2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
30 * This file manages recalculation of derived values in GLcontext.
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
43 #if FEATURE_pixel_transfer
46 #include "shader/program.h"
49 #include "texenvprogram.h"
55 update_separate_specular(GLcontext
*ctx
)
57 if (NEED_SECONDARY_COLOR(ctx
))
58 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
60 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
65 * Update state dependent on vertex arrays.
68 update_arrays( GLcontext
*ctx
)
72 /* find min of _MaxElement values for all enabled arrays */
75 if (ctx
->VertexProgram
._Current
76 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
77 min
= ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]._MaxElement
;
79 else if (ctx
->Array
.ArrayObj
->Vertex
.Enabled
) {
80 min
= ctx
->Array
.ArrayObj
->Vertex
._MaxElement
;
83 /* can't draw anything without vertex positions! */
88 if (ctx
->VertexProgram
._Enabled
89 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
90 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]._MaxElement
);
92 /* no conventional vertex weight array */
95 if (ctx
->VertexProgram
._Enabled
96 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
97 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]._MaxElement
);
99 else if (ctx
->Array
.ArrayObj
->Normal
.Enabled
) {
100 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Normal
._MaxElement
);
104 if (ctx
->VertexProgram
._Enabled
105 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
106 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]._MaxElement
);
108 else if (ctx
->Array
.ArrayObj
->Color
.Enabled
) {
109 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Color
._MaxElement
);
113 if (ctx
->VertexProgram
._Enabled
114 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
115 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]._MaxElement
);
117 else if (ctx
->Array
.ArrayObj
->SecondaryColor
.Enabled
) {
118 min
= MIN2(min
, ctx
->Array
.ArrayObj
->SecondaryColor
._MaxElement
);
122 if (ctx
->VertexProgram
._Enabled
123 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
124 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]._MaxElement
);
126 else if (ctx
->Array
.ArrayObj
->FogCoord
.Enabled
) {
127 min
= MIN2(min
, ctx
->Array
.ArrayObj
->FogCoord
._MaxElement
);
131 if (ctx
->VertexProgram
._Enabled
132 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
133 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]._MaxElement
);
135 else if (ctx
->Array
.ArrayObj
->Index
.Enabled
) {
136 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Index
._MaxElement
);
141 if (ctx
->VertexProgram
._Enabled
142 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
143 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]._MaxElement
);
147 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
148 if (ctx
->VertexProgram
._Enabled
149 && ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
150 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
152 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
153 && ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
154 min
= MIN2(min
, ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]._MaxElement
);
159 if (ctx
->VertexProgram
._Current
) {
160 for (i
= VERT_ATTRIB_GENERIC0
; i
< VERT_ATTRIB_MAX
; i
++) {
161 if (ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
162 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
167 if (ctx
->Array
.ArrayObj
->EdgeFlag
.Enabled
) {
168 min
= MIN2(min
, ctx
->Array
.ArrayObj
->EdgeFlag
._MaxElement
);
171 /* _MaxElement is one past the last legal array element */
172 ctx
->Array
._MaxElement
= min
;
177 update_program(GLcontext
*ctx
)
179 const struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
180 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
181 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
183 /* These _Enabled flags indicate if the program is enabled AND valid. */
184 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
185 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
186 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
187 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
188 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
189 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
192 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
193 * pointers to the programs that should be enabled/used. These will only
194 * be NULL if we need to use the fixed-function code.
196 * These programs may come from several sources. The priority is as
198 * 1. OpenGL 2.0/ARB vertex/fragment shaders
199 * 2. ARB/NV vertex/fragment programs
200 * 3. Programs derived from fixed-function state.
202 * Note: it's possible for a vertex shader to get used with a fragment
203 * program (and vice versa) here, but in practice that shouldn't ever
204 * come up, or matter.
207 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
209 if (shProg
&& shProg
->LinkStatus
&& shProg
->FragmentProgram
) {
210 /* Use shader programs */
211 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
212 shProg
->FragmentProgram
);
214 else if (ctx
->FragmentProgram
._Enabled
) {
215 /* use user-defined vertex program */
216 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
217 ctx
->FragmentProgram
.Current
);
219 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
220 /* Use fragment program generated from fixed-function state.
222 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
223 _mesa_get_fixed_func_fragment_program(ctx
));
224 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
225 ctx
->FragmentProgram
._Current
);
228 /* no fragment program */
229 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
232 /* Examine vertex program after fragment program as
233 * _mesa_get_fixed_func_vertex_program() needs to know active
236 if (shProg
&& shProg
->LinkStatus
&& shProg
->VertexProgram
) {
237 /* Use shader programs */
238 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
239 shProg
->VertexProgram
);
241 else if (ctx
->VertexProgram
._Enabled
) {
242 /* use user-defined vertex program */
243 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
244 ctx
->VertexProgram
.Current
);
246 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
247 /* Use vertex program generated from fixed-function state.
