_TRANSFORM_BIT) {
1034      GLuint i;
1035      TEST_AND_CALL1(Transform.MatrixMode, MatrixMode);
1036      if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1037         _math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
1038
1039      ctx->NewState |= _NEW_TRANSFORM;
1040      ctx->NewDriverState |= ST_NEW_CLIP_STATE;
1041
1042      /* restore clip planes */
1043      for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1044         const GLfloat *eyePlane = attr->Transform.EyeUserPlane[i];
1045         COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1046         TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
1047                             attr->Transform.ClipPlanesEnabled, i,
1048                             GL_CLIP_PLANE0 + i);
1049      }
1050
1051      /* normalize/rescale */
1052      TEST_AND_UPDATE(ctx->Transform.Normalize, attr->Transform.Normalize,
1053                      GL_NORMALIZE);
1054      TEST_AND_UPDATE(ctx->Transform.RescaleNormals,
1055                      attr->Transform.RescaleNormals, GL_RESCALE_NORMAL_EXT);
1056
1057      if (!ctx->Extensions.AMD_depth_clamp_separate) {
1058         TEST_AND_UPDATE(ctx->Transform.DepthClampNear &&
1059                         ctx->Transform.DepthClampFar,
1060                         attr->Transform.DepthClampNear &&
1061                         attr->Transform.DepthClampFar, GL_DEPTH_CLAMP);
1062      } else {
1063         TEST_AND_UPDATE(ctx->Transform.DepthClampNear,
1064                         attr->Transform.DepthClampNear,
1065                         GL_DEPTH_CLAMP_NEAR_AMD);
1066         TEST_AND_UPDATE(ctx->Transform.DepthClampFar,
1067                         attr->Transform.DepthClampFar,
1068                         GL_DEPTH_CLAMP_FAR_AMD);
1069      }
1070
1071      if (ctx->Extensions.ARB_clip_control) {
1072         TEST_AND_CALL2(Transform.ClipOrigin, Transform.ClipDepthMode,
1073                        ClipControl);
1074      }
1075   }
1076
1077   if (mask & GL_TEXTURE_BIT) {
1078      pop_texture_group(ctx, &attr->Texture);
1079      ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE |
1080                       _NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM;
1081   }
1082
1083   if (mask & GL_VIEWPORT_BIT) {
1084      unsigned i;
1085
1086      for (i = 0; i < ctx->Const.MaxViewports; i++) {
1087         const struct gl_viewport_attrib *vp = &attr->Viewport.ViewportArray[i];
1088
1089         if (memcmp(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6)) {
1090            ctx->NewState |= _NEW_VIEWPORT;
1091            ctx->NewDriverState |= ST_NEW_VIEWPORT;
1092
1093            memcpy(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6);
1094
1095            if (ctx->invalidate_on_gl_viewport)
1096               st_manager_invalidate_drawables(ctx);
1097         }
1098      }
1099
1100      if (ctx->Extensions.NV_conservative_raster) {
1101         GLuint biasx = attr->Viewport.SubpixelPrecisionBias[0];
1102         GLuint biasy = attr->Viewport.SubpixelPrecisionBias[1];
1103         _mesa_SubpixelPrecisionBiasNV(biasx, biasy);
1104      }
1105   }
1106
1107   if (mask & GL_MULTISAMPLE_BIT_ARB) {
1108      TEST_AND_UPDATE(ctx->Multisample.Enabled,
1109                      attr->Multisample.Enabled,
1110                      GL_MULTISAMPLE);
1111
1112      TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1113                      attr->Multisample.SampleCoverage,
1114                      GL_SAMPLE_COVERAGE);
1115
1116      TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1117                      attr->Multisample.SampleAlphaToCoverage,
1118                      GL_SAMPLE_ALPHA_TO_COVERAGE);
1119
1120      TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1121                      attr->Multisample.SampleAlphaToOne,
1122                      GL_SAMPLE_ALPHA_TO_ONE);
1123
1124      TEST_AND_CALL2(Multisample.SampleCoverageValue,
1125                     Multisample.SampleCoverageInvert, SampleCoverage);
1126
1127      TEST_AND_CALL1(Multisample.SampleAlphaToCoverageDitherControl,
1128                     AlphaToCoverageDitherControlNV);
1129   }
1130
1131   ctx->PopAttribState = attr->OldPopAttribStateMask;
1132}
1133
1134
1135/**
1136 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1137 * object refcounts.
