xref: /aosp_15_r20/external/mesa3d/src/mesa/main/attrib.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker  * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker  *
4*61046927SAndroid Build Coastguard Worker  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker  * Copyright (C) 2009  VMware, Inc.   All Rights Reserved.
6*61046927SAndroid Build Coastguard Worker  *
7*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
8*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
9*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
10*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
12*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
13*61046927SAndroid Build Coastguard Worker  *
14*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice shall be included
15*61046927SAndroid Build Coastguard Worker  * in all copies or substantial portions of the Software.
16*61046927SAndroid Build Coastguard Worker  *
17*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18*61046927SAndroid Build Coastguard Worker  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21*61046927SAndroid Build Coastguard Worker  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22*61046927SAndroid Build Coastguard Worker  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23*61046927SAndroid Build Coastguard Worker  * OTHER DEALINGS IN THE SOFTWARE.
24*61046927SAndroid Build Coastguard Worker  */
25*61046927SAndroid Build Coastguard Worker 
26*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
27*61046927SAndroid Build Coastguard Worker 
28*61046927SAndroid Build Coastguard Worker #include "accum.h"
29*61046927SAndroid Build Coastguard Worker #include "arrayobj.h"
30*61046927SAndroid Build Coastguard Worker #include "attrib.h"
31*61046927SAndroid Build Coastguard Worker #include "blend.h"
32*61046927SAndroid Build Coastguard Worker #include "buffers.h"
33*61046927SAndroid Build Coastguard Worker #include "bufferobj.h"
34*61046927SAndroid Build Coastguard Worker #include "context.h"
35*61046927SAndroid Build Coastguard Worker #include "depth.h"
36*61046927SAndroid Build Coastguard Worker #include "enable.h"
37*61046927SAndroid Build Coastguard Worker #include "enums.h"
38*61046927SAndroid Build Coastguard Worker #include "fog.h"
39*61046927SAndroid Build Coastguard Worker #include "hint.h"
40*61046927SAndroid Build Coastguard Worker #include "light.h"
41*61046927SAndroid Build Coastguard Worker #include "lines.h"
42*61046927SAndroid Build Coastguard Worker #include "macros.h"
43*61046927SAndroid Build Coastguard Worker #include "matrix.h"
44*61046927SAndroid Build Coastguard Worker #include "multisample.h"
45*61046927SAndroid Build Coastguard Worker #include "pixelstore.h"
46*61046927SAndroid Build Coastguard Worker #include "points.h"
47*61046927SAndroid Build Coastguard Worker #include "polygon.h"
48*61046927SAndroid Build Coastguard Worker #include "shared.h"
49*61046927SAndroid Build Coastguard Worker #include "scissor.h"
50*61046927SAndroid Build Coastguard Worker #include "stencil.h"
51*61046927SAndroid Build Coastguard Worker #include "texobj.h"
52*61046927SAndroid Build Coastguard Worker #include "texparam.h"
53*61046927SAndroid Build Coastguard Worker #include "texstate.h"
54*61046927SAndroid Build Coastguard Worker #include "varray.h"
55*61046927SAndroid Build Coastguard Worker #include "viewport.h"
56*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
57*61046927SAndroid Build Coastguard Worker #include "state.h"
58*61046927SAndroid Build Coastguard Worker #include "hash.h"
59*61046927SAndroid Build Coastguard Worker #include <stdbool.h>
60*61046927SAndroid Build Coastguard Worker #include "util/u_memory.h"
61*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
62*61046927SAndroid Build Coastguard Worker 
63*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_cb_texture.h"
64*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_manager.h"
65*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_sampler_view.h"
66*61046927SAndroid Build Coastguard Worker 
67*61046927SAndroid Build Coastguard Worker static inline bool
copy_texture_attribs(struct gl_texture_object * dst,const struct gl_texture_object * src,gl_texture_index tex)68*61046927SAndroid Build Coastguard Worker copy_texture_attribs(struct gl_texture_object *dst,
69*61046927SAndroid Build Coastguard Worker                      const struct gl_texture_object *src,
70*61046927SAndroid Build Coastguard Worker                      gl_texture_index tex)
71*61046927SAndroid Build Coastguard Worker {
72*61046927SAndroid Build Coastguard Worker    /* All pushed fields have no effect on texture buffers. */
73*61046927SAndroid Build Coastguard Worker    if (tex == TEXTURE_BUFFER_INDEX)
74*61046927SAndroid Build Coastguard Worker       return false;
75*61046927SAndroid Build Coastguard Worker 
76*61046927SAndroid Build Coastguard Worker    /* Sampler fields have no effect on MSAA textures. */
77*61046927SAndroid Build Coastguard Worker    if (tex != TEXTURE_2D_MULTISAMPLE_INDEX &&
78*61046927SAndroid Build Coastguard Worker        tex != TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX) {
79*61046927SAndroid Build Coastguard Worker       memcpy(&dst->Sampler.Attrib, &src->Sampler.Attrib,
80*61046927SAndroid Build Coastguard Worker              sizeof(src->Sampler.Attrib));
81*61046927SAndroid Build Coastguard Worker    }
82*61046927SAndroid Build Coastguard Worker    memcpy(&dst->Attrib, &src->Attrib, sizeof(src->Attrib));
83*61046927SAndroid Build Coastguard Worker    return true;
84*61046927SAndroid Build Coastguard Worker }
85*61046927SAndroid Build Coastguard Worker 
86*61046927SAndroid Build Coastguard Worker 
87*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)88*61046927SAndroid Build Coastguard Worker _mesa_PushAttrib(GLbitfield mask)
89*61046927SAndroid Build Coastguard Worker {
90*61046927SAndroid Build Coastguard Worker    struct gl_attrib_node *head;
91*61046927SAndroid Build Coastguard Worker 
92*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
93*61046927SAndroid Build Coastguard Worker 
94*61046927SAndroid Build Coastguard Worker    if (MESA_VERBOSE & VERBOSE_API)
95*61046927SAndroid Build Coastguard Worker       _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
96*61046927SAndroid Build Coastguard Worker 
97*61046927SAndroid Build Coastguard Worker    if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
98*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushAttrib");
99*61046927SAndroid Build Coastguard Worker       return;
100*61046927SAndroid Build Coastguard Worker    }
101*61046927SAndroid Build Coastguard Worker 
102*61046927SAndroid Build Coastguard Worker    head = ctx->AttribStack[ctx->AttribStackDepth];
103*61046927SAndroid Build Coastguard Worker    if (unlikely(!head)) {
104*61046927SAndroid Build Coastguard Worker       head = CALLOC_STRUCT(gl_attrib_node);
105*61046927SAndroid Build Coastguard Worker       if (unlikely(!head)) {
106*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib");
107*61046927SAndroid Build Coastguard Worker          return;
108*61046927SAndroid Build Coastguard Worker       }
109*61046927SAndroid Build Coastguard Worker       ctx->AttribStack[ctx->AttribStackDepth] = head;
110*61046927SAndroid Build Coastguard Worker    }
111*61046927SAndroid Build Coastguard Worker 
112*61046927SAndroid Build Coastguard Worker    head->Mask = mask;
113*61046927SAndroid Build Coastguard Worker    head->OldPopAttribStateMask = ctx->PopAttribState;
114*61046927SAndroid Build Coastguard Worker 
115*61046927SAndroid Build Coastguard Worker    if (mask & GL_ACCUM_BUFFER_BIT)
116*61046927SAndroid Build Coastguard Worker       memcpy(&head->Accum, &ctx->Accum, sizeof(head->Accum));
117*61046927SAndroid Build Coastguard Worker 
118*61046927SAndroid Build Coastguard Worker    if (mask & GL_COLOR_BUFFER_BIT) {
119*61046927SAndroid Build Coastguard Worker       memcpy(&head->Color, &ctx->Color, sizeof(struct gl_colorbuffer_attrib));
120*61046927SAndroid Build Coastguard Worker       /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
121*61046927SAndroid Build Coastguard Worker       for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
122*61046927SAndroid Build Coastguard Worker          head->Color.DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
123*61046927SAndroid Build Coastguard Worker    }
124*61046927SAndroid Build Coastguard Worker 
125*61046927SAndroid Build Coastguard Worker    if (mask & GL_CURRENT_BIT) {
126*61046927SAndroid Build Coastguard Worker       FLUSH_CURRENT(ctx, 0);
127*61046927SAndroid Build Coastguard Worker       memcpy(&head->Current, &ctx->Current, sizeof(head->Current));
128*61046927SAndroid Build Coastguard Worker    }
129*61046927SAndroid Build Coastguard Worker 
130*61046927SAndroid Build Coastguard Worker    if (mask & GL_DEPTH_BUFFER_BIT)
131*61046927SAndroid Build Coastguard Worker       memcpy(&head->Depth, &ctx->Depth, sizeof(head->Depth));
132*61046927SAndroid Build Coastguard Worker 
133*61046927SAndroid Build Coastguard Worker    if (mask & GL_ENABLE_BIT) {
134*61046927SAndroid Build Coastguard Worker       struct gl_enable_attrib_node *attr = &head->Enable;
135*61046927SAndroid Build Coastguard Worker       GLuint i;
136*61046927SAndroid Build Coastguard Worker 
137*61046927SAndroid Build Coastguard Worker       /* Copy enable flags from all other attributes into the enable struct. */
138*61046927SAndroid Build Coastguard Worker       attr->AlphaTest = ctx->Color.AlphaEnabled;
139*61046927SAndroid Build Coastguard Worker       attr->AutoNormal = ctx->Eval.AutoNormal;
140*61046927SAndroid Build Coastguard Worker       attr->Blend = ctx->Color.BlendEnabled;
141*61046927SAndroid Build Coastguard Worker       attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
142*61046927SAndroid Build Coastguard Worker       attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
143*61046927SAndroid Build Coastguard Worker       attr->CullFace = ctx->Polygon.CullFlag;
144*61046927SAndroid Build Coastguard Worker       attr->DepthClampNear = ctx->Transform.DepthClampNear;
145*61046927SAndroid Build Coastguard Worker       attr->DepthClampFar = ctx->Transform.DepthClampFar;
146*61046927SAndroid Build Coastguard Worker       attr->DepthTest = ctx->Depth.Test;
147*61046927SAndroid Build Coastguard Worker       attr->Dither = ctx->Color.DitherFlag;
148*61046927SAndroid Build Coastguard Worker       attr->Fog = ctx->Fog.Enabled;
149*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxLights; i++) {
150*61046927SAndroid Build Coastguard Worker          attr->Light[i] = ctx->Light.Light[i].Enabled;
151*61046927SAndroid Build Coastguard Worker       }
152*61046927SAndroid Build Coastguard Worker       attr->Lighting = ctx->Light.Enabled;
153*61046927SAndroid Build Coastguard Worker       attr->LineSmooth = ctx->Line.SmoothFlag;
154*61046927SAndroid Build Coastguard Worker       attr->LineStipple = ctx->Line.StippleFlag;
155*61046927SAndroid Build Coastguard Worker       attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
156*61046927SAndroid Build Coastguard Worker       attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
157*61046927SAndroid Build Coastguard Worker       attr->Map1Color4 = ctx->Eval.Map1Color4;
158*61046927SAndroid Build Coastguard Worker       attr->Map1Index = ctx->Eval.Map1Index;
159*61046927SAndroid Build Coastguard Worker       attr->Map1Normal = ctx->Eval.Map1Normal;
160*61046927SAndroid Build Coastguard Worker       attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
161*61046927SAndroid Build Coastguard Worker       attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
162*61046927SAndroid Build Coastguard Worker       attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
163*61046927SAndroid Build Coastguard Worker       attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
164*61046927SAndroid Build Coastguard Worker       attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
165*61046927SAndroid Build Coastguard Worker       attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
166*61046927SAndroid Build Coastguard Worker       attr->Map2Color4 = ctx->Eval.Map2Color4;
167*61046927SAndroid Build Coastguard Worker       attr->Map2Index = ctx->Eval.Map2Index;
168*61046927SAndroid Build Coastguard Worker       attr->Map2Normal = ctx->Eval.Map2Normal;
169*61046927SAndroid Build Coastguard Worker       attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
170*61046927SAndroid Build Coastguard Worker       attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
171*61046927SAndroid Build Coastguard Worker       attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
172*61046927SAndroid Build Coastguard Worker       attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
173*61046927SAndroid Build Coastguard Worker       attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
174*61046927SAndroid Build Coastguard Worker       attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
175*61046927SAndroid Build Coastguard Worker       attr->Normalize = ctx->Transform.Normalize;
176*61046927SAndroid Build Coastguard Worker       attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
177*61046927SAndroid Build Coastguard Worker       attr->PointSmooth = ctx->Point.SmoothFlag;
178*61046927SAndroid Build Coastguard Worker       attr->PointSprite = ctx->Point.PointSprite;
179*61046927SAndroid Build Coastguard Worker       attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
180*61046927SAndroid Build Coastguard Worker       attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
181*61046927SAndroid Build Coastguard Worker       attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
182*61046927SAndroid Build Coastguard Worker       attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
183*61046927SAndroid Build Coastguard Worker       attr->PolygonStipple = ctx->Polygon.StippleFlag;
184*61046927SAndroid Build Coastguard Worker       attr->RescaleNormals = ctx->Transform.RescaleNormals;
185*61046927SAndroid Build Coastguard Worker       attr->Scissor = ctx->Scissor.EnableFlags;
186*61046927SAndroid Build Coastguard Worker       attr->Stencil = ctx->Stencil.Enabled;
187*61046927SAndroid Build Coastguard Worker       attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
188*61046927SAndroid Build Coastguard Worker       attr->MultisampleEnabled = ctx->Multisample.Enabled;
189*61046927SAndroid Build Coastguard Worker       attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
190*61046927SAndroid Build Coastguard Worker       attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
191*61046927SAndroid Build Coastguard Worker       attr->SampleCoverage = ctx->Multisample.SampleCoverage;
192*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
193*61046927SAndroid Build Coastguard Worker          attr->Texture[i] = ctx->Texture.FixedFuncUnit[i].Enabled;
194*61046927SAndroid Build Coastguard Worker          attr->TexGen[i] = ctx->Texture.FixedFuncUnit[i].TexGenEnabled;
195*61046927SAndroid Build Coastguard Worker       }
196*61046927SAndroid Build Coastguard Worker       /* GL_ARB_vertex_program */
197*61046927SAndroid Build Coastguard Worker       attr->VertexProgram = ctx->VertexProgram.Enabled;
198*61046927SAndroid Build Coastguard Worker       attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
199*61046927SAndroid Build Coastguard Worker       attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
200*61046927SAndroid Build Coastguard Worker 
201*61046927SAndroid Build Coastguard Worker       /* GL_ARB_fragment_program */
202*61046927SAndroid Build Coastguard Worker       attr->FragmentProgram = ctx->FragmentProgram.Enabled;