249 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
250 _mesa_get_fixed_func_vertex_program(ctx
));
251 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
252 ctx
->VertexProgram
._Current
);
255 /* no vertex program */
256 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
259 /* XXX: get rid of _Active flag.
262 ctx
->FragmentProgram
._Active
= ctx
->FragmentProgram
._Enabled
;
263 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
&&
264 !ctx
->FragmentProgram
._Enabled
) {
265 if (ctx
->FragmentProgram
._UseTexEnvProgram
)
266 ctx
->FragmentProgram
._Active
= GL_TRUE
;
270 /* Let the driver know what's happening:
272 if (ctx
->FragmentProgram
._Current
!= prevFP
&& ctx
->Driver
.BindProgram
) {
273 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
274 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
277 if (ctx
->VertexProgram
._Current
!= prevVP
&& ctx
->Driver
.BindProgram
) {
278 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
279 (struct gl_program
*) ctx
->VertexProgram
._Current
);
285 update_viewport_matrix(GLcontext
*ctx
)
287 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
289 ASSERT(depthMax
> 0);
291 /* Compute scale and bias values. This is really driver-specific
292 * and should be maintained elsewhere if at all.
293 * NOTE: RasterPos uses this.
295 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
296 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
297 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
298 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
304 * Update derived multisample state.
307 update_multisample(GLcontext
*ctx
)
309 ctx
->Multisample
._Enabled
= GL_FALSE
;
310 if (ctx
->Multisample
.Enabled
&&
312 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
313 ctx
->Multisample
._Enabled
= GL_TRUE
;
318 * Update derived color/blend/logicop state.
321 update_color(GLcontext
*ctx
)
323 /* This is needed to support 1.1's RGB logic ops AND
324 * 1.0's blending logicops.
326 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
331 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
332 * in ctx->_TriangleCaps if needed.
335 update_polygon(GLcontext
*ctx
)
337 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
339 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
340 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
342 if ( ctx
->Polygon
.OffsetPoint
343 || ctx
->Polygon
.OffsetLine
344 || ctx
->Polygon
.OffsetFill
)
345 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
350 * Update the ctx->_TriangleCaps bitfield.
351 * XXX that bitfield should really go away someday!
352 * This function must be called after other update_*() functions since
353 * there are dependencies on some other derived values.
357 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
359 ctx
->_TriangleCaps
= 0;
364 if (1/*new_state & _NEW_POINT*/) {
365 if (ctx
->Point
.SmoothFlag
)
366 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
367 if (ctx
->Point
.Size
!= 1.0F
)
368 ctx
->_TriangleCaps
|= DD_POINT_SIZE
;
369 if (ctx
->Point
._Attenuated
)
370 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
376 if (1/*new_state & _NEW_LINE*/) {
377 if (ctx
->Line
.SmoothFlag
)
378 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
379 if (ctx
->Line
.StippleFlag
)
380 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
381 if (ctx
->Line
.Width
!= 1.0)
382 ctx
->_TriangleCaps
|= DD_LINE_WIDTH
;
388 if (1/*new_state & _NEW_POLYGON*/) {
389 if (ctx
->Polygon
.SmoothFlag
)
390 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
391 if (ctx
->Polygon
.StippleFlag
)
392 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
393 if (ctx
->Polygon
.FrontMode
!= GL_FILL
394 || ctx
->Polygon
.BackMode
!= GL_FILL
)
395 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
396 if (ctx
->Polygon
.CullFlag
397 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
398 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
399 if (ctx
->Polygon
.OffsetPoint
||
400 ctx
->Polygon
.OffsetLine
||
401 ctx
->Polygon
.OffsetFill
)
402 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
406 * Lighting and shading
408 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
409 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
410 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
411 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
412 if (NEED_SECONDARY_COLOR(ctx
))
413 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
418 if (ctx
->Stencil
._TestTwoSide
)
419 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
425 * Compute derived GL state.
426 * If __GLcontextRec::NewState is non-zero then this function \b must
427 * be called before rendering anything.
429 * Calls dd_function_table::UpdateState to perform any internal state
430 * management necessary.
