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 struct gl_context.
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
44 #include "program/program.h"
45 #include "program/prog_parameter.h"
48 #include "texenvprogram.h"
54 update_separate_specular(struct gl_context
*ctx
)
56 if (_mesa_need_secondary_color(ctx
))
57 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
59 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
64 * Compute the index of the last array element that can be safely accessed
65 * in a vertex array. We can really only do this when the array lives in
67 * The array->_MaxElement field will be updated.
68 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
71 compute_max_element(struct gl_client_array
*array
)
73 assert(array
->Enabled
);
74 if (array
->BufferObj
->Name
) {
75 GLsizeiptrARB offset
= (GLsizeiptrARB
) array
->Ptr
;
76 GLsizeiptrARB obj_size
= (GLsizeiptrARB
) array
->BufferObj
->Size
;
78 if (offset
< obj_size
) {
79 array
->_MaxElement
= (obj_size
- offset
+
81 array
->_ElementSize
) / array
->StrideB
;
83 array
->_MaxElement
= 0;
87 /* user-space array, no idea how big it is */
88 array
->_MaxElement
= 2 * 1000 * 1000 * 1000; /* just a big number */
94 * Helper for update_arrays().
95 * \return min(current min, array->_MaxElement).
98 update_min(GLuint min
, struct gl_client_array
*array
)
100 compute_max_element(array
);
101 return MIN2(min
, array
->_MaxElement
);
106 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
107 * Need to do this upon new array state or new buffer object state.
110 update_arrays( struct gl_context
*ctx
)
112 struct gl_array_object
*arrayObj
= ctx
->Array
.ArrayObj
;
115 /* find min of _MaxElement values for all enabled arrays */
118 if (ctx
->VertexProgram
._Current
119 && arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
120 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]);
122 else if (arrayObj
->Vertex
.Enabled
) {
123 min
= update_min(min
, &arrayObj
->Vertex
);
127 if (ctx
->VertexProgram
._Enabled
128 && arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
129 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]);
131 /* no conventional vertex weight array */
134 if (ctx
->VertexProgram
._Enabled
135 && arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
136 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]);
138 else if (arrayObj
->Normal
.Enabled
) {
139 min
= update_min(min
, &arrayObj
->Normal
);
143 if (ctx
->VertexProgram
._Enabled
144 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
145 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]);
147 else if (arrayObj
->Color
.Enabled
) {
148 min
= update_min(min
, &arrayObj
->Color
);
152 if (ctx
->VertexProgram
._Enabled
153 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
154 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]);
156 else if (arrayObj
->SecondaryColor
.Enabled
) {
157 min
= update_min(min
, &arrayObj
->SecondaryColor
);
161 if (ctx
->VertexProgram
._Enabled
162 && arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
163 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]);
165 else if (arrayObj
->FogCoord
.Enabled
) {
166 min
= update_min(min
, &arrayObj
->FogCoord
);
170 if (ctx
->VertexProgram
._Enabled
171 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
172 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]);
174 else if (arrayObj
->Index
.Enabled
) {
175 min
= update_min(min
, &arrayObj
->Index
);
179 if (ctx
->VertexProgram
._Enabled
180 && arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
181 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]);
185 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
186 if (ctx
->VertexProgram
._Enabled
187 && arrayObj
->VertexAttrib
[i
].Enabled
) {
188 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
190 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
191 && arrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
192 min
= update_min(min
, &arrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]);
197 if (ctx
->VertexProgram
._Current
) {
198 for (i
= 0; i
< Elements(arrayObj
->VertexAttrib
); i
++) {
199 if (arrayObj
->VertexAttrib
[i
].Enabled
) {
200 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
205 if (arrayObj
->EdgeFlag
.Enabled
) {
206 min
= update_min(min
, &arrayObj
->EdgeFlag
);
209 /* _MaxElement is one past the last legal array element */
210 arrayObj
->_MaxElement
= min
;
215 * Update the following fields:
216 * ctx->VertexProgram._Enabled
217 * ctx->FragmentProgram._Enabled
218 * ctx->ATIFragmentShader._Enabled
219 * This needs to be done before texture state validation.