203*61046927SAndroid Build Coastguard Worker 
204*61046927SAndroid Build Coastguard Worker       /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
205*61046927SAndroid Build Coastguard Worker       attr->sRGBEnabled = ctx->Color.sRGBEnabled;
206*61046927SAndroid Build Coastguard Worker 
207*61046927SAndroid Build Coastguard Worker       /* GL_NV_conservative_raster */
208*61046927SAndroid Build Coastguard Worker       attr->ConservativeRasterization = ctx->ConservativeRasterization;
209*61046927SAndroid Build Coastguard Worker    }
210*61046927SAndroid Build Coastguard Worker 
211*61046927SAndroid Build Coastguard Worker    if (mask & GL_EVAL_BIT)
212*61046927SAndroid Build Coastguard Worker       memcpy(&head->Eval, &ctx->Eval, sizeof(head->Eval));
213*61046927SAndroid Build Coastguard Worker 
214*61046927SAndroid Build Coastguard Worker    if (mask & GL_FOG_BIT)
215*61046927SAndroid Build Coastguard Worker       memcpy(&head->Fog, &ctx->Fog, sizeof(head->Fog));
216*61046927SAndroid Build Coastguard Worker 
217*61046927SAndroid Build Coastguard Worker    if (mask & GL_HINT_BIT)
218*61046927SAndroid Build Coastguard Worker       memcpy(&head->Hint, &ctx->Hint, sizeof(head->Hint));
219*61046927SAndroid Build Coastguard Worker 
220*61046927SAndroid Build Coastguard Worker    if (mask & GL_LIGHTING_BIT) {
221*61046927SAndroid Build Coastguard Worker       FLUSH_CURRENT(ctx, 0);   /* flush material changes */
222*61046927SAndroid Build Coastguard Worker       memcpy(&head->Light, &ctx->Light, sizeof(head->Light));
223*61046927SAndroid Build Coastguard Worker    }
224*61046927SAndroid Build Coastguard Worker 
225*61046927SAndroid Build Coastguard Worker    if (mask & GL_LINE_BIT)
226*61046927SAndroid Build Coastguard Worker       memcpy(&head->Line, &ctx->Line, sizeof(head->Line));
227*61046927SAndroid Build Coastguard Worker 
228*61046927SAndroid Build Coastguard Worker    if (mask & GL_LIST_BIT)
229*61046927SAndroid Build Coastguard Worker       memcpy(&head->List, &ctx->List, sizeof(head->List));
230*61046927SAndroid Build Coastguard Worker 
231*61046927SAndroid Build Coastguard Worker    if (mask & GL_PIXEL_MODE_BIT) {
232*61046927SAndroid Build Coastguard Worker       memcpy(&head->Pixel, &ctx->Pixel, sizeof(struct gl_pixel_attrib));
233*61046927SAndroid Build Coastguard Worker       /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
234*61046927SAndroid Build Coastguard Worker       head->Pixel.ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
235*61046927SAndroid Build Coastguard Worker    }
236*61046927SAndroid Build Coastguard Worker 
237*61046927SAndroid Build Coastguard Worker    if (mask & GL_POINT_BIT)
238*61046927SAndroid Build Coastguard Worker       memcpy(&head->Point, &ctx->Point, sizeof(head->Point));
239*61046927SAndroid Build Coastguard Worker 
240*61046927SAndroid Build Coastguard Worker    if (mask & GL_POLYGON_BIT)
241*61046927SAndroid Build Coastguard Worker       memcpy(&head->Polygon, &ctx->Polygon, sizeof(head->Polygon));
242*61046927SAndroid Build Coastguard Worker 
243*61046927SAndroid Build Coastguard Worker    if (mask & GL_POLYGON_STIPPLE_BIT) {
244*61046927SAndroid Build Coastguard Worker       memcpy(&head->PolygonStipple, &ctx->PolygonStipple,
245*61046927SAndroid Build Coastguard Worker              sizeof(head->PolygonStipple));
246*61046927SAndroid Build Coastguard Worker    }
247*61046927SAndroid Build Coastguard Worker 
248*61046927SAndroid Build Coastguard Worker    if (mask & GL_SCISSOR_BIT)
249*61046927SAndroid Build Coastguard Worker       memcpy(&head->Scissor, &ctx->Scissor, sizeof(head->Scissor));
250*61046927SAndroid Build Coastguard Worker 
251*61046927SAndroid Build Coastguard Worker    if (mask & GL_STENCIL_BUFFER_BIT)
252*61046927SAndroid Build Coastguard Worker       memcpy(&head->Stencil, &ctx->Stencil, sizeof(head->Stencil));
253*61046927SAndroid Build Coastguard Worker 
254*61046927SAndroid Build Coastguard Worker    if (mask & GL_TEXTURE_BIT) {
255*61046927SAndroid Build Coastguard Worker       GLuint u, tex;
256*61046927SAndroid Build Coastguard Worker 
257*61046927SAndroid Build Coastguard Worker       _mesa_lock_context_textures(ctx);
258*61046927SAndroid Build Coastguard Worker 
259*61046927SAndroid Build Coastguard Worker       /* copy/save the bulk of texture state here */
260*61046927SAndroid Build Coastguard Worker       head->Texture.CurrentUnit = ctx->Texture.CurrentUnit;
261*61046927SAndroid Build Coastguard Worker       memcpy(&head->Texture.FixedFuncUnit, &ctx->Texture.FixedFuncUnit,
262*61046927SAndroid Build Coastguard Worker              sizeof(ctx->Texture.FixedFuncUnit));
263*61046927SAndroid Build Coastguard Worker 
264*61046927SAndroid Build Coastguard Worker       /* Copy/save contents of default texture objects. They are almost
265*61046927SAndroid Build Coastguard Worker        * always bound, so this can be done unconditionally.
266*61046927SAndroid Build Coastguard Worker        *
267*61046927SAndroid Build Coastguard Worker        * We save them separately, so that we don't have to save them in every
268*61046927SAndroid Build Coastguard Worker        * texture unit where they are bound. This decreases CPU overhead.
269*61046927SAndroid Build Coastguard Worker        */
270*61046927SAndroid Build Coastguard Worker       for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
271*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *dst = &head->Texture.SavedDefaultObj[tex];
272*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *src = ctx->Shared->DefaultTex[tex];
273*61046927SAndroid Build Coastguard Worker 
274*61046927SAndroid Build Coastguard Worker          copy_texture_attribs(dst, src, tex);
275*61046927SAndroid Build Coastguard Worker       }
276*61046927SAndroid Build Coastguard Worker 
277*61046927SAndroid Build Coastguard Worker       /* copy state/contents of the currently bound texture objects */
278*61046927SAndroid Build Coastguard Worker       unsigned num_tex_used = ctx->Texture.NumCurrentTexUsed;
279*61046927SAndroid Build Coastguard Worker       for (u = 0; u < num_tex_used; u++) {
280*61046927SAndroid Build Coastguard Worker          head->Texture.LodBias[u] = ctx->Texture.Unit[u].LodBias;
281*61046927SAndroid Build Coastguard Worker          head->Texture.LodBiasQuantized[u] = ctx->Texture.Unit[u].LodBiasQuantized;
282*61046927SAndroid Build Coastguard Worker 
283*61046927SAndroid Build Coastguard Worker          for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
284*61046927SAndroid Build Coastguard Worker             struct gl_texture_object *dst = &head->Texture.SavedObj[u][tex];
285*61046927SAndroid Build Coastguard Worker             struct gl_texture_object *src = ctx->Texture.Unit[u].CurrentTex[tex];
286*61046927SAndroid Build Coastguard Worker 
287*61046927SAndroid Build Coastguard Worker             dst->Name = src->Name;
288*61046927SAndroid Build Coastguard Worker 
289*61046927SAndroid Build Coastguard Worker             /* Default texture targets are saved separately above. */
290*61046927SAndroid Build Coastguard Worker             if (src->Name != 0)
291*61046927SAndroid Build Coastguard Worker                copy_texture_attribs(dst, src, tex);
292*61046927SAndroid Build Coastguard Worker          }
293*61046927SAndroid Build Coastguard Worker       }
294*61046927SAndroid Build Coastguard Worker       head->Texture.NumTexSaved = num_tex_used;
295*61046927SAndroid Build Coastguard Worker       _mesa_unlock_context_textures(ctx);
296*61046927SAndroid Build Coastguard Worker    }
297*61046927SAndroid Build Coastguard Worker 
298*61046927SAndroid Build Coastguard Worker    if (mask & GL_TRANSFORM_BIT)
299*61046927SAndroid Build Coastguard Worker       memcpy(&head->Transform, &ctx->Transform, sizeof(head->Transform));
300*61046927SAndroid Build Coastguard Worker 
301*61046927SAndroid Build Coastguard Worker    if (mask & GL_VIEWPORT_BIT) {
302*61046927SAndroid Build Coastguard Worker       memcpy(&head->Viewport.ViewportArray, &ctx->ViewportArray,
303*61046927SAndroid Build Coastguard Worker              sizeof(struct gl_viewport_attrib)*ctx->Const.MaxViewports);
304*61046927SAndroid Build Coastguard Worker 
305*61046927SAndroid Build Coastguard Worker       head->Viewport.SubpixelPrecisionBias[0] = ctx->SubpixelPrecisionBias[0];
306*61046927SAndroid Build Coastguard Worker       head->Viewport.SubpixelPrecisionBias[1] = ctx->SubpixelPrecisionBias[1];
307*61046927SAndroid Build Coastguard Worker    }
308*61046927SAndroid Build Coastguard Worker 
309*61046927SAndroid Build Coastguard Worker    /* GL_ARB_multisample */
310*61046927SAndroid Build Coastguard Worker    if (mask & GL_MULTISAMPLE_BIT_ARB)
311*61046927SAndroid Build Coastguard Worker       memcpy(&head->Multisample, &ctx->Multisample, sizeof(head->Multisample));
312*61046927SAndroid Build Coastguard Worker 
313*61046927SAndroid Build Coastguard Worker    ctx->AttribStackDepth++;
314*61046927SAndroid Build Coastguard Worker    ctx->PopAttribState = 0;
315*61046927SAndroid Build Coastguard Worker }
316*61046927SAndroid Build Coastguard Worker 
317*61046927SAndroid Build Coastguard Worker 
318*61046927SAndroid Build Coastguard Worker #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) do {  \
319*61046927SAndroid Build Coastguard Worker       if ((VALUE) != (NEWVALUE))                     \
320*61046927SAndroid Build Coastguard Worker          _mesa_set_enable(ctx, ENUM, (NEWVALUE));    \
321*61046927SAndroid Build Coastguard Worker    } while (0)
322*61046927SAndroid Build Coastguard Worker 
323*61046927SAndroid Build Coastguard Worker #define TEST_AND_UPDATE_BIT(VALUE, NEW_VALUE, BIT, ENUM) do {                 \
324*61046927SAndroid Build Coastguard Worker       if (((VALUE) & BITFIELD_BIT(BIT)) != ((NEW_VALUE) & BITFIELD_BIT(BIT))) \
325*61046927SAndroid Build Coastguard Worker          _mesa_set_enable(ctx, ENUM, ((NEW_VALUE) >> (BIT)) & 0x1);           \
326*61046927SAndroid Build Coastguard Worker    } while (0)
327*61046927SAndroid Build Coastguard Worker 
328*61046927SAndroid Build Coastguard Worker #define TEST_AND_UPDATE_INDEX(VALUE, NEW_VALUE, INDEX, ENUM) do {                 \
329*61046927SAndroid Build Coastguard Worker       if (((VALUE) & BITFIELD_BIT(INDEX)) != ((NEW_VALUE) & BITFIELD_BIT(INDEX))) \
330*61046927SAndroid Build Coastguard Worker          _mesa_set_enablei(ctx, ENUM, INDEX, ((NEW_VALUE) >> (INDEX)) & 0x1);     \
331*61046927SAndroid Build Coastguard Worker    } while (0)
332*61046927SAndroid Build Coastguard Worker 
333*61046927SAndroid Build Coastguard Worker 
334*61046927SAndroid Build Coastguard Worker static void
pop_enable_group(struct gl_context * ctx,const struct gl_enable_attrib_node * enable)335*61046927SAndroid Build Coastguard Worker pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib_node *enable)
336*61046927SAndroid Build Coastguard Worker {
337*61046927SAndroid Build Coastguard Worker    GLuint i;
338*61046927SAndroid Build Coastguard Worker 
339*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
340*61046927SAndroid Build Coastguard Worker    if (ctx->Color.BlendEnabled != enable->Blend) {
341*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.EXT_draw_buffers2) {
342*61046927SAndroid Build Coastguard Worker          for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
343*61046927SAndroid Build Coastguard Worker             TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled, enable->Blend,
344*61046927SAndroid Build Coastguard Worker                                   i, GL_BLEND);
345*61046927SAndroid Build Coastguard Worker          }
346*61046927SAndroid Build Coastguard Worker       } else {
347*61046927SAndroid Build Coastguard Worker          _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
348*61046927SAndroid Build Coastguard Worker       }
349*61046927SAndroid Build Coastguard Worker    }
350*61046927SAndroid Build Coastguard Worker 
351*61046927SAndroid Build Coastguard Worker    if (ctx->Transform.ClipPlanesEnabled != enable->ClipPlanes) {
352*61046927SAndroid Build Coastguard Worker       for (unsigned i = 0; i < ctx->Const.MaxClipPlanes; i++) {
353*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
354*61046927SAndroid Build Coastguard Worker                              enable->ClipPlanes, i, GL_CLIP_PLANE0 + i);
355*61046927SAndroid Build Coastguard Worker       }
356*61046927SAndroid Build Coastguard Worker    }
357*61046927SAndroid Build Coastguard Worker 
358*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
359*61046927SAndroid Build Coastguard Worker                    GL_COLOR_MATERIAL);
360*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
361*61046927SAndroid Build Coastguard Worker 
362*61046927SAndroid Build Coastguard Worker    if (!ctx->Extensions.AMD_depth_clamp_separate) {
363*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
364*61046927SAndroid Build Coastguard Worker                       enable->DepthClampNear && enable->DepthClampFar,
365*61046927SAndroid Build Coastguard Worker                       GL_DEPTH_CLAMP);
366*61046927SAndroid Build Coastguard Worker    } else {
367*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
368*61046927SAndroid Build Coastguard Worker                       GL_DEPTH_CLAMP_NEAR_AMD);
369*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
370*61046927SAndroid Build Coastguard Worker                       GL_DEPTH_CLAMP_FAR_AMD);
371*61046927SAndroid Build Coastguard Worker    }
372*61046927SAndroid Build Coastguard Worker 
373*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
374*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
375*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
376*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
377*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
378*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
379*61046927SAndroid Build Coastguard Worker                    GL_LINE_STIPPLE);
380*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
381*61046927SAndroid Build Coastguard Worker                    GL_INDEX_LOGIC_OP);
382*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
383*61046927SAndroid Build Coastguard Worker                    GL_COLOR_LOGIC_OP);
384*61046927SAndroid Build Coastguard Worker 
385*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
386*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
387*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
388*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
389*61046927SAndroid Build Coastguard Worker                    GL_MAP1_TEXTURE_COORD_1);
390*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
391*61046927SAndroid Build Coastguard Worker                    GL_MAP1_TEXTURE_COORD_2);
392*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
393*61046927SAndroid Build Coastguard Worker                    GL_MAP1_TEXTURE_COORD_3);
394*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
395*61046927SAndroid Build Coastguard Worker                    GL_MAP1_TEXTURE_COORD_4);
396*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
397*61046927SAndroid Build Coastguard Worker                    GL_MAP1_VERTEX_3);
398*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
399*61046927SAndroid Build Coastguard Worker                    GL_MAP1_VERTEX_4);
400*61046927SAndroid Build Coastguard Worker 
401*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
402*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
403*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
404*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
405*61046927SAndroid Build Coastguard Worker                    GL_MAP2_TEXTURE_COORD_1);