1138 */
1139static void
1140copy_pixelstore(struct gl_context *ctx,
1141                struct gl_pixelstore_attrib *dst,
1142                const struct gl_pixelstore_attrib *src)
1143{
1144   dst->Alignment = src->Alignment;
1145   dst->RowLength = src->RowLength;
1146   dst->SkipPixels = src->SkipPixels;
1147   dst->SkipRows = src->SkipRows;
1148   dst->ImageHeight = src->ImageHeight;
1149   dst->SkipImages = src->SkipImages;
1150   dst->SwapBytes = src->SwapBytes;
1151   dst->LsbFirst = src->LsbFirst;
1152   dst->Invert = src->Invert;
1153   _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1154}
1155
1156
1157#define GL_CLIENT_PACK_BIT (1<<20)
1158#define GL_CLIENT_UNPACK_BIT (1<<21)
1159
1160static void
1161copy_vertex_attrib_array(struct gl_context *ctx,
1162                         struct gl_array_attributes *dst,
1163                         const struct gl_array_attributes *src)
1164{
1165   dst->Ptr            = src->Ptr;
1166   dst->RelativeOffset = src->RelativeOffset;
1167   dst->Format         = src->Format;
1168   dst->Stride         = src->Stride;
1169   dst->BufferBindingIndex = src->BufferBindingIndex;
1170   dst->_EffBufferBindingIndex = src->_EffBufferBindingIndex;
1171   dst->_EffRelativeOffset = src->_EffRelativeOffset;
1172}
1173
1174static void
1175copy_vertex_buffer_binding(struct gl_context *ctx,
1176                           struct gl_vertex_buffer_binding *dst,
1177                           const struct gl_vertex_buffer_binding *src)
1178{
1179   dst->Offset          = src->Offset;
1180   dst->Stride          = src->Stride;
1181   dst->InstanceDivisor = src->InstanceDivisor;
1182   dst->_BoundArrays    = src->_BoundArrays;
1183   dst->_EffBoundArrays = src->_EffBoundArrays;
1184   dst->_EffOffset      = src->_EffOffset;
1185
1186   _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1187}
1188
1189/**
1190 * Copy gl_vertex_array_object from src to dest.
1191 * 'dest' must be in an initialized state.
1192 */
1193static void
1194copy_array_object(struct gl_context *ctx,
1195                  struct gl_vertex_array_object *dest,
1196                  struct gl_vertex_array_object *src,
1197                  unsigned copy_attrib_mask)
1198{
1199   /* skip Name */
1200   /* skip RefCount */
1201
1202   while (copy_attrib_mask) {
1203      unsigned i = u_bit_scan(&copy_attrib_mask);
1204
1205      copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1206      copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
1207   }
1208
1209   /* Enabled must be the same than on push */
1210   dest->Enabled = src->Enabled;
1211   dest->_EnabledWithMapMode = src->_EnabledWithMapMode;
1212   dest->_EffEnabledVBO = src->_EffEnabledVBO;
1213   dest->_EffEnabledNonZeroDivisor = src->_EffEnabledNonZeroDivisor;
1214   /* The bitmask of bound VBOs needs to match the VertexBinding array */
1215   dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
1216   dest->NonZeroDivisorMask = src->NonZeroDivisorMask;
1217   dest->_AttributeMapMode = src->_AttributeMapMode;
1218   dest->NewVertexBuffers = src->NewVertexBuffers;
1219   dest->NewVertexElements = src->NewVertexElements;
1220   /* skip NumUpdates and IsDynamic because they can only increase, not decrease */
1221}
1222
1223/**
1224 * Copy gl_array_attrib from src to dest.
1225 * 'dest' must be in an initialized state.
1226 */
1227static void
1228copy_array_attrib(struct gl_context *ctx,
1229                  struct gl_array_attrib *dest,
1230                  struct gl_array_attrib *src,
1231                  bool vbo_deleted,
1232                  unsigned copy_attrib_mask)
1233{
1234   /* skip ArrayObj */
1235   /* skip DefaultArrayObj, Objects */
1236   dest->ActiveTexture = src->ActiveTexture;
1237   dest->LockFirst = src->LockFirst;
1238   dest->LockCount = src->LockCount;
1239   dest->PrimitiveRestart = src->PrimitiveRestart;
1240   dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1241   dest->RestartIndex = src->RestartIndex;
1242   memcpy(dest->_PrimitiveRestart, src->_PrimitiveRestart,
1243          sizeof(src->_PrimitiveRestart));
1244   memcpy(dest->_RestartIndex, src->_RestartIndex, sizeof(src->_RestartIndex));
1245   /* skip NewState */
1246   /* skip RebindArrays */
1247
1248   if (!vbo_deleted)
1249      copy_array_object(ctx, dest->VAO, src->VAO, copy_attrib_mask);
1250
1251   /* skip ArrayBufferObj */
1252   /* skip IndexBufferObj */
1253}
1254
1255/**
1256 * Save the content of src to dest.