222 update_program_enables(struct gl_context
*ctx
)
224 /* These _Enabled flags indicate if the program is enabled AND valid. */
225 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
226 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
227 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
228 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
229 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
230 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
235 * Update vertex/fragment program state. In particular, update these fields:
236 * ctx->VertexProgram._Current
237 * ctx->VertexProgram._TnlProgram,
238 * These point to the highest priority enabled vertex/fragment program or are
239 * NULL if fixed-function processing is to be done.
241 * This function needs to be called after texture state validation in case
242 * we're generating a fragment program from fixed-function texture state.
244 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
245 * or fragment program is being used.
248 update_program(struct gl_context
*ctx
)
250 const struct gl_shader_program
*vsProg
= ctx
->Shader
.CurrentVertexProgram
;
251 const struct gl_shader_program
*gsProg
= ctx
->Shader
.CurrentGeometryProgram
;
252 const struct gl_shader_program
*fsProg
= ctx
->Shader
.CurrentFragmentProgram
;
253 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
254 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
255 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
256 GLbitfield new_state
= 0x0;
259 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
260 * pointers to the programs that should be used for rendering. If either
261 * is NULL, use fixed-function code paths.
263 * These programs may come from several sources. The priority is as
265 * 1. OpenGL 2.0/ARB vertex/fragment shaders
266 * 2. ARB/NV vertex/fragment programs
267 * 3. Programs derived from fixed-function state.
269 * Note: it's possible for a vertex shader to get used with a fragment
270 * program (and vice versa) here, but in practice that shouldn't ever
271 * come up, or matter.
274 if (fsProg
&& fsProg
->LinkStatus
&& fsProg
->FragmentProgram
) {
275 /* Use shader programs */
276 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
277 fsProg
->FragmentProgram
);
279 else if (ctx
->FragmentProgram
._Enabled
) {
280 /* use user-defined fragment program */
281 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
282 ctx
->FragmentProgram
.Current
);
284 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
285 /* Use fragment program generated from fixed-function state.
287 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
289 _mesa_reference_shader_program(ctx
,
290 &ctx
->Shader
.CurrentFragmentProgram
, f
);
293 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
297 /* no fragment program */
298 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
301 if (gsProg
&& gsProg
->LinkStatus
&& gsProg
->GeometryProgram
) {
302 /* Use shader programs */
303 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
304 gsProg
->GeometryProgram
);
306 /* no fragment program */
307 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
310 /* Examine vertex program after fragment program as
311 * _mesa_get_fixed_func_vertex_program() needs to know active
314 if (vsProg
&& vsProg
->LinkStatus
&& vsProg
->VertexProgram
) {
315 /* Use shader programs */
316 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
317 vsProg
->VertexProgram
);
319 else if (ctx
->VertexProgram
._Enabled
) {
320 /* use user-defined vertex program */
321 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
322 ctx
->VertexProgram
.Current
);
324 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
325 /* Use vertex program generated from fixed-function state.
327 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
328 _mesa_get_fixed_func_vertex_program(ctx
));
329 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
330 ctx
->VertexProgram
._Current
);
333 /* no vertex program */
334 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
337 /* Let the driver know what's happening:
339 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
340 new_state
|= _NEW_PROGRAM
;
341 if (ctx
->Driver
.BindProgram
) {
342 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
343 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
347 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
348 new_state
|= _NEW_PROGRAM
;
349 if (ctx
->Driver
.BindProgram
) {
350 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
351 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
355 if (ctx
->VertexProgram
._Current
!= prevVP
) {
356 new_state
|= _NEW_PROGRAM
;
357 if (ctx
->Driver
.BindProgram
) {
358 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
359 (struct gl_program
*) ctx
->VertexProgram
._Current
);
368 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
371 update_program_constants(struct gl_context
*ctx
)
373 GLbitfield new_state
= 0x0;
375 if (ctx
->FragmentProgram
._Current
) {
376 const struct gl_program_parameter_list
*params
=
377 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
378 if (params
&& params
->StateFlags
& ctx
->NewState
) {
379 new_state
|= _NEW_PROGRAM_CONSTANTS
;
383 if (ctx
->GeometryProgram
._Current
) {
384 const struct gl_program_parameter_list
*params
=
385 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
386 /*FIXME: StateFlags is always 0 because we have unnamed constant
387 * not state changes */
388 if (params
/*&& params->StateFlags & ctx->NewState*/) {
389 new_state
|= _NEW_PROGRAM_CONSTANTS
;
393 if (ctx
->VertexProgram
._Current
) {
394 const struct gl_program_parameter_list
*params
=
395 ctx
->VertexProgram
._Current
->Base
.Parameters
;
396 if (params
&& params
->StateFlags
& ctx
->NewState
) {
397 new_state
|= _NEW_PROGRAM_CONSTANTS
;
408 update_viewport_matrix(struct gl_context
*ctx
)
410 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
412 ASSERT(depthMax
> 0);
414 /* Compute scale and bias values. This is really driver-specific
415 * and should be maintained elsewhere if at all.