406*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
407*61046927SAndroid Build Coastguard Worker                    GL_MAP2_TEXTURE_COORD_2);
408*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
409*61046927SAndroid Build Coastguard Worker                    GL_MAP2_TEXTURE_COORD_3);
410*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
411*61046927SAndroid Build Coastguard Worker                    GL_MAP2_TEXTURE_COORD_4);
412*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
413*61046927SAndroid Build Coastguard Worker                    GL_MAP2_VERTEX_3);
414*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
415*61046927SAndroid Build Coastguard Worker                    GL_MAP2_VERTEX_4);
416*61046927SAndroid Build Coastguard Worker 
417*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
418*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
419*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
420*61046927SAndroid Build Coastguard Worker                    GL_RESCALE_NORMAL_EXT);
421*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
422*61046927SAndroid Build Coastguard Worker                    enable->RasterPositionUnclipped,
423*61046927SAndroid Build Coastguard Worker                    GL_RASTER_POSITION_UNCLIPPED_IBM);
424*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
425*61046927SAndroid Build Coastguard Worker                    GL_POINT_SMOOTH);
426*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
427*61046927SAndroid Build Coastguard Worker                    GL_POINT_SPRITE);
428*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
429*61046927SAndroid Build Coastguard Worker                    GL_POLYGON_OFFSET_POINT);
430*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
431*61046927SAndroid Build Coastguard Worker                    GL_POLYGON_OFFSET_LINE);
432*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
433*61046927SAndroid Build Coastguard Worker                    GL_POLYGON_OFFSET_FILL);
434*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
435*61046927SAndroid Build Coastguard Worker                    GL_POLYGON_SMOOTH);
436*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
437*61046927SAndroid Build Coastguard Worker                    GL_POLYGON_STIPPLE);
438*61046927SAndroid Build Coastguard Worker    if (ctx->Scissor.EnableFlags != enable->Scissor) {
439*61046927SAndroid Build Coastguard Worker       unsigned i;
440*61046927SAndroid Build Coastguard Worker 
441*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxViewports; i++) {
442*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags, enable->Scissor,
443*61046927SAndroid Build Coastguard Worker                                i, GL_SCISSOR_TEST);
444*61046927SAndroid Build Coastguard Worker       }
445*61046927SAndroid Build Coastguard Worker    }
446*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
447*61046927SAndroid Build Coastguard Worker    if (ctx->Extensions.EXT_stencil_two_side) {
448*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide,
449*61046927SAndroid Build Coastguard Worker                       GL_STENCIL_TEST_TWO_SIDE_EXT);
450*61046927SAndroid Build Coastguard Worker    }
451*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
452*61046927SAndroid Build Coastguard Worker                    GL_MULTISAMPLE_ARB);
453*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
454*61046927SAndroid Build Coastguard Worker                    enable->SampleAlphaToCoverage,
455*61046927SAndroid Build Coastguard Worker                    GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
456*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
457*61046927SAndroid Build Coastguard Worker                    enable->SampleAlphaToOne,
458*61046927SAndroid Build Coastguard Worker                    GL_SAMPLE_ALPHA_TO_ONE_ARB);
459*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
460*61046927SAndroid Build Coastguard Worker                    enable->SampleCoverage,
461*61046927SAndroid Build Coastguard Worker                    GL_SAMPLE_COVERAGE_ARB);
462*61046927SAndroid Build Coastguard Worker    /* GL_ARB_vertex_program */
463*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
464*61046927SAndroid Build Coastguard Worker                    enable->VertexProgram,
465*61046927SAndroid Build Coastguard Worker                    GL_VERTEX_PROGRAM_ARB);
466*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
467*61046927SAndroid Build Coastguard Worker                    enable->VertexProgramPointSize,
468*61046927SAndroid Build Coastguard Worker                    GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
469*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
470*61046927SAndroid Build Coastguard Worker                    enable->VertexProgramTwoSide,
471*61046927SAndroid Build Coastguard Worker                    GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
472*61046927SAndroid Build Coastguard Worker 
473*61046927SAndroid Build Coastguard Worker    /* GL_ARB_fragment_program */
474*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->FragmentProgram.Enabled,
475*61046927SAndroid Build Coastguard Worker                    enable->FragmentProgram,
476*61046927SAndroid Build Coastguard Worker                    GL_FRAGMENT_PROGRAM_ARB);
477*61046927SAndroid Build Coastguard Worker 
478*61046927SAndroid Build Coastguard Worker    /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
479*61046927SAndroid Build Coastguard Worker    TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
480*61046927SAndroid Build Coastguard Worker                    GL_FRAMEBUFFER_SRGB);
481*61046927SAndroid Build Coastguard Worker 
482*61046927SAndroid Build Coastguard Worker    /* GL_NV_conservative_raster */
483*61046927SAndroid Build Coastguard Worker    if (ctx->Extensions.NV_conservative_raster) {
484*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->ConservativeRasterization,
485*61046927SAndroid Build Coastguard Worker                       enable->ConservativeRasterization,
486*61046927SAndroid Build Coastguard Worker                       GL_CONSERVATIVE_RASTERIZATION_NV);
487*61046927SAndroid Build Coastguard Worker    }
488*61046927SAndroid Build Coastguard Worker 
489*61046927SAndroid Build Coastguard Worker    const unsigned curTexUnitSave = ctx->Texture.CurrentUnit;
490*61046927SAndroid Build Coastguard Worker 
491*61046927SAndroid Build Coastguard Worker    /* texture unit enables */
492*61046927SAndroid Build Coastguard Worker    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
493*61046927SAndroid Build Coastguard Worker       const GLbitfield enabled = enable->Texture[i];
494*61046927SAndroid Build Coastguard Worker       const GLbitfield gen_enabled = enable->TexGen[i];
495*61046927SAndroid Build Coastguard Worker       const struct gl_fixedfunc_texture_unit *unit = &ctx->Texture.FixedFuncUnit[i];
496*61046927SAndroid Build Coastguard Worker       const GLbitfield old_enabled = unit->Enabled;
497*61046927SAndroid Build Coastguard Worker       const GLbitfield old_gen_enabled = unit->TexGenEnabled;
498*61046927SAndroid Build Coastguard Worker 
499*61046927SAndroid Build Coastguard Worker       if (old_enabled == enabled && old_gen_enabled == gen_enabled)
500*61046927SAndroid Build Coastguard Worker          continue;
501*61046927SAndroid Build Coastguard Worker 
502*61046927SAndroid Build Coastguard Worker       ctx->Texture.CurrentUnit = i;
503*61046927SAndroid Build Coastguard Worker 
504*61046927SAndroid Build Coastguard Worker       if (old_enabled != enabled) {
505*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_1D_INDEX, GL_TEXTURE_1D);
506*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_2D_INDEX, GL_TEXTURE_2D);
507*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_3D_INDEX, GL_TEXTURE_3D);
508*61046927SAndroid Build Coastguard Worker          if (ctx->Extensions.NV_texture_rectangle) {
509*61046927SAndroid Build Coastguard Worker             TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_RECT_INDEX,
510*61046927SAndroid Build Coastguard Worker                                 GL_TEXTURE_RECTANGLE);
511*61046927SAndroid Build Coastguard Worker          }
512*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_enabled, enabled, TEXTURE_CUBE_INDEX,
513*61046927SAndroid Build Coastguard Worker                              GL_TEXTURE_CUBE_MAP);
514*61046927SAndroid Build Coastguard Worker       }
515*61046927SAndroid Build Coastguard Worker 
516*61046927SAndroid Build Coastguard Worker       if (old_gen_enabled != gen_enabled) {
517*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 0, GL_TEXTURE_GEN_S);
518*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 1, GL_TEXTURE_GEN_T);
519*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 2, GL_TEXTURE_GEN_R);
520*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(old_gen_enabled, gen_enabled, 3, GL_TEXTURE_GEN_Q);
521*61046927SAndroid Build Coastguard Worker       }
522*61046927SAndroid Build Coastguard Worker    }
523*61046927SAndroid Build Coastguard Worker 
524*61046927SAndroid Build Coastguard Worker    ctx->Texture.CurrentUnit = curTexUnitSave;
525*61046927SAndroid Build Coastguard Worker }
526*61046927SAndroid Build Coastguard Worker 
527*61046927SAndroid Build Coastguard Worker 
528*61046927SAndroid Build Coastguard Worker /**
529*61046927SAndroid Build Coastguard Worker  * Pop/restore texture attribute/group state.
530*61046927SAndroid Build Coastguard Worker  */
531*61046927SAndroid Build Coastguard Worker static void
pop_texture_group(struct gl_context * ctx,struct gl_texture_attrib_node * texstate)532*61046927SAndroid Build Coastguard Worker pop_texture_group(struct gl_context *ctx, struct gl_texture_attrib_node *texstate)
533*61046927SAndroid Build Coastguard Worker {
534*61046927SAndroid Build Coastguard Worker    GLuint u;
535*61046927SAndroid Build Coastguard Worker 
536*61046927SAndroid Build Coastguard Worker    _mesa_lock_context_textures(ctx);
537*61046927SAndroid Build Coastguard Worker 
538*61046927SAndroid Build Coastguard Worker    /* Restore fixed-function texture unit states. */
539*61046927SAndroid Build Coastguard Worker    for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
540*61046927SAndroid Build Coastguard Worker       const struct gl_fixedfunc_texture_unit *unit =
541*61046927SAndroid Build Coastguard Worker          &texstate->FixedFuncUnit[u];
542*61046927SAndroid Build Coastguard Worker       struct gl_fixedfunc_texture_unit *destUnit =
543*61046927SAndroid Build Coastguard Worker          &ctx->Texture.FixedFuncUnit[u];
544*61046927SAndroid Build Coastguard Worker 
545*61046927SAndroid Build Coastguard Worker       ctx->Texture.CurrentUnit = u;
546*61046927SAndroid Build Coastguard Worker 
547*61046927SAndroid Build Coastguard Worker       /* Fast path for other drivers. */
548*61046927SAndroid Build Coastguard Worker       memcpy(destUnit, unit, sizeof(*unit));
549*61046927SAndroid Build Coastguard Worker       destUnit->_CurrentCombine = NULL;
550*61046927SAndroid Build Coastguard Worker       ctx->Texture.Unit[u].LodBias = texstate->LodBias[u];
551*61046927SAndroid Build Coastguard Worker       ctx->Texture.Unit[u].LodBiasQuantized = texstate->LodBiasQuantized[u];
552*61046927SAndroid Build Coastguard Worker    }
553*61046927SAndroid Build Coastguard Worker 
554*61046927SAndroid Build Coastguard Worker    /* Restore saved textures. */
555*61046927SAndroid Build Coastguard Worker    unsigned num_tex_saved = texstate->NumTexSaved;
556*61046927SAndroid Build Coastguard Worker    for (u = 0; u < num_tex_saved; u++) {
557*61046927SAndroid Build Coastguard Worker       gl_texture_index tgt;
558*61046927SAndroid Build Coastguard Worker 
559*61046927SAndroid Build Coastguard Worker       ctx->Texture.CurrentUnit = u;
560*61046927SAndroid Build Coastguard Worker 
561*61046927SAndroid Build Coastguard Worker       /* Restore texture object state for each target */
562*61046927SAndroid Build Coastguard Worker       for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
563*61046927SAndroid Build Coastguard Worker          const struct gl_texture_object *savedObj = &texstate->SavedObj[u][tgt];
564*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *texObj =
565*61046927SAndroid Build Coastguard Worker             _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
566*61046927SAndroid Build Coastguard Worker          bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
567*61046927SAndroid Build Coastguard Worker                         tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
568*61046927SAndroid Build Coastguard Worker 
569*61046927SAndroid Build Coastguard Worker          /* According to the OpenGL 4.6 Compatibility Profile specification,
570*61046927SAndroid Build Coastguard Worker           * table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
571*61046927SAndroid Build Coastguard Worker           * GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
572*61046927SAndroid Build Coastguard Worker           * texture attrib group.
573*61046927SAndroid Build Coastguard Worker           */
574*61046927SAndroid Build Coastguard Worker          if (!is_msaa && texObj->Name != savedObj->Name) {
575*61046927SAndroid Build Coastguard Worker             /* We don't need to check whether the texture target is supported,
576*61046927SAndroid Build Coastguard Worker              * because we wouldn't get in this conditional block if it wasn't.
577*61046927SAndroid Build Coastguard Worker              */
578*61046927SAndroid Build Coastguard Worker             _mesa_BindTexture_no_error(texObj->Target, savedObj->Name);
579*61046927SAndroid Build Coastguard Worker             texObj = _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
580*61046927SAndroid Build Coastguard Worker          }
581*61046927SAndroid Build Coastguard Worker 
582*61046927SAndroid Build Coastguard Worker          /* Default texture object states are restored separately below. */
583*61046927SAndroid Build Coastguard Worker          if (texObj->Name == 0)
584*61046927SAndroid Build Coastguard Worker             continue;
585*61046927SAndroid Build Coastguard Worker 
586*61046927SAndroid Build Coastguard Worker          /* But in the MSAA case, where the currently-bound object is not the
587*61046927SAndroid Build Coastguard Worker           * default state, we should still restore the saved default object's
588*61046927SAndroid Build Coastguard Worker           * data when that's what was saved initially.
589*61046927SAndroid Build Coastguard Worker           */
590*61046927SAndroid Build Coastguard Worker          if (savedObj->Name == 0)
591*61046927SAndroid Build Coastguard Worker             savedObj = &texstate->SavedDefaultObj[tgt];
592*61046927SAndroid Build Coastguard Worker 
593*61046927SAndroid Build Coastguard Worker          if (!copy_texture_attribs(texObj, savedObj, tgt))
594*61046927SAndroid Build Coastguard Worker             continue;
595*61046927SAndroid Build Coastguard Worker 
596*61046927SAndroid Build Coastguard Worker          st_texture_release_all_sampler_views(st_context(ctx), texObj);
597*61046927SAndroid Build Coastguard Worker       }
598*61046927SAndroid Build Coastguard Worker    }
599*61046927SAndroid Build Coastguard Worker 
600*61046927SAndroid Build Coastguard Worker    /* Restore textures in units that were not used before glPushAttrib (thus
601*61046927SAndroid Build Coastguard Worker     * they were not saved) but were used after glPushAttrib. Revert
602*61046927SAndroid Build Coastguard Worker     * the bindings to Name = 0.