1257 */
1258static void
1259save_array_attrib(struct gl_context *ctx,
1260                  struct gl_array_attrib *dest,
1261                  struct gl_array_attrib *src)
1262{
1263   /* Set the Name, needed for restore, but do never overwrite.
1264    * Needs to match value in the object hash. */
1265   dest->VAO->Name = src->VAO->Name;
1266   dest->VAO->NonDefaultStateMask = src->VAO->NonDefaultStateMask;
1267   /* And copy all of the rest. */
1268   copy_array_attrib(ctx, dest, src, false, src->VAO->NonDefaultStateMask);
1269
1270   /* Just reference them here */
1271   _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1272                                 src->ArrayBufferObj);
1273   _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1274                                 src->VAO->IndexBufferObj);
1275}
1276
1277/**
1278 * Restore the content of src to dest.
1279 */
1280static void
1281restore_array_attrib(struct gl_context *ctx,
1282                     struct gl_array_attrib *dest,
1283                     struct gl_array_attrib *src)
1284{
1285   bool is_vao_name_zero = src->VAO->Name == 0;
1286
1287   /* The ARB_vertex_array_object spec says:
1288    *
1289    *     "BindVertexArray fails and an INVALID_OPERATION error is generated
1290    *     if array is not a name returned from a previous call to
1291    *     GenVertexArrays, or if such a name has since been deleted with
1292    *     DeleteVertexArrays."
1293    *
1294    * Therefore popping a deleted VAO cannot magically recreate it.
1295    */
1296   if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
1297      return;
1298
1299   _mesa_BindVertexArray(src->VAO->Name);
1300
1301   /* Restore or recreate the buffer objects by the names ... */
1302   if (is_vao_name_zero || !src->ArrayBufferObj ||
1303       _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1304      /* ... and restore its content */
1305      dest->VAO->NonDefaultStateMask |= src->VAO->NonDefaultStateMask;
1306      copy_array_attrib(ctx, dest, src, false,
1307                        dest->VAO->NonDefaultStateMask);
1308
1309      _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1310                       src->ArrayBufferObj ?
1311                          src->ArrayBufferObj->Name : 0);
1312   } else {
1313      copy_array_attrib(ctx, dest, src, true, 0);
1314   }
1315
1316   /* Invalidate array state. It will be updated during the next draw. */
1317   _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);
1318
1319   if (is_vao_name_zero || !src->VAO->IndexBufferObj ||
1320       _mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) {
1321      _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1322                       src->VAO->IndexBufferObj ?
1323                          src->VAO->IndexBufferObj->Name : 0);
1324   }
1325}
1326
1327
1328void GLAPIENTRY
1329_mesa_PushClientAttrib(GLbitfield mask)
1330{
1331   struct gl_client_attrib_node *head;
1332
1333   GET_CURRENT_CONTEXT(ctx);
1334
1335   if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1336      _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
1337      return;
1338   }
1339
1340   head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1341   head->Mask = mask;
1342
1343   if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1344      copy_pixelstore(ctx, &head->Pack, &ctx->Pack);
1345      copy_pixelstore(ctx, &head->Unpack, &ctx->Unpack);
1346   }
1347
1348   if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1349      _mesa_initialize_vao(ctx, &head->VAO, 0);
1350      /* Use the VAO declared within the node instead of allocating it. */
1351      head->Array.VAO = &head->VAO;
1352      save_array_attrib(ctx, &head->Array, &ctx->Array);
1353   }
1354
1355   ctx->ClientAttribStackDepth++;
1356}
1357
1358
1359void GLAPIENTRY
1360_mesa_PopClientAttrib(void)
1361{
1362   struct gl_client_attrib_node *head;
1363
1364   GET_CURRENT_CONTEXT(ctx);
1365
1366   if (ctx->ClientAttribStackDepth == 0) {
1367      _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
1368      return;
1369   }
1370
1371   ctx->ClientAttribStackDepth--;
1372   head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1373
1374   if (head->Mask & GL_CLIENT_PIXEL_STORE_BIT) {
1375      copy_pixelstore(ctx, &ctx->Pack, &head->Pack);
1376      _mesa_reference_buffer_object(ctx, &head->Pack.BufferObj, NULL);
1377
1378      copy_pixelstore(ctx, &ctx->Unpack, &head->Unpack);
1379      _mesa_reference_buffer_object(ctx, &head->Unpack.BufferObj, NULL);
1380   }
1381
1382   if (head->Mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1383      restore_array_attrib(ctx, &ctx->Array, &head->Array);
1384
1385      /* _mesa_unbind_array_object_vbos can't use NonDefaultStateMask because
1386       * it's used by internal VAOs which don't always update the mask, so do
1387       * it manually here.