416 * NOTE: RasterPos uses this.
418 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
419 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
420 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
421 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
427 * Update derived multisample state.
430 update_multisample(struct gl_context
*ctx
)
432 ctx
->Multisample
._Enabled
= GL_FALSE
;
433 if (ctx
->Multisample
.Enabled
&&
435 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
436 ctx
->Multisample
._Enabled
= GL_TRUE
;
441 * Update derived color/blend/logicop state.
444 update_color(struct gl_context
*ctx
)
446 /* This is needed to support 1.1's RGB logic ops AND
447 * 1.0's blending logicops.
449 ctx
->Color
._LogicOpEnabled
= _mesa_rgba_logicop_enabled(ctx
);
454 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
455 * in ctx->_TriangleCaps if needed.
458 update_polygon(struct gl_context
*ctx
)
460 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
462 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
463 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
465 if ( ctx
->Polygon
.OffsetPoint
466 || ctx
->Polygon
.OffsetLine
467 || ctx
->Polygon
.OffsetFill
)
468 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
473 * Update the ctx->_TriangleCaps bitfield.
474 * XXX that bitfield should really go away someday!
475 * This function must be called after other update_*() functions since
476 * there are dependencies on some other derived values.
480 update_tricaps(struct gl_context
*ctx
, GLbitfield new_state
)
482 ctx
->_TriangleCaps
= 0;
487 if (1/*new_state & _NEW_POINT*/) {
488 if (ctx
->Point
.SmoothFlag
)
489 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
490 if (ctx
->Point
._Attenuated
)
491 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
497 if (1/*new_state & _NEW_LINE*/) {
498 if (ctx
->Line
.SmoothFlag
)
499 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
500 if (ctx
->Line
.StippleFlag
)
501 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
507 if (1/*new_state & _NEW_POLYGON*/) {
508 if (ctx
->Polygon
.SmoothFlag
)
509 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
510 if (ctx
->Polygon
.StippleFlag
)
511 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
512 if (ctx
->Polygon
.FrontMode
!= GL_FILL
513 || ctx
->Polygon
.BackMode
!= GL_FILL
)
514 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
515 if (ctx
->Polygon
.CullFlag
516 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
517 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
518 if (ctx
->Polygon
.OffsetPoint
||
519 ctx
->Polygon
.OffsetLine
||
520 ctx
->Polygon
.OffsetFill
)
521 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
525 * Lighting and shading
527 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
528 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
529 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
530 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
531 if (_mesa_need_secondary_color(ctx
))
532 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
537 if (ctx
->Stencil
._TestTwoSide
)
538 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
544 * Compute derived GL state.
545 * If __struct gl_contextRec::NewState is non-zero then this function \b must
546 * be called before rendering anything.
548 * Calls dd_function_table::UpdateState to perform any internal state
549 * management necessary.