603*61046927SAndroid Build Coastguard Worker     */
604*61046927SAndroid Build Coastguard Worker    unsigned num_tex_changed = ctx->Texture.NumCurrentTexUsed;
605*61046927SAndroid Build Coastguard Worker    for (u = num_tex_saved; u < num_tex_changed; u++) {
606*61046927SAndroid Build Coastguard Worker       ctx->Texture.CurrentUnit = u;
607*61046927SAndroid Build Coastguard Worker 
608*61046927SAndroid Build Coastguard Worker       for (gl_texture_index tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
609*61046927SAndroid Build Coastguard Worker          struct gl_texture_object *texObj =
610*61046927SAndroid Build Coastguard Worker             _mesa_get_tex_unit(ctx, u)->CurrentTex[tgt];
611*61046927SAndroid Build Coastguard Worker          bool is_msaa = tgt == TEXTURE_2D_MULTISAMPLE_INDEX ||
612*61046927SAndroid Build Coastguard Worker                         tgt == TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
613*61046927SAndroid Build Coastguard Worker 
614*61046927SAndroid Build Coastguard Worker          /* According to the OpenGL 4.6 Compatibility Profile specification,
615*61046927SAndroid Build Coastguard Worker           * table 23.17, GL_TEXTURE_BINDING_2D_MULTISAMPLE and
616*61046927SAndroid Build Coastguard Worker           * GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY do not belong in the
617*61046927SAndroid Build Coastguard Worker           * texture attrib group.
618*61046927SAndroid Build Coastguard Worker           */
619*61046927SAndroid Build Coastguard Worker          if (!is_msaa && texObj->Name != 0) {
620*61046927SAndroid Build Coastguard Worker             /* We don't need to check whether the texture target is supported,
621*61046927SAndroid Build Coastguard Worker              * because we wouldn't get in this conditional block if it wasn't.
622*61046927SAndroid Build Coastguard Worker              */
623*61046927SAndroid Build Coastguard Worker             _mesa_BindTexture_no_error(texObj->Target, 0);
624*61046927SAndroid Build Coastguard Worker          }
625*61046927SAndroid Build Coastguard Worker       }
626*61046927SAndroid Build Coastguard Worker    }
627*61046927SAndroid Build Coastguard Worker 
628*61046927SAndroid Build Coastguard Worker    /* Restore default texture object states. */
629*61046927SAndroid Build Coastguard Worker    for (gl_texture_index tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
630*61046927SAndroid Build Coastguard Worker       struct gl_texture_object *dst = ctx->Shared->DefaultTex[tex];
631*61046927SAndroid Build Coastguard Worker       const struct gl_texture_object *src = &texstate->SavedDefaultObj[tex];
632*61046927SAndroid Build Coastguard Worker 
633*61046927SAndroid Build Coastguard Worker       copy_texture_attribs(dst, src, tex);
634*61046927SAndroid Build Coastguard Worker    }
635*61046927SAndroid Build Coastguard Worker 
636*61046927SAndroid Build Coastguard Worker    _mesa_ActiveTexture(GL_TEXTURE0_ARB + texstate->CurrentUnit);
637*61046927SAndroid Build Coastguard Worker    _mesa_unlock_context_textures(ctx);
638*61046927SAndroid Build Coastguard Worker }
639*61046927SAndroid Build Coastguard Worker 
640*61046927SAndroid Build Coastguard Worker 
641*61046927SAndroid Build Coastguard Worker #define TEST_AND_CALL1(FIELD, CALL) do { \
642*61046927SAndroid Build Coastguard Worker       if (ctx->FIELD != attr->FIELD)     \
643*61046927SAndroid Build Coastguard Worker          _mesa_##CALL(attr->FIELD);      \
644*61046927SAndroid Build Coastguard Worker    } while (0)
645*61046927SAndroid Build Coastguard Worker 
646*61046927SAndroid Build Coastguard Worker #define TEST_AND_CALL1_SEL(FIELD, CALL, SEL) do { \
647*61046927SAndroid Build Coastguard Worker       if (ctx->FIELD != attr->FIELD)              \
648*61046927SAndroid Build Coastguard Worker          _mesa_##CALL(SEL, attr->FIELD);          \
649*61046927SAndroid Build Coastguard Worker    } while (0)
650*61046927SAndroid Build Coastguard Worker 
651*61046927SAndroid Build Coastguard Worker #define TEST_AND_CALL2(FIELD1, FIELD2, CALL) do {                     \
652*61046927SAndroid Build Coastguard Worker       if (ctx->FIELD1 != attr->FIELD1 || ctx->FIELD2 != attr->FIELD2) \
653*61046927SAndroid Build Coastguard Worker          _mesa_##CALL(attr->FIELD1, attr->FIELD2);                    \
654*61046927SAndroid Build Coastguard Worker    } while (0)
655*61046927SAndroid Build Coastguard Worker 
656*61046927SAndroid Build Coastguard Worker 
657*61046927SAndroid Build Coastguard Worker /*
658*61046927SAndroid Build Coastguard Worker  * This function is kind of long just because we have to call a lot
659*61046927SAndroid Build Coastguard Worker  * of device driver functions to update device driver state.
660*61046927SAndroid Build Coastguard Worker  *
661*61046927SAndroid Build Coastguard Worker  * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
662*61046927SAndroid Build Coastguard Worker  * in order to restore GL state.  This isn't terribly efficient but it
663*61046927SAndroid Build Coastguard Worker  * ensures that dirty flags and any derived state gets updated correctly.
664*61046927SAndroid Build Coastguard Worker  * We could at least check if the value to restore equals the current value
665*61046927SAndroid Build Coastguard Worker  * and then skip the Mesa call.
666*61046927SAndroid Build Coastguard Worker  */
667*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PopAttrib(void)668*61046927SAndroid Build Coastguard Worker _mesa_PopAttrib(void)
669*61046927SAndroid Build Coastguard Worker {
670*61046927SAndroid Build Coastguard Worker    struct gl_attrib_node *attr;
671*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
672*61046927SAndroid Build Coastguard Worker    FLUSH_VERTICES(ctx, 0, 0);
673*61046927SAndroid Build Coastguard Worker 
674*61046927SAndroid Build Coastguard Worker    if (ctx->AttribStackDepth == 0) {
675*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopAttrib");
676*61046927SAndroid Build Coastguard Worker       return;
677*61046927SAndroid Build Coastguard Worker    }
678*61046927SAndroid Build Coastguard Worker 
679*61046927SAndroid Build Coastguard Worker    ctx->AttribStackDepth--;
680*61046927SAndroid Build Coastguard Worker    attr = ctx->AttribStack[ctx->AttribStackDepth];
681*61046927SAndroid Build Coastguard Worker 
682*61046927SAndroid Build Coastguard Worker    unsigned mask = attr->Mask;
683*61046927SAndroid Build Coastguard Worker 
684*61046927SAndroid Build Coastguard Worker    /* Flush current attribs. This must be done before PopAttribState is
685*61046927SAndroid Build Coastguard Worker     * applied. Also reset the attributes stored in vbo, as after this we'll
686*61046927SAndroid Build Coastguard Worker     * change Current directly, and these changed values would've been then
687*61046927SAndroid Build Coastguard Worker     * overridden by another flush in the future.
688*61046927SAndroid Build Coastguard Worker     */
689*61046927SAndroid Build Coastguard Worker    if ((mask & GL_CURRENT_BIT) && ctx->Driver.NeedFlush) {
690*61046927SAndroid Build Coastguard Worker       FLUSH_CURRENT(ctx, 0);
691*61046927SAndroid Build Coastguard Worker       vbo_reset_all_attr(ctx);
692*61046927SAndroid Build Coastguard Worker    }
693*61046927SAndroid Build Coastguard Worker 
694*61046927SAndroid Build Coastguard Worker    /* Only restore states that have been changed since glPushAttrib. */
695*61046927SAndroid Build Coastguard Worker    mask &= ctx->PopAttribState;
696*61046927SAndroid Build Coastguard Worker 
697*61046927SAndroid Build Coastguard Worker    if (mask & GL_ACCUM_BUFFER_BIT) {
698*61046927SAndroid Build Coastguard Worker       _mesa_ClearAccum(attr->Accum.ClearColor[0],
699*61046927SAndroid Build Coastguard Worker                        attr->Accum.ClearColor[1],
700*61046927SAndroid Build Coastguard Worker                        attr->Accum.ClearColor[2],
701*61046927SAndroid Build Coastguard Worker                        attr->Accum.ClearColor[3]);
702*61046927SAndroid Build Coastguard Worker    }
703*61046927SAndroid Build Coastguard Worker 
704*61046927SAndroid Build Coastguard Worker    if (mask & GL_COLOR_BUFFER_BIT) {
705*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Color.ClearIndex, ClearIndex);
706*61046927SAndroid Build Coastguard Worker       _mesa_ClearColor(attr->Color.ClearColor.f[0],
707*61046927SAndroid Build Coastguard Worker                        attr->Color.ClearColor.f[1],
708*61046927SAndroid Build Coastguard Worker                        attr->Color.ClearColor.f[2],
709*61046927SAndroid Build Coastguard Worker                        attr->Color.ClearColor.f[3]);
710*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Color.IndexMask, IndexMask);
711*61046927SAndroid Build Coastguard Worker       if (ctx->Color.ColorMask != attr->Color.ColorMask) {
712*61046927SAndroid Build Coastguard Worker          if (!ctx->Extensions.EXT_draw_buffers2) {
713*61046927SAndroid Build Coastguard Worker             _mesa_ColorMask(GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 0),
714*61046927SAndroid Build Coastguard Worker                             GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 1),
715*61046927SAndroid Build Coastguard Worker                             GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 2),
716*61046927SAndroid Build Coastguard Worker                             GET_COLORMASK_BIT(attr->Color.ColorMask, 0, 3));
717*61046927SAndroid Build Coastguard Worker          } else {
718*61046927SAndroid Build Coastguard Worker             for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
719*61046927SAndroid Build Coastguard Worker                _mesa_ColorMaski(i,
720*61046927SAndroid Build Coastguard Worker                                 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 0),
721*61046927SAndroid Build Coastguard Worker                                 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 1),
722*61046927SAndroid Build Coastguard Worker                                 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 2),
723*61046927SAndroid Build Coastguard Worker                                 GET_COLORMASK_BIT(attr->Color.ColorMask, i, 3));
724*61046927SAndroid Build Coastguard Worker             }
725*61046927SAndroid Build Coastguard Worker          }
726*61046927SAndroid Build Coastguard Worker       }
727*61046927SAndroid Build Coastguard Worker       if (memcmp(ctx->Color.DrawBuffer, attr->Color.DrawBuffer,
728*61046927SAndroid Build Coastguard Worker                  sizeof(attr->Color.DrawBuffer))) {
729*61046927SAndroid Build Coastguard Worker          /* Need to determine if more than one color output is
730*61046927SAndroid Build Coastguard Worker           * specified.  If so, call glDrawBuffersARB, else call
731*61046927SAndroid Build Coastguard Worker           * glDrawBuffer().  This is a subtle, but essential point
732*61046927SAndroid Build Coastguard Worker           * since GL_FRONT (for example) is illegal for the former
733*61046927SAndroid Build Coastguard Worker           * function, but legal for the later.
734*61046927SAndroid Build Coastguard Worker           */
735*61046927SAndroid Build Coastguard Worker          GLboolean multipleBuffers = GL_FALSE;
736*61046927SAndroid Build Coastguard Worker          GLuint i;
737*61046927SAndroid Build Coastguard Worker 
738*61046927SAndroid Build Coastguard Worker          for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
739*61046927SAndroid Build Coastguard Worker             if (attr->Color.DrawBuffer[i] != GL_NONE) {
740*61046927SAndroid Build Coastguard Worker                multipleBuffers = GL_TRUE;
741*61046927SAndroid Build Coastguard Worker                break;
742*61046927SAndroid Build Coastguard Worker             }
743*61046927SAndroid Build Coastguard Worker          }
744*61046927SAndroid Build Coastguard Worker          /* Call the API_level functions, not _mesa_drawbuffers()
745*61046927SAndroid Build Coastguard Worker           * since we need to do error checking on the pop'd
746*61046927SAndroid Build Coastguard Worker           * GL_DRAW_BUFFER.
747*61046927SAndroid Build Coastguard Worker           * Ex: if GL_FRONT were pushed, but we're popping with a
748*61046927SAndroid Build Coastguard Worker           * user FBO bound, GL_FRONT will be illegal and we'll need
749*61046927SAndroid Build Coastguard Worker           * to record that error.  Per OpenGL ARB decision.
750*61046927SAndroid Build Coastguard Worker           */
751*61046927SAndroid Build Coastguard Worker          if (multipleBuffers) {
752*61046927SAndroid Build Coastguard Worker             GLenum buffers[MAX_DRAW_BUFFERS];
753*61046927SAndroid Build Coastguard Worker 
754*61046927SAndroid Build Coastguard Worker             for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++)
755*61046927SAndroid Build Coastguard Worker                buffers[i] = attr->Color.DrawBuffer[i];
756*61046927SAndroid Build Coastguard Worker 
757*61046927SAndroid Build Coastguard Worker             _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, buffers);
758*61046927SAndroid Build Coastguard Worker          } else {
759*61046927SAndroid Build Coastguard Worker             _mesa_DrawBuffer(attr->Color.DrawBuffer[0]);
760*61046927SAndroid Build Coastguard Worker          }
761*61046927SAndroid Build Coastguard Worker       }
762*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Color.AlphaEnabled, attr->Color.AlphaEnabled,
763*61046927SAndroid Build Coastguard Worker                       GL_ALPHA_TEST);
764*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL2(Color.AlphaFunc, Color.AlphaRefUnclamped, AlphaFunc);
765*61046927SAndroid Build Coastguard Worker       if (ctx->Color.BlendEnabled != attr->Color.BlendEnabled) {
766*61046927SAndroid Build Coastguard Worker          if (ctx->Extensions.EXT_draw_buffers2) {
767*61046927SAndroid Build Coastguard Worker             for (unsigned i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
768*61046927SAndroid Build Coastguard Worker                TEST_AND_UPDATE_INDEX(ctx->Color.BlendEnabled,
769*61046927SAndroid Build Coastguard Worker                                      attr->Color.BlendEnabled, i, GL_BLEND);
770*61046927SAndroid Build Coastguard Worker             }
771*61046927SAndroid Build Coastguard Worker          }
772*61046927SAndroid Build Coastguard Worker          else {
773*61046927SAndroid Build Coastguard Worker             TEST_AND_UPDATE(ctx->Color.BlendEnabled & 0x1,
774*61046927SAndroid Build Coastguard Worker                             attr->Color.BlendEnabled & 0x1, GL_BLEND);
775*61046927SAndroid Build Coastguard Worker          }
776*61046927SAndroid Build Coastguard Worker       }
777*61046927SAndroid Build Coastguard Worker       if (ctx->Color._BlendFuncPerBuffer ||
778*61046927SAndroid Build Coastguard Worker           ctx->Color._BlendEquationPerBuffer) {
779*61046927SAndroid Build Coastguard Worker          /* set blend per buffer */
780*61046927SAndroid Build Coastguard Worker          GLuint buf;
781*61046927SAndroid Build Coastguard Worker          for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
782*61046927SAndroid Build Coastguard Worker             _mesa_BlendFuncSeparateiARB(buf, attr->Color.Blend[buf].SrcRGB,
783*61046927SAndroid Build Coastguard Worker                                      attr->Color.Blend[buf].DstRGB,
784*61046927SAndroid Build Coastguard Worker                                      attr->Color.Blend[buf].SrcA,
785*61046927SAndroid Build Coastguard Worker                                      attr->Color.Blend[buf].DstA);
786*61046927SAndroid Build Coastguard Worker             _mesa_BlendEquationSeparateiARB(buf,
787*61046927SAndroid Build Coastguard Worker                                          attr->Color.Blend[buf].EquationRGB,
788*61046927SAndroid Build Coastguard Worker                                          attr->Color.Blend[buf].EquationA);
789*61046927SAndroid Build Coastguard Worker          }
790*61046927SAndroid Build Coastguard Worker       }
791*61046927SAndroid Build Coastguard Worker       else {
792*61046927SAndroid Build Coastguard Worker          /* set same blend modes for all buffers */
793*61046927SAndroid Build Coastguard Worker          _mesa_BlendFuncSeparate(attr->Color.Blend[0].SrcRGB,
794*61046927SAndroid Build Coastguard Worker                                     attr->Color.Blend[0].DstRGB,
795*61046927SAndroid Build Coastguard Worker                                     attr->Color.Blend[0].SrcA,
796*61046927SAndroid Build Coastguard Worker                                     attr->Color.Blend[0].DstA);
797*61046927SAndroid Build Coastguard Worker          /* This special case is because glBlendEquationSeparateEXT
798*61046927SAndroid Build Coastguard Worker           * cannot take GL_LOGIC_OP as a parameter.