1388       */
1389      GLbitfield mask = head->VAO.NonDefaultStateMask;
1390      while (mask) {
1391         unsigned i = u_bit_scan(&mask);
1392         _mesa_reference_buffer_object(ctx, &head->VAO.BufferBinding[i].BufferObj, NULL);
1393      }
1394
1395      _mesa_reference_buffer_object(ctx, &head->VAO.IndexBufferObj, NULL);
1396      _mesa_reference_buffer_object(ctx, &head->Array.ArrayBufferObj, NULL);
1397   }
1398}
1399
1400void GLAPIENTRY
1401_mesa_ClientAttribDefaultEXT( GLbitfield mask )
1402{
1403   if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1404      _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
1405      _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
1406      _mesa_PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
1407      _mesa_PixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
1408      _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1409      _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
1410      _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
1411      _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 4);
1412      _mesa_PixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
1413      _mesa_PixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
1414      _mesa_PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
1415      _mesa_PixelStorei(GL_PACK_SKIP_IMAGES, 0);
1416      _mesa_PixelStorei(GL_PACK_ROW_LENGTH, 0);
1417      _mesa_PixelStorei(GL_PACK_SKIP_ROWS, 0);
1418      _mesa_PixelStorei(GL_PACK_SKIP_PIXELS, 0);
1419      _mesa_PixelStorei(GL_PACK_ALIGNMENT, 4);
1420
1421      _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1422      _mesa_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
1423   }
1424   if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1425      GET_CURRENT_CONTEXT(ctx);
1426      int i;
1427
1428      _mesa_BindBuffer(GL_ARRAY_BUFFER, 0);
1429      _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1430
1431      _mesa_DisableClientState(GL_EDGE_FLAG_ARRAY);
1432      _mesa_EdgeFlagPointer(0, 0);
1433
1434      _mesa_DisableClientState(GL_INDEX_ARRAY);
1435      _mesa_IndexPointer(GL_FLOAT, 0, 0);
1436
1437      _mesa_DisableClientState(GL_SECONDARY_COLOR_ARRAY);
1438      _mesa_SecondaryColorPointer(4, GL_FLOAT, 0, 0);
1439
1440      _mesa_DisableClientState(GL_FOG_COORD_ARRAY);
1441      _mesa_FogCoordPointer(GL_FLOAT, 0, 0);
1442
1443      for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
1444         _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
1445         _mesa_DisableClientState(GL_TEXTURE_COORD_ARRAY);
1446         _mesa_TexCoordPointer(4, GL_FLOAT, 0, 0);
1447      }
1448
1449      _mesa_DisableClientState(GL_COLOR_ARRAY);
1450      _mesa_ColorPointer(4, GL_FLOAT, 0, 0);
1451
1452      _mesa_DisableClientState(GL_NORMAL_ARRAY);
1453      _mesa_NormalPointer(GL_FLOAT, 0, 0);
1454
1455      _mesa_DisableClientState(GL_VERTEX_ARRAY);
1456      _mesa_VertexPointer(4, GL_FLOAT, 0, 0);
1457
1458      for (i = 0; i < ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs; i++) {
1459         _mesa_DisableVertexAttribArray(i);
1460         _mesa_VertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
1461      }
1462
1463      _mesa_ClientActiveTexture(GL_TEXTURE0);
1464
1465      _mesa_PrimitiveRestartIndex_no_error(0);
1466      if (ctx->Version >= 31)
1467         _mesa_Disable(GL_PRIMITIVE_RESTART);
1468      else if (_mesa_has_NV_primitive_restart(ctx))
1469         _mesa_DisableClientState(GL_PRIMITIVE_RESTART_NV);
1470
1471      if (_mesa_has_ARB_ES3_compatibility(ctx))
1472         _mesa_Disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
1473   }
1474}
1475
1476void GLAPIENTRY
1477_mesa_PushClientAttribDefaultEXT( GLbitfield mask )
1478{
1479   _mesa_PushClientAttrib(mask);
1480   _mesa_ClientAttribDefaultEXT(mask);
1481}
1482
1483
1484/**
1485 * Free any attribute state data that might be attached to the context.
1486 */
1487void
1488_mesa_free_attrib_data(struct gl_context *ctx)
1489{
1490   for (unsigned i = 0; i < ARRAY_SIZE(ctx->AttribStack); i++)
1491      FREE(ctx->AttribStack[i]);
1492}
1493
1494
1495void
1496_mesa_init_attrib(struct gl_context *ctx)
1497{
1498   /* Renderer and client attribute stacks */
1499   ctx->AttribStackDepth = 0;
1500   ctx->ClientAttribStackDepth = 0;
1501}
1502