551 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
552 * _mesa_update_buffer_bounds(),
553 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
556 _mesa_update_state_locked( struct gl_context
*ctx
)
558 GLbitfield new_state
= ctx
->NewState
;
559 GLbitfield prog_flags
= _NEW_PROGRAM
;
560 GLbitfield new_prog_state
= 0x0;
562 if (new_state
== _NEW_CURRENT_ATTRIB
)
565 if (MESA_VERBOSE
& VERBOSE_STATE
)
566 _mesa_print_state("_mesa_update_state", new_state
);
568 /* Determine which state flags effect vertex/fragment program state */
569 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
570 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
571 _NEW_ARRAY
| _NEW_LIGHT
| _NEW_POINT
| _NEW_RENDERMODE
|
574 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
575 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
576 _NEW_TRANSFORM
| _NEW_POINT
|
577 _NEW_FOG
| _NEW_LIGHT
|
578 _MESA_NEW_NEED_EYE_COORDS
);
582 * Now update derived state info
585 if (new_state
& prog_flags
)
586 update_program_enables( ctx
);
588 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
589 _mesa_update_modelview_project( ctx
, new_state
);
591 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
592 _mesa_update_texture( ctx
, new_state
);
594 if (new_state
& _NEW_BUFFERS
)
595 _mesa_update_framebuffer(ctx
);
597 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
598 _mesa_update_draw_buffer_bounds( ctx
);
600 if (new_state
& _NEW_POLYGON
)
601 update_polygon( ctx
);
603 if (new_state
& _NEW_LIGHT
)
604 _mesa_update_lighting( ctx
);
606 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
607 _mesa_update_stencil( ctx
);
609 if (new_state
& _MESA_NEW_TRANSFER_STATE
)
610 _mesa_update_pixel( ctx
, new_state
);
612 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
613 update_separate_specular( ctx
);
615 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
616 update_viewport_matrix(ctx
);
618 if (new_state
& _NEW_MULTISAMPLE
)
619 update_multisample( ctx
);
621 if (new_state
& _NEW_COLOR
)
625 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
626 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
627 update_tricaps( ctx
, new_state
);
630 /* ctx->_NeedEyeCoords is now up to date.
632 * If the truth value of this variable has changed, update for the
633 * new lighting space and recompute the positions of lights and the
636 * If the lighting space hasn't changed, may still need to recompute
637 * light positions & normal transforms for other reasons.
639 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
640 _mesa_update_tnl_spaces( ctx
, new_state
);
642 if (new_state
& prog_flags
) {
643 /* When we generate programs from fixed-function vertex/fragment state
644 * this call may generate/bind a new program. If so, we need to
645 * propogate the _NEW_PROGRAM flag to the driver.
647 new_prog_state
|= update_program( ctx
);
650 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
651 update_arrays( ctx
);
654 new_prog_state
|= update_program_constants(ctx
);
657 * Give the driver a chance to act upon the new_state flags.
658 * The driver might plug in different span functions, for example.
659 * Also, this is where the driver can invalidate the state of any
660 * active modules (such as swrast_setup, swrast, tnl, etc).
662 * Set ctx->NewState to zero to avoid recursion if
663 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
665 new_state
= ctx
->NewState
| new_prog_state
;
667 ctx
->Driver
.UpdateState(ctx
, new_state
);
668 ctx
->Array
.NewState
= 0;
669 if (!ctx
->Array
.RebindArrays
)
670 ctx
->Array
.RebindArrays
= (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
)) != 0;
674 /* This is the usual entrypoint for state updates:
677 _mesa_update_state( struct gl_context
*ctx
)
679 _mesa_lock_context_textures(ctx
);
680 _mesa_update_state_locked(ctx
);
681 _mesa_unlock_context_textures(ctx
);
688 * Want to figure out which fragment program inputs are actually
689 * constant/current values from ctx->Current. These should be
690 * referenced as a tracked state variable rather than a fragment
691 * program input, to save the overhead of putting a constant value in
692 * every submitted vertex, transferring it to hardware, interpolating
693 * it across the triangle, etc...
695 * When there is a VP bound, just use vp->outputs. But when we're
696 * generating vp from fixed function state, basically want to
699 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
700 * potential_vp_outputs )
702 * Where potential_vp_outputs is calculated by looking at enabled
705 * The generated fragment program should then only declare inputs that
706 * may vary or otherwise differ from the ctx->Current values.
707 * Otherwise, the fp should track them as state values instead.
710 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
711 GLbitfield varying_inputs
)
713 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
714 ctx
->varying_vp_inputs
= varying_inputs
;
715 ctx
->NewState
|= _NEW_ARRAY
;
716 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
722 * Used by drivers to tell core Mesa that the driver is going to
723 * install/ use its own vertex program. In particular, this will
724 * prevent generated fragment programs from using state vars instead
725 * of ordinary varyings/inputs.
728 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
730 if (ctx
->VertexProgram
._Overriden
!= flag
) {
731 ctx
->VertexProgram
._Overriden
= flag
;
733 /* Set one of the bits which will trigger fragment program
736 ctx
->NewState
|= _NEW_PROGRAM
;