799*61046927SAndroid Build Coastguard Worker           */
800*61046927SAndroid Build Coastguard Worker          if (attr->Color.Blend[0].EquationRGB ==
801*61046927SAndroid Build Coastguard Worker              attr->Color.Blend[0].EquationA) {
802*61046927SAndroid Build Coastguard Worker             TEST_AND_CALL1(Color.Blend[0].EquationRGB, BlendEquation);
803*61046927SAndroid Build Coastguard Worker          }
804*61046927SAndroid Build Coastguard Worker          else {
805*61046927SAndroid Build Coastguard Worker             TEST_AND_CALL2(Color.Blend[0].EquationRGB,
806*61046927SAndroid Build Coastguard Worker                            Color.Blend[0].EquationA, BlendEquationSeparate);
807*61046927SAndroid Build Coastguard Worker          }
808*61046927SAndroid Build Coastguard Worker       }
809*61046927SAndroid Build Coastguard Worker       _mesa_BlendColor(attr->Color.BlendColorUnclamped[0],
810*61046927SAndroid Build Coastguard Worker                        attr->Color.BlendColorUnclamped[1],
811*61046927SAndroid Build Coastguard Worker                        attr->Color.BlendColorUnclamped[2],
812*61046927SAndroid Build Coastguard Worker                        attr->Color.BlendColorUnclamped[3]);
813*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Color.LogicOp, LogicOp);
814*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled,
815*61046927SAndroid Build Coastguard Worker                       attr->Color.ColorLogicOpEnabled, GL_COLOR_LOGIC_OP);
816*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled,
817*61046927SAndroid Build Coastguard Worker                       attr->Color.IndexLogicOpEnabled, GL_INDEX_LOGIC_OP);
818*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Color.DitherFlag, attr->Color.DitherFlag,
819*61046927SAndroid Build Coastguard Worker                       GL_DITHER);
820*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.ARB_color_buffer_float) {
821*61046927SAndroid Build Coastguard Worker          TEST_AND_CALL1_SEL(Color.ClampFragmentColor, ClampColor,
822*61046927SAndroid Build Coastguard Worker                             GL_CLAMP_FRAGMENT_COLOR);
823*61046927SAndroid Build Coastguard Worker       }
824*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.ARB_color_buffer_float || ctx->Version >= 30) {
825*61046927SAndroid Build Coastguard Worker          TEST_AND_CALL1_SEL(Color.ClampReadColor, ClampColor,
826*61046927SAndroid Build Coastguard Worker                             GL_CLAMP_READ_COLOR);
827*61046927SAndroid Build Coastguard Worker       }
828*61046927SAndroid Build Coastguard Worker       /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
829*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.EXT_framebuffer_sRGB) {
830*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE(ctx->Color.sRGBEnabled, attr->Color.sRGBEnabled,
831*61046927SAndroid Build Coastguard Worker                          GL_FRAMEBUFFER_SRGB);
832*61046927SAndroid Build Coastguard Worker       }
833*61046927SAndroid Build Coastguard Worker    }
834*61046927SAndroid Build Coastguard Worker 
835*61046927SAndroid Build Coastguard Worker    if (mask & GL_CURRENT_BIT) {
836*61046927SAndroid Build Coastguard Worker       memcpy(&ctx->Current, &attr->Current,
837*61046927SAndroid Build Coastguard Worker              sizeof(struct gl_current_attrib));
838*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_CURRENT_ATTRIB;
839*61046927SAndroid Build Coastguard Worker    }
840*61046927SAndroid Build Coastguard Worker 
841*61046927SAndroid Build Coastguard Worker    if (mask & GL_DEPTH_BUFFER_BIT) {
842*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Depth.Func, DepthFunc);
843*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Depth.Clear, ClearDepth);
844*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Depth.Test, attr->Depth.Test, GL_DEPTH_TEST);
845*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Depth.Mask, DepthMask);
846*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.EXT_depth_bounds_test) {
847*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE(ctx->Depth.BoundsTest, attr->Depth.BoundsTest,
848*61046927SAndroid Build Coastguard Worker                          GL_DEPTH_BOUNDS_TEST_EXT);
849*61046927SAndroid Build Coastguard Worker          TEST_AND_CALL2(Depth.BoundsMin, Depth.BoundsMax, DepthBoundsEXT);
850*61046927SAndroid Build Coastguard Worker       }
851*61046927SAndroid Build Coastguard Worker    }
852*61046927SAndroid Build Coastguard Worker 
853*61046927SAndroid Build Coastguard Worker    if (mask & GL_ENABLE_BIT)
854*61046927SAndroid Build Coastguard Worker       pop_enable_group(ctx, &attr->Enable);
855*61046927SAndroid Build Coastguard Worker 
856*61046927SAndroid Build Coastguard Worker    if (mask & GL_EVAL_BIT) {
857*61046927SAndroid Build Coastguard Worker       memcpy(&ctx->Eval, &attr->Eval, sizeof(struct gl_eval_attrib));
858*61046927SAndroid Build Coastguard Worker       vbo_exec_update_eval_maps(ctx);
859*61046927SAndroid Build Coastguard Worker    }
860*61046927SAndroid Build Coastguard Worker 
861*61046927SAndroid Build Coastguard Worker    if (mask & GL_FOG_BIT) {
862*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Fog.Enabled, attr->Fog.Enabled, GL_FOG);
863*61046927SAndroid Build Coastguard Worker       _mesa_Fogfv(GL_FOG_COLOR, attr->Fog.Color);
864*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Fog.Density, Fogf, GL_FOG_DENSITY);
865*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Fog.Start, Fogf, GL_FOG_START);
866*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Fog.End, Fogf, GL_FOG_END);
867*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Fog.Index, Fogf, GL_FOG_INDEX);
868*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Fog.Mode, Fogi, GL_FOG_MODE);
869*61046927SAndroid Build Coastguard Worker    }
870*61046927SAndroid Build Coastguard Worker 
871*61046927SAndroid Build Coastguard Worker    if (mask & GL_HINT_BIT) {
872*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Hint.PerspectiveCorrection, Hint, GL_PERSPECTIVE_CORRECTION_HINT);
873*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Hint.PointSmooth, Hint, GL_POINT_SMOOTH_HINT);
874*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Hint.LineSmooth, Hint, GL_LINE_SMOOTH_HINT);
875*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Hint.PolygonSmooth, Hint, GL_POLYGON_SMOOTH_HINT);
876*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Hint.Fog, Hint, GL_FOG_HINT);
877*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Hint.TextureCompression, Hint, GL_TEXTURE_COMPRESSION_HINT_ARB);
878*61046927SAndroid Build Coastguard Worker    }
879*61046927SAndroid Build Coastguard Worker 
880*61046927SAndroid Build Coastguard Worker    if (mask & GL_LIGHTING_BIT) {
881*61046927SAndroid Build Coastguard Worker       GLuint i;
882*61046927SAndroid Build Coastguard Worker       /* lighting enable */
883*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Light.Enabled, attr->Light.Enabled, GL_LIGHTING);
884*61046927SAndroid Build Coastguard Worker       /* per-light state */
885*61046927SAndroid Build Coastguard Worker       if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
886*61046927SAndroid Build Coastguard Worker          _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
887*61046927SAndroid Build Coastguard Worker 
888*61046927SAndroid Build Coastguard Worker       /* Fast path for other drivers. */
889*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_LIGHT_CONSTANTS | _NEW_FF_VERT_PROGRAM;
890*61046927SAndroid Build Coastguard Worker 
891*61046927SAndroid Build Coastguard Worker       memcpy(ctx->Light.LightSource, attr->Light.LightSource,
892*61046927SAndroid Build Coastguard Worker              sizeof(attr->Light.LightSource));
893*61046927SAndroid Build Coastguard Worker       memcpy(&ctx->Light.Model, &attr->Light.Model,
894*61046927SAndroid Build Coastguard Worker              sizeof(attr->Light.Model));
895*61046927SAndroid Build Coastguard Worker 
896*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxLights; i++) {
897*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE(ctx->Light.Light[i].Enabled,
898*61046927SAndroid Build Coastguard Worker                          attr->Light.Light[i].Enabled,
899*61046927SAndroid Build Coastguard Worker                          GL_LIGHT0 + i);
900*61046927SAndroid Build Coastguard Worker          memcpy(&ctx->Light.Light[i], &attr->Light.Light[i],
901*61046927SAndroid Build Coastguard Worker                 sizeof(struct gl_light));
902*61046927SAndroid Build Coastguard Worker       }
903*61046927SAndroid Build Coastguard Worker       /* shade model */
904*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Light.ShadeModel, ShadeModel);
905*61046927SAndroid Build Coastguard Worker       /* color material */
906*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL2(Light.ColorMaterialFace, Light.ColorMaterialMode,
907*61046927SAndroid Build Coastguard Worker                      ColorMaterial);
908*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled,
909*61046927SAndroid Build Coastguard Worker                       attr->Light.ColorMaterialEnabled, GL_COLOR_MATERIAL);
910*61046927SAndroid Build Coastguard Worker       /* Shininess material is used by the fixed-func vertex program. */
911*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_MATERIAL | _NEW_FF_VERT_PROGRAM;
912*61046927SAndroid Build Coastguard Worker       memcpy(&ctx->Light.Material, &attr->Light.Material,
913*61046927SAndroid Build Coastguard Worker              sizeof(struct gl_material));
914*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.ARB_color_buffer_float) {
915*61046927SAndroid Build Coastguard Worker          TEST_AND_CALL1_SEL(Light.ClampVertexColor, ClampColor, GL_CLAMP_VERTEX_COLOR_ARB);
916*61046927SAndroid Build Coastguard Worker       }
917*61046927SAndroid Build Coastguard Worker    }
918*61046927SAndroid Build Coastguard Worker 
919*61046927SAndroid Build Coastguard Worker    if (mask & GL_LINE_BIT) {
920*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Line.SmoothFlag, attr->Line.SmoothFlag, GL_LINE_SMOOTH);
921*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Line.StippleFlag, attr->Line.StippleFlag, GL_LINE_STIPPLE);
922*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL2(Line.StippleFactor, Line.StipplePattern, LineStipple);
923*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Line.Width, LineWidth);
924*61046927SAndroid Build Coastguard Worker    }
925*61046927SAndroid Build Coastguard Worker 
926*61046927SAndroid Build Coastguard Worker    if (mask & GL_LIST_BIT)
927*61046927SAndroid Build Coastguard Worker       memcpy(&ctx->List, &attr->List, sizeof(struct gl_list_attrib));
928*61046927SAndroid Build Coastguard Worker 
929*61046927SAndroid Build Coastguard Worker    if (mask & GL_PIXEL_MODE_BIT) {
930*61046927SAndroid Build Coastguard Worker       memcpy(&ctx->Pixel, &attr->Pixel, sizeof(struct gl_pixel_attrib));
931*61046927SAndroid Build Coastguard Worker       /* XXX what other pixel state needs to be set by function calls? */
932*61046927SAndroid Build Coastguard Worker       _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
933*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_PIXEL;
934*61046927SAndroid Build Coastguard Worker    }
935*61046927SAndroid Build Coastguard Worker 
936*61046927SAndroid Build Coastguard Worker    if (mask & GL_POINT_BIT) {
937*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Point.Size, PointSize);
938*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Point.SmoothFlag, attr->Point.SmoothFlag, GL_POINT_SMOOTH);
939*61046927SAndroid Build Coastguard Worker       _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT, attr->Point.Params);
940*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Point.MinSize, PointParameterf, GL_POINT_SIZE_MIN_EXT);
941*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Point.MaxSize, PointParameterf, GL_POINT_SIZE_MAX_EXT);
942*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Point.Threshold, PointParameterf, GL_POINT_FADE_THRESHOLD_SIZE_EXT);
943*61046927SAndroid Build Coastguard Worker 
944*61046927SAndroid Build Coastguard Worker       if (ctx->Point.CoordReplace != attr->Point.CoordReplace) {
945*61046927SAndroid Build Coastguard Worker          ctx->NewState |= _NEW_POINT | _NEW_FF_VERT_PROGRAM;
946*61046927SAndroid Build Coastguard Worker          ctx->Point.CoordReplace = attr->Point.CoordReplace;
947*61046927SAndroid Build Coastguard Worker       }
948*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Point.PointSprite, attr->Point.PointSprite,
949*61046927SAndroid Build Coastguard Worker                       GL_POINT_SPRITE);
950*61046927SAndroid Build Coastguard Worker 
951*61046927SAndroid Build Coastguard Worker       if ((_mesa_is_desktop_gl_compat(ctx) && ctx->Version >= 20)
952*61046927SAndroid Build Coastguard Worker           || _mesa_is_desktop_gl_core(ctx))
953*61046927SAndroid Build Coastguard Worker          TEST_AND_CALL1_SEL(Point.SpriteOrigin, PointParameterf, GL_POINT_SPRITE_COORD_ORIGIN);
954*61046927SAndroid Build Coastguard Worker    }
955*61046927SAndroid Build Coastguard Worker 
956*61046927SAndroid Build Coastguard Worker    if (mask & GL_POLYGON_BIT) {
957*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Polygon.CullFaceMode, CullFace);
958*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Polygon.FrontFace, FrontFace);
959*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Polygon.FrontMode, PolygonMode, GL_FRONT);
960*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Polygon.BackMode, PolygonMode, GL_BACK);
961*61046927SAndroid Build Coastguard Worker       _mesa_polygon_offset_clamp(ctx,
962*61046927SAndroid Build Coastguard Worker                                  attr->Polygon.OffsetFactor,
963*61046927SAndroid Build Coastguard Worker                                  attr->Polygon.OffsetUnits,
964*61046927SAndroid Build Coastguard Worker                                  attr->Polygon.OffsetClamp);
965*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, attr->Polygon.SmoothFlag, GL_POLYGON_SMOOTH);
966*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Polygon.StippleFlag, attr->Polygon.StippleFlag, GL_POLYGON_STIPPLE);
967*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Polygon.CullFlag, attr->Polygon.CullFlag, GL_CULL_FACE);
968*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, attr->Polygon.OffsetPoint,