432 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
433 * _mesa_update_buffer_bounds(),
434 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
437 _mesa_update_state_locked( GLcontext
*ctx
)
439 GLbitfield new_state
= ctx
->NewState
;
440 GLbitfield prog_flags
= _NEW_PROGRAM
;
442 if (new_state
== _NEW_CURRENT_ATTRIB
)
445 if (MESA_VERBOSE
& VERBOSE_STATE
)
446 _mesa_print_state("_mesa_update_state", new_state
);
448 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
449 _mesa_update_modelview_project( ctx
, new_state
);
451 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
452 _mesa_update_texture( ctx
, new_state
);
454 if (new_state
& _NEW_BUFFERS
)
455 _mesa_update_framebuffer(ctx
);
457 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
458 _mesa_update_draw_buffer_bounds( ctx
);
460 if (new_state
& _NEW_POLYGON
)
461 update_polygon( ctx
);
463 if (new_state
& _NEW_LIGHT
)
464 _mesa_update_lighting( ctx
);
466 if (new_state
& _NEW_STENCIL
)
467 _mesa_update_stencil( ctx
);
469 #if FEATURE_pixel_transfer
470 if (new_state
& _IMAGE_NEW_TRANSFER_STATE
)
471 _mesa_update_pixel( ctx
, new_state
);
474 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
475 update_separate_specular( ctx
);
477 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
))
478 update_arrays( ctx
);
480 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
481 update_viewport_matrix(ctx
);
483 if (new_state
& _NEW_MULTISAMPLE
)
484 update_multisample( ctx
);
486 if (new_state
& _NEW_COLOR
)
490 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
491 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
492 update_tricaps( ctx
, new_state
);
495 /* ctx->_NeedEyeCoords is now up to date.
497 * If the truth value of this variable has changed, update for the
498 * new lighting space and recompute the positions of lights and the
501 * If the lighting space hasn't changed, may still need to recompute
502 * light positions & normal transforms for other reasons.
504 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
505 _mesa_update_tnl_spaces( ctx
, new_state
);
507 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
508 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE_MATRIX
| _NEW_LIGHT
|
510 _NEW_TEXTURE
| _NEW_FOG
| _DD_NEW_SEPARATE_SPECULAR
);
512 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
513 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
515 _NEW_TRANSFORM
| _NEW_POINT
|
516 _NEW_FOG
| _NEW_LIGHT
|
517 _MESA_NEW_NEED_EYE_COORDS
);
519 if (new_state
& prog_flags
)
520 update_program( ctx
);
525 * Give the driver a chance to act upon the new_state flags.
526 * The driver might plug in different span functions, for example.
527 * Also, this is where the driver can invalidate the state of any
528 * active modules (such as swrast_setup, swrast, tnl, etc).
530 * Set ctx->NewState to zero to avoid recursion if
531 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
534 new_state
= ctx
->NewState
;
536 ctx
->Driver
.UpdateState(ctx
, new_state
);
537 ctx
->Array
.NewState
= 0;
541 /* This is the usual entrypoint for state updates:
544 _mesa_update_state( GLcontext
*ctx
)
546 _mesa_lock_context_textures(ctx
);
547 _mesa_update_state_locked(ctx
);
548 _mesa_unlock_context_textures(ctx
);
555 * Want to figure out which fragment program inputs are actually
556 * constant/current values from ctx->Current. These should be
557 * referenced as a tracked state variable rather than a fragment
558 * program input, to save the overhead of putting a constant value in
559 * every submitted vertex, transferring it to hardware, interpolating
560 * it across the triangle, etc...
562 * When there is a VP bound, just use vp->outputs. But when we're
563 * generating vp from fixed function state, basically want to
566 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
567 * potential_vp_outputs )
569 * Where potential_vp_outputs is calculated by looking at enabled
572 * The generated fragment program should then only declare inputs that
573 * may vary or otherwise differ from the ctx->Current values.
574 * Otherwise, the fp should track them as state values instead.
577 _mesa_set_varying_vp_inputs( GLcontext
*ctx
,
578 GLbitfield varying_inputs
)
580 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
581 ctx
->varying_vp_inputs
= varying_inputs
;
582 ctx
->NewState
|= _NEW_ARRAY
;
583 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
589 * Used by drivers to tell core Mesa that the driver is going to
590 * install/ use its own vertex program. In particular, this will
591 * prevent generated fragment programs from using state vars instead
592 * of ordinary varyings/inputs.
595 _mesa_set_vp_override(GLcontext
*ctx
, GLboolean flag
)
597 if (ctx
->VertexProgram
._Overriden
!= flag
) {
598 ctx
->VertexProgram
._Overriden
= flag
;
600 /* Set one of the bits which will trigger fragment program
603 ctx
->NewState
|= _NEW_ARRAY
;