969*61046927SAndroid Build Coastguard Worker                       GL_POLYGON_OFFSET_POINT);
970*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Polygon.OffsetLine, attr->Polygon.OffsetLine,
971*61046927SAndroid Build Coastguard Worker                       GL_POLYGON_OFFSET_LINE);
972*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Polygon.OffsetFill, attr->Polygon.OffsetFill,
973*61046927SAndroid Build Coastguard Worker                       GL_POLYGON_OFFSET_FILL);
974*61046927SAndroid Build Coastguard Worker    }
975*61046927SAndroid Build Coastguard Worker 
976*61046927SAndroid Build Coastguard Worker    if (mask & GL_POLYGON_STIPPLE_BIT) {
977*61046927SAndroid Build Coastguard Worker       memcpy(ctx->PolygonStipple, attr->PolygonStipple, 32*sizeof(GLuint));
978*61046927SAndroid Build Coastguard Worker 
979*61046927SAndroid Build Coastguard Worker       ctx->NewDriverState |= ST_NEW_POLY_STIPPLE;
980*61046927SAndroid Build Coastguard Worker    }
981*61046927SAndroid Build Coastguard Worker 
982*61046927SAndroid Build Coastguard Worker    if (mask & GL_SCISSOR_BIT) {
983*61046927SAndroid Build Coastguard Worker       unsigned i;
984*61046927SAndroid Build Coastguard Worker 
985*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxViewports; i++) {
986*61046927SAndroid Build Coastguard Worker          _mesa_set_scissor(ctx, i,
987*61046927SAndroid Build Coastguard Worker                            attr->Scissor.ScissorArray[i].X,
988*61046927SAndroid Build Coastguard Worker                            attr->Scissor.ScissorArray[i].Y,
989*61046927SAndroid Build Coastguard Worker                            attr->Scissor.ScissorArray[i].Width,
990*61046927SAndroid Build Coastguard Worker                            attr->Scissor.ScissorArray[i].Height);
991*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_INDEX(ctx->Scissor.EnableFlags,
992*61046927SAndroid Build Coastguard Worker                                attr->Scissor.EnableFlags, i, GL_SCISSOR_TEST);
993*61046927SAndroid Build Coastguard Worker       }
994*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.EXT_window_rectangles) {
995*61046927SAndroid Build Coastguard Worker          STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
996*61046927SAndroid Build Coastguard Worker                        4 * sizeof(GLint));
997*61046927SAndroid Build Coastguard Worker          _mesa_WindowRectanglesEXT(
998*61046927SAndroid Build Coastguard Worker                attr->Scissor.WindowRectMode, attr->Scissor.NumWindowRects,
999*61046927SAndroid Build Coastguard Worker                (const GLint *)attr->Scissor.WindowRects);
1000*61046927SAndroid Build Coastguard Worker       }
1001*61046927SAndroid Build Coastguard Worker    }
1002*61046927SAndroid Build Coastguard Worker 
1003*61046927SAndroid Build Coastguard Worker    if (mask & GL_STENCIL_BUFFER_BIT) {
1004*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Stencil.Enabled, attr->Stencil.Enabled,
1005*61046927SAndroid Build Coastguard Worker                       GL_STENCIL_TEST);
1006*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Stencil.Clear, ClearStencil);
1007*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.EXT_stencil_two_side) {
1008*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, attr->Stencil.TestTwoSide,
1009*61046927SAndroid Build Coastguard Worker                          GL_STENCIL_TEST_TWO_SIDE_EXT);
1010*61046927SAndroid Build Coastguard Worker          _mesa_ActiveStencilFaceEXT(attr->Stencil.ActiveFace
1011*61046927SAndroid Build Coastguard Worker                                     ? GL_BACK : GL_FRONT);
1012*61046927SAndroid Build Coastguard Worker       }
1013*61046927SAndroid Build Coastguard Worker       /* front state */
1014*61046927SAndroid Build Coastguard Worker       _mesa_StencilFuncSeparate(GL_FRONT,
1015*61046927SAndroid Build Coastguard Worker                                 attr->Stencil.Function[0],
1016*61046927SAndroid Build Coastguard Worker                                 attr->Stencil.Ref[0],
1017*61046927SAndroid Build Coastguard Worker                                 attr->Stencil.ValueMask[0]);
1018*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Stencil.WriteMask[0], StencilMaskSeparate, GL_FRONT);
1019*61046927SAndroid Build Coastguard Worker       _mesa_StencilOpSeparate(GL_FRONT, attr->Stencil.FailFunc[0],
1020*61046927SAndroid Build Coastguard Worker                               attr->Stencil.ZFailFunc[0],
1021*61046927SAndroid Build Coastguard Worker                               attr->Stencil.ZPassFunc[0]);
1022*61046927SAndroid Build Coastguard Worker       /* back state */
1023*61046927SAndroid Build Coastguard Worker       _mesa_StencilFuncSeparate(GL_BACK,
1024*61046927SAndroid Build Coastguard Worker                                 attr->Stencil.Function[1],
1025*61046927SAndroid Build Coastguard Worker                                 attr->Stencil.Ref[1],
1026*61046927SAndroid Build Coastguard Worker                                 attr->Stencil.ValueMask[1]);
1027*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1_SEL(Stencil.WriteMask[1], StencilMaskSeparate, GL_BACK);
1028*61046927SAndroid Build Coastguard Worker       _mesa_StencilOpSeparate(GL_BACK, attr->Stencil.FailFunc[1],
1029*61046927SAndroid Build Coastguard Worker                               attr->Stencil.ZFailFunc[1],
1030*61046927SAndroid Build Coastguard Worker                               attr->Stencil.ZPassFunc[1]);
1031*61046927SAndroid Build Coastguard Worker    }
1032*61046927SAndroid Build Coastguard Worker 
1033*61046927SAndroid Build Coastguard Worker    if (mask & GL_TRANSFORM_BIT) {
1034*61046927SAndroid Build Coastguard Worker       GLuint i;
1035*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Transform.MatrixMode, MatrixMode);
1036*61046927SAndroid Build Coastguard Worker       if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1037*61046927SAndroid Build Coastguard Worker          _math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
1038*61046927SAndroid Build Coastguard Worker 
1039*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_TRANSFORM;
1040*61046927SAndroid Build Coastguard Worker       ctx->NewDriverState |= ST_NEW_CLIP_STATE;
1041*61046927SAndroid Build Coastguard Worker 
1042*61046927SAndroid Build Coastguard Worker       /* restore clip planes */
1043*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1044*61046927SAndroid Build Coastguard Worker          const GLfloat *eyePlane = attr->Transform.EyeUserPlane[i];
1045*61046927SAndroid Build Coastguard Worker          COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1046*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE_BIT(ctx->Transform.ClipPlanesEnabled,
1047*61046927SAndroid Build Coastguard Worker                              attr->Transform.ClipPlanesEnabled, i,
1048*61046927SAndroid Build Coastguard Worker                              GL_CLIP_PLANE0 + i);
1049*61046927SAndroid Build Coastguard Worker       }
1050*61046927SAndroid Build Coastguard Worker 
1051*61046927SAndroid Build Coastguard Worker       /* normalize/rescale */
1052*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Transform.Normalize, attr->Transform.Normalize,
1053*61046927SAndroid Build Coastguard Worker                       GL_NORMALIZE);
1054*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Transform.RescaleNormals,
1055*61046927SAndroid Build Coastguard Worker                       attr->Transform.RescaleNormals, GL_RESCALE_NORMAL_EXT);
1056*61046927SAndroid Build Coastguard Worker 
1057*61046927SAndroid Build Coastguard Worker       if (!ctx->Extensions.AMD_depth_clamp_separate) {
1058*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE(ctx->Transform.DepthClampNear &&
1059*61046927SAndroid Build Coastguard Worker                          ctx->Transform.DepthClampFar,
1060*61046927SAndroid Build Coastguard Worker                          attr->Transform.DepthClampNear &&
1061*61046927SAndroid Build Coastguard Worker                          attr->Transform.DepthClampFar, GL_DEPTH_CLAMP);
1062*61046927SAndroid Build Coastguard Worker       } else {
1063*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE(ctx->Transform.DepthClampNear,
1064*61046927SAndroid Build Coastguard Worker                          attr->Transform.DepthClampNear,
1065*61046927SAndroid Build Coastguard Worker                          GL_DEPTH_CLAMP_NEAR_AMD);
1066*61046927SAndroid Build Coastguard Worker          TEST_AND_UPDATE(ctx->Transform.DepthClampFar,
1067*61046927SAndroid Build Coastguard Worker                          attr->Transform.DepthClampFar,
1068*61046927SAndroid Build Coastguard Worker                          GL_DEPTH_CLAMP_FAR_AMD);
1069*61046927SAndroid Build Coastguard Worker       }
1070*61046927SAndroid Build Coastguard Worker 
1071*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.ARB_clip_control) {
1072*61046927SAndroid Build Coastguard Worker          TEST_AND_CALL2(Transform.ClipOrigin, Transform.ClipDepthMode,
1073*61046927SAndroid Build Coastguard Worker                         ClipControl);
1074*61046927SAndroid Build Coastguard Worker       }
1075*61046927SAndroid Build Coastguard Worker    }
1076*61046927SAndroid Build Coastguard Worker 
1077*61046927SAndroid Build Coastguard Worker    if (mask & GL_TEXTURE_BIT) {
1078*61046927SAndroid Build Coastguard Worker       pop_texture_group(ctx, &attr->Texture);
1079*61046927SAndroid Build Coastguard Worker       ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE |
1080*61046927SAndroid Build Coastguard Worker                        _NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM;
1081*61046927SAndroid Build Coastguard Worker    }
1082*61046927SAndroid Build Coastguard Worker 
1083*61046927SAndroid Build Coastguard Worker    if (mask & GL_VIEWPORT_BIT) {
1084*61046927SAndroid Build Coastguard Worker       unsigned i;
1085*61046927SAndroid Build Coastguard Worker 
1086*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxViewports; i++) {
1087*61046927SAndroid Build Coastguard Worker          const struct gl_viewport_attrib *vp = &attr->Viewport.ViewportArray[i];
1088*61046927SAndroid Build Coastguard Worker 
1089*61046927SAndroid Build Coastguard Worker          if (memcmp(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6)) {
1090*61046927SAndroid Build Coastguard Worker             ctx->NewState |= _NEW_VIEWPORT;
1091*61046927SAndroid Build Coastguard Worker             ctx->NewDriverState |= ST_NEW_VIEWPORT;
1092*61046927SAndroid Build Coastguard Worker 
1093*61046927SAndroid Build Coastguard Worker             memcpy(&ctx->ViewportArray[i].X, &vp->X, sizeof(float) * 6);
1094*61046927SAndroid Build Coastguard Worker 
1095*61046927SAndroid Build Coastguard Worker             if (ctx->invalidate_on_gl_viewport)
1096*61046927SAndroid Build Coastguard Worker                st_manager_invalidate_drawables(ctx);
1097*61046927SAndroid Build Coastguard Worker          }
1098*61046927SAndroid Build Coastguard Worker       }
1099*61046927SAndroid Build Coastguard Worker 
1100*61046927SAndroid Build Coastguard Worker       if (ctx->Extensions.NV_conservative_raster) {
1101*61046927SAndroid Build Coastguard Worker          GLuint biasx = attr->Viewport.SubpixelPrecisionBias[0];
1102*61046927SAndroid Build Coastguard Worker          GLuint biasy = attr->Viewport.SubpixelPrecisionBias[1];
1103*61046927SAndroid Build Coastguard Worker          _mesa_SubpixelPrecisionBiasNV(biasx, biasy);
1104*61046927SAndroid Build Coastguard Worker       }
1105*61046927SAndroid Build Coastguard Worker    }
1106*61046927SAndroid Build Coastguard Worker 
1107*61046927SAndroid Build Coastguard Worker    if (mask & GL_MULTISAMPLE_BIT_ARB) {
1108*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Multisample.Enabled,
1109*61046927SAndroid Build Coastguard Worker                       attr->Multisample.Enabled,
1110*61046927SAndroid Build Coastguard Worker                       GL_MULTISAMPLE);
1111*61046927SAndroid Build Coastguard Worker 
1112*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
1113*61046927SAndroid Build Coastguard Worker                       attr->Multisample.SampleCoverage,
1114*61046927SAndroid Build Coastguard Worker                       GL_SAMPLE_COVERAGE);
1115*61046927SAndroid Build Coastguard Worker 
1116*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
1117*61046927SAndroid Build Coastguard Worker                       attr->Multisample.SampleAlphaToCoverage,
1118*61046927SAndroid Build Coastguard Worker                       GL_SAMPLE_ALPHA_TO_COVERAGE);
1119*61046927SAndroid Build Coastguard Worker 
1120*61046927SAndroid Build Coastguard Worker       TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
1121*61046927SAndroid Build Coastguard Worker                       attr->Multisample.SampleAlphaToOne,
1122*61046927SAndroid Build Coastguard Worker                       GL_SAMPLE_ALPHA_TO_ONE);
1123*61046927SAndroid Build Coastguard Worker 
1124*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL2(Multisample.SampleCoverageValue,
1125*61046927SAndroid Build Coastguard Worker                      Multisample.SampleCoverageInvert, SampleCoverage);
1126*61046927SAndroid Build Coastguard Worker 
1127*61046927SAndroid Build Coastguard Worker       TEST_AND_CALL1(Multisample.SampleAlphaToCoverageDitherControl,
1128*61046927SAndroid Build Coastguard Worker                      AlphaToCoverageDitherControlNV);
1129*61046927SAndroid Build Coastguard Worker    }
1130*61046927SAndroid Build Coastguard Worker 
1131*61046927SAndroid Build Coastguard Worker    /* Restore the previous PopAttribStateMask as well as any modified state
1132*61046927SAndroid Build Coastguard Worker     * that was not restored in the current pop.
1133*61046927SAndroid Build Coastguard Worker     */
1134*61046927SAndroid Build Coastguard Worker    ctx->PopAttribState = attr->OldPopAttribStateMask |
1135*61046927SAndroid Build Coastguard Worker                          (ctx->PopAttribState & ~attr->Mask);
1136*61046927SAndroid Build Coastguard Worker }
1137*61046927SAndroid Build Coastguard Worker 
1138*61046927SAndroid Build Coastguard Worker 
1139*61046927SAndroid Build Coastguard Worker /**
1140*61046927SAndroid Build Coastguard Worker  * Copy gl_pixelstore_attrib from src to dst, updating buffer
1141*61046927SAndroid Build Coastguard Worker  * object refcounts.
1142*61046927SAndroid Build Coastguard Worker  */
1143*61046927SAndroid Build Coastguard Worker static void
copy_pixelstore(struct gl_context * ctx,struct gl_pixelstore_attrib * dst,const struct gl_pixelstore_attrib * src)1144*61046927SAndroid Build Coastguard Worker copy_pixelstore(struct gl_context *ctx,
1145*61046927SAndroid Build Coastguard Worker                 struct gl_pixelstore_attrib *dst,
1146*61046927SAndroid Build Coastguard Worker                 const struct gl_pixelstore_attrib *src)
1147*61046927SAndroid Build Coastguard Worker {
1148*61046927SAndroid Build Coastguard Worker    dst->Alignment = src->Alignment;
1149*61046927SAndroid Build Coastguard Worker    dst->RowLength = src->RowLength;
1150*61046927SAndroid Build Coastguard Worker    dst->SkipPixels = src->SkipPixels;
1151*61046927SAndroid Build Coastguard Worker    dst->SkipRows = src->SkipRows;
1152*61046927SAndroid Build Coastguard Worker    dst->ImageHeight = src->ImageHeight;
1153*61046927SAndroid Build Coastguard Worker    dst->SkipImages = src->SkipImages;
1154*61046927SAndroid Build Coastguard Worker    dst->SwapBytes = src->SwapBytes;
1155*61046927SAndroid Build Coastguard Worker    dst->LsbFirst = src->LsbFirst;
1156*61046927SAndroid Build Coastguard Worker    dst->Invert = src->Invert;
1157*61046927SAndroid Build Coastguard Worker    _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1158*61046927SAndroid Build Coastguard Worker }
1159*61046927SAndroid Build Coastguard Worker 
1160*61046927SAndroid Build Coastguard Worker 
1161*61046927SAndroid Build Coastguard Worker #define GL_CLIENT_PACK_BIT (1<<20)
1162*61046927SAndroid Build Coastguard Worker #define GL_CLIENT_UNPACK_BIT (1<<21)
1163*61046927SAndroid Build Coastguard Worker 
1164*61046927SAndroid Build Coastguard Worker static void
copy_vertex_attrib_array(struct gl_context * ctx,struct gl_array_attributes * dst,const struct gl_array_attributes * src)1165*61046927SAndroid Build Coastguard Worker copy_vertex_attrib_array(struct gl_context *ctx,
1166*61046927SAndroid Build Coastguard Worker                          struct gl_array_attributes *dst,
1167*61046927SAndroid Build Coastguard Worker                          const struct gl_array_attributes *src)
1168*61046927SAndroid Build Coastguard Worker {
1169*61046927SAndroid Build Coastguard Worker    dst->Ptr            = src->Ptr;
1170*61046927SAndroid Build Coastguard Worker    dst->RelativeOffset = src->RelativeOffset;
1171*61046927SAndroid Build Coastguard Worker    dst->Format         = src->Format;
1172*61046927SAndroid Build Coastguard Worker    dst->Stride         = src->Stride;
1173*61046927SAndroid Build Coastguard Worker    dst->BufferBindingIndex = src->BufferBindingIndex;
1174*61046927SAndroid Build Coastguard Worker    dst->_EffBufferBindingIndex = src->_EffBufferBindingIndex;
1175*61046927SAndroid Build Coastguard Worker    dst->_EffRelativeOffset = src->_EffRelativeOffset;
1176*61046927SAndroid Build Coastguard Worker }
1177*61046927SAndroid Build Coastguard Worker 
1178*61046927SAndroid Build Coastguard Worker static void
copy_vertex_buffer_binding(struct gl_context * ctx,struct gl_vertex_buffer_binding * dst,const struct gl_vertex_buffer_binding * src)1179*61046927SAndroid Build Coastguard Worker copy_vertex_buffer_binding(struct gl_context *ctx,
1180*61046927SAndroid Build Coastguard Worker                            struct gl_vertex_buffer_binding *dst,
1181*61046927SAndroid Build Coastguard Worker                            const struct gl_vertex_buffer_binding *src)
1182*61046927SAndroid Build Coastguard Worker {
1183*61046927SAndroid Build Coastguard Worker    dst->Offset          = src->Offset;
1184*61046927SAndroid Build Coastguard Worker    dst->Stride          = src->Stride;
1185*61046927SAndroid Build Coastguard Worker    dst->InstanceDivisor = src->InstanceDivisor;
1186*61046927SAndroid Build Coastguard Worker    dst->_BoundArrays    = src->_BoundArrays;
1187*61046927SAndroid Build Coastguard Worker    dst->_EffBoundArrays = src->_EffBoundArrays;
1188*61046927SAndroid Build Coastguard Worker    dst->_EffOffset      = src->_EffOffset;
1189*61046927SAndroid Build Coastguard Worker 
1190*61046927SAndroid Build Coastguard Worker    _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1191*61046927SAndroid Build Coastguard Worker }
1192*61046927SAndroid Build Coastguard Worker 
1193*61046927SAndroid Build Coastguard Worker /**
1194*61046927SAndroid Build Coastguard Worker  * Copy gl_vertex_array_object from src to dest.
1195*61046927SAndroid Build Coastguard Worker  * 'dest' must be in an initialized state.
1196*61046927SAndroid Build Coastguard Worker  */
1197*61046927SAndroid Build Coastguard Worker static void
copy_array_object(struct gl_context * ctx,struct gl_vertex_array_object * dest,struct gl_vertex_array_object * src,unsigned copy_attrib_mask)1198*61046927SAndroid Build Coastguard Worker copy_array_object(struct gl_context *ctx,
1199*61046927SAndroid Build Coastguard Worker                   struct gl_vertex_array_object *dest,
1200*61046927SAndroid Build Coastguard Worker                   struct gl_vertex_array_object *src,
1201*61046927SAndroid Build Coastguard Worker                   unsigned copy_attrib_mask)
1202*61046927SAndroid Build Coastguard Worker {
1203*61046927SAndroid Build Coastguard Worker    /* skip Name */
1204*61046927SAndroid Build Coastguard Worker    /* skip RefCount */
1205*61046927SAndroid Build Coastguard Worker 
1206*61046927SAndroid Build Coastguard Worker    while (copy_attrib_mask) {
1207*61046927SAndroid Build Coastguard Worker       unsigned i = u_bit_scan(&copy_attrib_mask);
1208*61046927SAndroid Build Coastguard Worker 
1209*61046927SAndroid Build Coastguard Worker       copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1210*61046927SAndroid Build Coastguard Worker       copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
1211*61046927SAndroid Build Coastguard Worker    }
1212*61046927SAndroid Build Coastguard Worker 
1213*61046927SAndroid Build Coastguard Worker    /* Enabled must be the same than on push */
1214*61046927SAndroid Build Coastguard Worker    dest->Enabled = src->Enabled;
1215*61046927SAndroid Build Coastguard Worker    dest->_EnabledWithMapMode = src->_EnabledWithMapMode;
1216*61046927SAndroid Build Coastguard Worker    /* The bitmask of bound VBOs needs to match the VertexBinding array */
1217*61046927SAndroid Build Coastguard Worker    dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
1218*61046927SAndroid Build Coastguard Worker    dest->NonZeroDivisorMask = src->NonZeroDivisorMask;
1219*61046927SAndroid Build Coastguard Worker    dest->NonIdentityBufferAttribMapping = src->NonIdentityBufferAttribMapping;
1220*61046927SAndroid Build Coastguard Worker    dest->_AttributeMapMode = src->_AttributeMapMode;
1221*61046927SAndroid Build Coastguard Worker    /* skip NumUpdates and IsDynamic because they can only increase, not decrease */
1222*61046927SAndroid Build Coastguard Worker }
1223*61046927SAndroid Build Coastguard Worker 
1224*61046927SAndroid Build Coastguard Worker /**
1225*61046927SAndroid Build Coastguard Worker  * Copy gl_array_attrib from src to dest.
1226*61046927SAndroid Build Coastguard Worker  * 'dest' must be in an initialized state.
1227*61046927SAndroid Build Coastguard Worker  */
1228*61046927SAndroid Build Coastguard Worker static void
copy_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src,bool vbo_deleted,unsigned copy_attrib_mask)1229*61046927SAndroid Build Coastguard Worker copy_array_attrib(struct gl_context *ctx,
1230*61046927SAndroid Build Coastguard Worker                   struct gl_array_attrib *dest,
1231*61046927SAndroid Build Coastguard Worker                   struct gl_array_attrib *src,
1232*61046927SAndroid Build Coastguard Worker                   bool vbo_deleted,
1233*61046927SAndroid Build Coastguard Worker                   unsigned copy_attrib_mask)
1234*61046927SAndroid Build Coastguard Worker {
1235*61046927SAndroid Build Coastguard Worker    /* skip ArrayObj */
1236*61046927SAndroid Build Coastguard Worker    /* skip DefaultArrayObj, Objects */
1237*61046927SAndroid Build Coastguard Worker    dest->ActiveTexture = src->ActiveTexture;
1238*61046927SAndroid Build Coastguard Worker    dest->LockFirst = src->LockFirst;
1239*61046927SAndroid Build Coastguard Worker    dest->LockCount = src->LockCount;
1240*61046927SAndroid Build Coastguard Worker    dest->PrimitiveRestart = src->PrimitiveRestart;
1241*61046927SAndroid Build Coastguard Worker    dest->PrimitiveRestartFixedIndex = src->PrimitiveRestartFixedIndex;
1242*61046927SAndroid Build Coastguard Worker    dest->RestartIndex = src->RestartIndex;
1243*61046927SAndroid Build Coastguard Worker    memcpy(dest->_PrimitiveRestart, src->_PrimitiveRestart,
1244*61046927SAndroid Build Coastguard Worker           sizeof(src->_PrimitiveRestart));
1245*61046927SAndroid Build Coastguard Worker    memcpy(dest->_RestartIndex, src->_RestartIndex, sizeof(src->_RestartIndex));
1246*61046927SAndroid Build Coastguard Worker    /* skip NewState */
1247*61046927SAndroid Build Coastguard Worker    /* skip RebindArrays */
1248*61046927SAndroid Build Coastguard Worker 
1249*61046927SAndroid Build Coastguard Worker    if (!vbo_deleted)
1250*61046927SAndroid Build Coastguard Worker       copy_array_object(ctx, dest->VAO, src->VAO, copy_attrib_mask);
1251*61046927SAndroid Build Coastguard Worker 
1252*61046927SAndroid Build Coastguard Worker    /* skip ArrayBufferObj */
1253*61046927SAndroid Build Coastguard Worker    /* skip IndexBufferObj */
1254*61046927SAndroid Build Coastguard Worker }
1255*61046927SAndroid Build Coastguard Worker 
1256*61046927SAndroid Build Coastguard Worker /**
1257*61046927SAndroid Build Coastguard Worker  * Save the content of src to dest.
1258*61046927SAndroid Build Coastguard Worker  */
1259*61046927SAndroid Build Coastguard Worker static void
save_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src)1260*61046927SAndroid Build Coastguard Worker save_array_attrib(struct gl_context *ctx,
1261*61046927SAndroid Build Coastguard Worker                   struct gl_array_attrib *dest,
1262*61046927SAndroid Build Coastguard Worker                   struct gl_array_attrib *src)
1263*61046927SAndroid Build Coastguard Worker {
1264*61046927SAndroid Build Coastguard Worker    /* Set the Name, needed for restore, but do never overwrite.
1265*61046927SAndroid Build Coastguard Worker     * Needs to match value in the object hash. */
1266*61046927SAndroid Build Coastguard Worker    dest->VAO->Name = src->VAO->Name;
1267*61046927SAndroid Build Coastguard Worker    dest->VAO->NonDefaultStateMask = src->VAO->NonDefaultStateMask;
1268*61046927SAndroid Build Coastguard Worker    /* And copy all of the rest. */
1269*61046927SAndroid Build Coastguard Worker    copy_array_attrib(ctx, dest, src, false, src->VAO->NonDefaultStateMask);
1270*61046927SAndroid Build Coastguard Worker 
1271*61046927SAndroid Build Coastguard Worker    /* Just reference them here */
1272*61046927SAndroid Build Coastguard Worker    _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1273*61046927SAndroid Build Coastguard Worker                                  src->ArrayBufferObj);
1274*61046927SAndroid Build Coastguard Worker    _mesa_reference_buffer_object(ctx, &dest->VAO->IndexBufferObj,
1275*61046927SAndroid Build Coastguard Worker                                  src->VAO->IndexBufferObj);
1276*61046927SAndroid Build Coastguard Worker }
1277*61046927SAndroid Build Coastguard Worker 
1278*61046927SAndroid Build Coastguard Worker /**
1279*61046927SAndroid Build Coastguard Worker  * Restore the content of src to dest.
1280*61046927SAndroid Build Coastguard Worker  */
1281*61046927SAndroid Build Coastguard Worker static void
restore_array_attrib(struct gl_context * ctx,struct gl_array_attrib * dest,struct gl_array_attrib * src)1282*61046927SAndroid Build Coastguard Worker restore_array_attrib(struct gl_context *ctx,
1283*61046927SAndroid Build Coastguard Worker                      struct gl_array_attrib *dest,
1284*61046927SAndroid Build Coastguard Worker                      struct gl_array_attrib *src)
1285*61046927SAndroid Build Coastguard Worker {
1286*61046927SAndroid Build Coastguard Worker    bool is_vao_name_zero = src->VAO->Name == 0;
1287*61046927SAndroid Build Coastguard Worker 
1288*61046927SAndroid Build Coastguard Worker    /* The ARB_vertex_array_object spec says:
1289*61046927SAndroid Build Coastguard Worker     *
1290*61046927SAndroid Build Coastguard Worker     *     "BindVertexArray fails and an INVALID_OPERATION error is generated
1291*61046927SAndroid Build Coastguard Worker     *     if array is not a name returned from a previous call to
1292*61046927SAndroid Build Coastguard Worker     *     GenVertexArrays, or if such a name has since been deleted with
1293*61046927SAndroid Build Coastguard Worker     *     DeleteVertexArrays."
1294*61046927SAndroid Build Coastguard Worker     *
1295*61046927SAndroid Build Coastguard Worker     * Therefore popping a deleted VAO cannot magically recreate it.
1296*61046927SAndroid Build Coastguard Worker     */
1297*61046927SAndroid Build Coastguard Worker    if (!is_vao_name_zero && !_mesa_IsVertexArray(src->VAO->Name))
1298*61046927SAndroid Build Coastguard Worker       return;
1299*61046927SAndroid Build Coastguard Worker 
1300*61046927SAndroid Build Coastguard Worker    _mesa_BindVertexArray(src->VAO->Name);
1301*61046927SAndroid Build Coastguard Worker 
1302*61046927SAndroid Build Coastguard Worker    /* Restore or recreate the buffer objects by the names ... */
1303*61046927SAndroid Build Coastguard Worker    if (is_vao_name_zero || !src->ArrayBufferObj ||
1304*61046927SAndroid Build Coastguard Worker        _mesa_IsBuffer(src->ArrayBufferObj->Name)) {
1305*61046927SAndroid Build Coastguard Worker       /* ... and restore its content */
1306*61046927SAndroid Build Coastguard Worker       dest->VAO->NonDefaultStateMask |= src->VAO->NonDefaultStateMask;
1307*61046927SAndroid Build Coastguard Worker       copy_array_attrib(ctx, dest, src, false,
1308*61046927SAndroid Build Coastguard Worker                         dest->VAO->NonDefaultStateMask);
1309*61046927SAndroid Build Coastguard Worker 
1310*61046927SAndroid Build Coastguard Worker       _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB,
1311*61046927SAndroid Build Coastguard Worker                        src->ArrayBufferObj ?
1312*61046927SAndroid Build Coastguard Worker                           src->ArrayBufferObj->Name : 0);
1313*61046927SAndroid Build Coastguard Worker    } else {
1314*61046927SAndroid Build Coastguard Worker       copy_array_attrib(ctx, dest, src, true, 0);
1315*61046927SAndroid Build Coastguard Worker    }
1316*61046927SAndroid Build Coastguard Worker 
1317*61046927SAndroid Build Coastguard Worker    if (is_vao_name_zero || !src->VAO->IndexBufferObj ||
1318*61046927SAndroid Build Coastguard Worker        _mesa_IsBuffer(src->VAO->IndexBufferObj->Name)) {
1319*61046927SAndroid Build Coastguard Worker       _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,
1320*61046927SAndroid Build Coastguard Worker                        src->VAO->IndexBufferObj ?
1321*61046927SAndroid Build Coastguard Worker                           src->VAO->IndexBufferObj->Name : 0);
1322*61046927SAndroid Build Coastguard Worker    }
1323*61046927SAndroid Build Coastguard Worker 
1324*61046927SAndroid Build Coastguard Worker    _mesa_update_edgeflag_state_vao(ctx);
1325*61046927SAndroid Build Coastguard Worker    _mesa_set_varying_vp_inputs(ctx, ctx->VertexProgram._VPModeInputFilter &
1326*61046927SAndroid Build Coastguard Worker                                ctx->Array.VAO->_EnabledWithMapMode);
1327*61046927SAndroid Build Coastguard Worker }
1328*61046927SAndroid Build Coastguard Worker 
1329*61046927SAndroid Build Coastguard Worker 
1330*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)1331*61046927SAndroid Build Coastguard Worker _mesa_PushClientAttrib(GLbitfield mask)
1332*61046927SAndroid Build Coastguard Worker {
1333*61046927SAndroid Build Coastguard Worker    struct gl_client_attrib_node *head;
1334*61046927SAndroid Build Coastguard Worker 
1335*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1336*61046927SAndroid Build Coastguard Worker 
1337*61046927SAndroid Build Coastguard Worker    if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1338*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushClientAttrib");
1339*61046927SAndroid Build Coastguard Worker       return;
1340*61046927SAndroid Build Coastguard Worker    }
1341*61046927SAndroid Build Coastguard Worker 
1342*61046927SAndroid Build Coastguard Worker    head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1343*61046927SAndroid Build Coastguard Worker    head->Mask = mask;
1344*61046927SAndroid Build Coastguard Worker 
1345*61046927SAndroid Build Coastguard Worker    if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1346*61046927SAndroid Build Coastguard Worker       copy_pixelstore(ctx, &head->Pack, &ctx->Pack);
1347*61046927SAndroid Build Coastguard Worker       copy_pixelstore(ctx, &head->Unpack, &ctx->Unpack);
1348*61046927SAndroid Build Coastguard Worker    }
1349*61046927SAndroid Build Coastguard Worker 
1350*61046927SAndroid Build Coastguard Worker    if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1351*61046927SAndroid Build Coastguard Worker       _mesa_initialize_vao(ctx, &head->VAO, 0);
1352*61046927SAndroid Build Coastguard Worker       /* Use the VAO declared within the node instead of allocating it. */
1353*61046927SAndroid Build Coastguard Worker       head->Array.VAO = &head->VAO;
1354*61046927SAndroid Build Coastguard Worker       save_array_attrib(ctx, &head->Array, &ctx->Array);
1355*61046927SAndroid Build Coastguard Worker    }
1356*61046927SAndroid Build Coastguard Worker 
1357*61046927SAndroid Build Coastguard Worker    ctx->ClientAttribStackDepth++;
1358*61046927SAndroid Build Coastguard Worker }
1359*61046927SAndroid Build Coastguard Worker 
1360*61046927SAndroid Build Coastguard Worker 
1361*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PopClientAttrib(void)1362*61046927SAndroid Build Coastguard Worker _mesa_PopClientAttrib(void)
1363*61046927SAndroid Build Coastguard Worker {
1364*61046927SAndroid Build Coastguard Worker    struct gl_client_attrib_node *head;
1365*61046927SAndroid Build Coastguard Worker 
1366*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
1367*61046927SAndroid Build Coastguard Worker 
1368*61046927SAndroid Build Coastguard Worker    if (ctx->ClientAttribStackDepth == 0) {
1369*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib");
1370*61046927SAndroid Build Coastguard Worker       return;
1371*61046927SAndroid Build Coastguard Worker    }
1372*61046927SAndroid Build Coastguard Worker 
1373*61046927SAndroid Build Coastguard Worker    ctx->ClientAttribStackDepth--;
1374*61046927SAndroid Build Coastguard Worker    head = &ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1375*61046927SAndroid Build Coastguard Worker 
1376*61046927SAndroid Build Coastguard Worker    if (head->Mask & GL_CLIENT_PIXEL_STORE_BIT) {
1377*61046927SAndroid Build Coastguard Worker       copy_pixelstore(ctx, &ctx->Pack, &head->Pack);
1378*61046927SAndroid Build Coastguard Worker       _mesa_reference_buffer_object(ctx, &head->Pack.BufferObj, NULL);
1379*61046927SAndroid Build Coastguard Worker 
1380*61046927SAndroid Build Coastguard Worker       copy_pixelstore(ctx, &ctx->Unpack, &head->Unpack);
1381*61046927SAndroid Build Coastguard Worker       _mesa_reference_buffer_object(ctx, &head->Unpack.BufferObj, NULL);
1382*61046927SAndroid Build Coastguard Worker    }
1383*61046927SAndroid Build Coastguard Worker 
1384*61046927SAndroid Build Coastguard Worker    if (head->Mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1385*61046927SAndroid Build Coastguard Worker       restore_array_attrib(ctx, &ctx->Array, &head->Array);
1386*61046927SAndroid Build Coastguard Worker 
1387*61046927SAndroid Build Coastguard Worker       /* _mesa_unbind_array_object_vbos can't use NonDefaultStateMask because
1388*61046927SAndroid Build Coastguard Worker        * it's used by internal VAOs which don't always update the mask, so do
1389*61046927SAndroid Build Coastguard Worker        * it manually here.
1390*61046927SAndroid Build Coastguard Worker        */
1391*61046927SAndroid Build Coastguard Worker       GLbitfield mask = head->VAO.NonDefaultStateMask;
1392*61046927SAndroid Build Coastguard Worker       while (mask) {
1393*61046927SAndroid Build Coastguard Worker          unsigned i = u_bit_scan(&mask);
1394*61046927SAndroid Build Coastguard Worker          _mesa_reference_buffer_object(ctx, &head->VAO.BufferBinding[i].BufferObj, NULL);
1395*61046927SAndroid Build Coastguard Worker       }
1396*61046927SAndroid Build Coastguard Worker 
1397*61046927SAndroid Build Coastguard Worker       _mesa_reference_buffer_object(ctx, &head->VAO.IndexBufferObj, NULL);
1398*61046927SAndroid Build Coastguard Worker       _mesa_reference_buffer_object(ctx, &head->Array.ArrayBufferObj, NULL);
1399*61046927SAndroid Build Coastguard Worker    }
1400*61046927SAndroid Build Coastguard Worker }
1401*61046927SAndroid Build Coastguard Worker 
1402*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_ClientAttribDefaultEXT(GLbitfield mask)1403*61046927SAndroid Build Coastguard Worker _mesa_ClientAttribDefaultEXT( GLbitfield mask )
1404*61046927SAndroid Build Coastguard Worker {
1405*61046927SAndroid Build Coastguard Worker    if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1406*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
1407*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
1408*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
1409*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
1410*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1411*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
1412*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
1413*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 4);
1414*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
1415*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
1416*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
1417*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_SKIP_IMAGES, 0);
1418*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_ROW_LENGTH, 0);
1419*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_SKIP_ROWS, 0);
1420*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_SKIP_PIXELS, 0);
1421*61046927SAndroid Build Coastguard Worker       _mesa_PixelStorei(GL_PACK_ALIGNMENT, 4);
1422*61046927SAndroid Build Coastguard Worker 
1423*61046927SAndroid Build Coastguard Worker       _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
1424*61046927SAndroid Build Coastguard Worker       _mesa_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
1425*61046927SAndroid Build Coastguard Worker    }
1426*61046927SAndroid Build Coastguard Worker    if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1427*61046927SAndroid Build Coastguard Worker       GET_CURRENT_CONTEXT(ctx);
1428*61046927SAndroid Build Coastguard Worker       int i;
1429*61046927SAndroid Build Coastguard Worker 
1430*61046927SAndroid Build Coastguard Worker       _mesa_BindBuffer(GL_ARRAY_BUFFER, 0);
1431*61046927SAndroid Build Coastguard Worker       _mesa_BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1432*61046927SAndroid Build Coastguard Worker 
1433*61046927SAndroid Build Coastguard Worker       _mesa_DisableClientState(GL_EDGE_FLAG_ARRAY);
1434*61046927SAndroid Build Coastguard Worker       _mesa_EdgeFlagPointer(0, 0);
1435*61046927SAndroid Build Coastguard Worker 
1436*61046927SAndroid Build Coastguard Worker       _mesa_DisableClientState(GL_INDEX_ARRAY);
1437*61046927SAndroid Build Coastguard Worker       _mesa_IndexPointer(GL_FLOAT, 0, 0);
1438*61046927SAndroid Build Coastguard Worker 
1439*61046927SAndroid Build Coastguard Worker       _mesa_DisableClientState(GL_SECONDARY_COLOR_ARRAY);
1440*61046927SAndroid Build Coastguard Worker       _mesa_SecondaryColorPointer(4, GL_FLOAT, 0, 0);
1441*61046927SAndroid Build Coastguard Worker 
1442*61046927SAndroid Build Coastguard Worker       _mesa_DisableClientState(GL_FOG_COORD_ARRAY);
1443*61046927SAndroid Build Coastguard Worker       _mesa_FogCoordPointer(GL_FLOAT, 0, 0);
1444*61046927SAndroid Build Coastguard Worker 
1445*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
1446*61046927SAndroid Build Coastguard Worker          _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
1447*61046927SAndroid Build Coastguard Worker          _mesa_DisableClientState(GL_TEXTURE_COORD_ARRAY);
1448*61046927SAndroid Build Coastguard Worker          _mesa_TexCoordPointer(4, GL_FLOAT, 0, 0);
1449*61046927SAndroid Build Coastguard Worker       }
1450*61046927SAndroid Build Coastguard Worker 
1451*61046927SAndroid Build Coastguard Worker       _mesa_DisableClientState(GL_COLOR_ARRAY);
1452*61046927SAndroid Build Coastguard Worker       _mesa_ColorPointer(4, GL_FLOAT, 0, 0);
1453*61046927SAndroid Build Coastguard Worker 
1454*61046927SAndroid Build Coastguard Worker       _mesa_DisableClientState(GL_NORMAL_ARRAY);
1455*61046927SAndroid Build Coastguard Worker       _mesa_NormalPointer(GL_FLOAT, 0, 0);
1456*61046927SAndroid Build Coastguard Worker 
1457*61046927SAndroid Build Coastguard Worker       _mesa_DisableClientState(GL_VERTEX_ARRAY);
1458*61046927SAndroid Build Coastguard Worker       _mesa_VertexPointer(4, GL_FLOAT, 0, 0);
1459*61046927SAndroid Build Coastguard Worker 
1460*61046927SAndroid Build Coastguard Worker       for (i = 0; i < ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs; i++) {
1461*61046927SAndroid Build Coastguard Worker          _mesa_DisableVertexAttribArray(i);
1462*61046927SAndroid Build Coastguard Worker          _mesa_VertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
1463*61046927SAndroid Build Coastguard Worker       }
1464*61046927SAndroid Build Coastguard Worker 
1465*61046927SAndroid Build Coastguard Worker       _mesa_ClientActiveTexture(GL_TEXTURE0);
1466*61046927SAndroid Build Coastguard Worker 
1467*61046927SAndroid Build Coastguard Worker       _mesa_PrimitiveRestartIndex_no_error(0);
1468*61046927SAndroid Build Coastguard Worker       if (ctx->Version >= 31)
1469*61046927SAndroid Build Coastguard Worker          _mesa_Disable(GL_PRIMITIVE_RESTART);
1470*61046927SAndroid Build Coastguard Worker       else if (_mesa_has_NV_primitive_restart(ctx))
1471*61046927SAndroid Build Coastguard Worker          _mesa_DisableClientState(GL_PRIMITIVE_RESTART_NV);
1472*61046927SAndroid Build Coastguard Worker 
1473*61046927SAndroid Build Coastguard Worker       if (_mesa_has_ARB_ES3_compatibility(ctx))
1474*61046927SAndroid Build Coastguard Worker          _mesa_Disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
1475*61046927SAndroid Build Coastguard Worker    }
1476*61046927SAndroid Build Coastguard Worker }
1477*61046927SAndroid Build Coastguard Worker 
1478*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PushClientAttribDefaultEXT(GLbitfield mask)1479*61046927SAndroid Build Coastguard Worker _mesa_PushClientAttribDefaultEXT( GLbitfield mask )
1480*61046927SAndroid Build Coastguard Worker {
1481*61046927SAndroid Build Coastguard Worker    _mesa_PushClientAttrib(mask);
1482*61046927SAndroid Build Coastguard Worker    _mesa_ClientAttribDefaultEXT(mask);
1483*61046927SAndroid Build Coastguard Worker }
1484*61046927SAndroid Build Coastguard Worker 
1485*61046927SAndroid Build Coastguard Worker 
1486*61046927SAndroid Build Coastguard Worker /**
1487*61046927SAndroid Build Coastguard Worker  * Free any attribute state data that might be attached to the context.
1488*61046927SAndroid Build Coastguard Worker  */
1489*61046927SAndroid Build Coastguard Worker void
_mesa_free_attrib_data(struct gl_context * ctx)1490*61046927SAndroid Build Coastguard Worker _mesa_free_attrib_data(struct gl_context *ctx)
1491*61046927SAndroid Build Coastguard Worker {
1492*61046927SAndroid Build Coastguard Worker    for (unsigned i = 0; i < ARRAY_SIZE(ctx->AttribStack); i++)
1493*61046927SAndroid Build Coastguard Worker       FREE(ctx->AttribStack[i]);
1494*61046927SAndroid Build Coastguard Worker }
1495*61046927SAndroid Build Coastguard Worker 
1496*61046927SAndroid Build Coastguard Worker 
1497*61046927SAndroid Build Coastguard Worker void
_mesa_init_attrib(struct gl_context * ctx)1498*61046927SAndroid Build Coastguard Worker _mesa_init_attrib(struct gl_context *ctx)
1499*61046927SAndroid Build Coastguard Worker {
1500*61046927SAndroid Build Coastguard Worker    /* Renderer and client attribute stacks */
1501*61046927SAndroid Build Coastguard Worker    ctx->AttribStackDepth = 0;
1502*61046927SAndroid Build Coastguard Worker    ctx->ClientAttribStackDepth = 0;
1503*61046927SAndroid Build Coastguard Worker }
1504