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 state dependent on vertex arrays.
58 update_arrays( GLcontext
*ctx
)
62 /* find min of _MaxElement values for all enabled arrays */
65 if (ctx
->VertexProgram
._Current
66 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
67 min
= ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]._MaxElement
;
69 else if (ctx
->Array
.ArrayObj
->Vertex
.Enabled
) {
70 min
= ctx
->Array
.ArrayObj
->Vertex
._MaxElement
;
73 /* can't draw anything without vertex positions! */
78 if (ctx
->VertexProgram
._Enabled
79 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
80 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]._MaxElement
);
82 /* no conventional vertex weight array */
85 if (ctx
->VertexProgram
._Enabled
86 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
87 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]._MaxElement
);
89 else if (ctx
->Array
.ArrayObj
->Normal
.Enabled
) {
90 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Normal
._MaxElement
);
94 if (ctx
->VertexProgram
._Enabled
95 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
96 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]._MaxElement
);
98 else if (ctx
->Array
.ArrayObj
->Color
.Enabled
) {
99 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Color
._MaxElement
);
103 if (ctx
->VertexProgram
._Enabled
104 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
105 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]._MaxElement
);
107 else if (ctx
->Array
.ArrayObj
->SecondaryColor
.Enabled
) {
108 min
= MIN2(min
, ctx
->Array
.ArrayObj
->SecondaryColor
._MaxElement
);
112 if (ctx
->VertexProgram
._Enabled
113 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
114 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]._MaxElement
);
116 else if (ctx
->Array
.ArrayObj
->FogCoord
.Enabled
) {
117 min
= MIN2(min
, ctx
->Array
.ArrayObj
->FogCoord
._MaxElement
);
121 if (ctx
->VertexProgram
._Enabled
122 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
123 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]._MaxElement
);
125 else if (ctx
->Array
.ArrayObj
->Index
.Enabled
) {
126 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Index
._MaxElement
);
131 if (ctx
->VertexProgram
._Enabled
132 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
133 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]._MaxElement
);
137 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
138 if (ctx
->VertexProgram
._Enabled
139 && ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
140 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
142 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
143 && ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
144 min
= MIN2(min
, ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]._MaxElement
);
149 if (ctx
->VertexProgram
._Current
) {
150 for (i
= VERT_ATTRIB_GENERIC0
; i
< VERT_ATTRIB_MAX
; i
++) {
151 if (ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
152 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
157 if (ctx
->Array
.ArrayObj
->EdgeFlag
.Enabled
) {
158 min
= MIN2(min
, ctx
->Array
.ArrayObj
->EdgeFlag
._MaxElement
);
161 /* _MaxElement is one past the last legal array element */
162 ctx
->Array
._MaxElement
= min
;
167 update_program(GLcontext
*ctx
)
169 const struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
170 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
171 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
173 /* These _Enabled flags indicate if the program is enabled AND valid. */
174 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
175 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
176 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
177 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
178 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
179 && ctx
->ATIFragmentShader
.Current
->Instructions
;
182 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
183 * pointers to the programs that should be enabled/used. These will only
184 * be NULL if we need to use the fixed-function code.
186 * These programs may come from several sources. The priority is as
188 * 1. OpenGL 2.0/ARB vertex/fragment shaders
189 * 2. ARB/NV vertex/fragment programs
190 * 3. Programs derived from fixed-function state.
192 * Note: it's possible for a vertex shader to get used with a fragment
193 * program (and vice versa) here, but in practice that shouldn't ever
194 * come up, or matter.
201 /* XXX get rid of this someday? */
202 ctx
->FragmentProgram
._Active
= GL_FALSE
;
204 if (shProg
&& shProg
->LinkStatus
&& shProg
->FragmentProgram
) {
205 /* user-defined fragment shader */
206 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
207 shProg
->FragmentProgram
);
209 else if (ctx
->FragmentProgram
._Enabled
) {
210 /* use user-defined fragment program */
211 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
212 ctx
->FragmentProgram
.Current
);
214 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
215 /* fragment program generated from fixed-function state */
216 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
217 _mesa_get_fixed_func_fragment_program(ctx
));
218 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
219 ctx
->FragmentProgram
._Current
);
221 /* XXX get rid of this confusing stuff someday? */
222 ctx
->FragmentProgram
._Active
= ctx
->FragmentProgram
._Enabled
;
223 if (ctx
->FragmentProgram
._UseTexEnvProgram
)
224 ctx
->FragmentProgram
._Active
= GL_TRUE
;
227 /* no fragment program */
228 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
231 if (ctx
->FragmentProgram
._Current
!= prevFP
&& ctx
->Driver
.BindProgram
) {
232 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
233 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
240 /* XXX get rid of this someday? */
241 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
243 if (shProg
&& shProg
->LinkStatus
&& shProg
->VertexProgram
) {
244 /* user-defined vertex shader */
245 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
246 shProg
->VertexProgram
);
248 else if (ctx
->VertexProgram
._Enabled
) {
249 /* use user-defined vertex program */
250 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
251 ctx
->VertexProgram
.Current
);
253 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
254 /* vertex program generated from fixed-function state */
255 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
256 _mesa_get_fixed_func_vertex_program(ctx
));
257 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
258 ctx
->VertexProgram
._Current
);
261 /* no vertex program / used fixed-function code */
262 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
265 if (ctx
->VertexProgram
._Current
!= prevVP
&& ctx
->Driver
.BindProgram
) {
266 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
267 (struct gl_program
*) ctx
->VertexProgram
._Current
);
273 update_viewport_matrix(GLcontext
*ctx
)
275 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
277 ASSERT(depthMax
> 0);
279 /* Compute scale and bias values. This is really driver-specific
280 * and should be maintained elsewhere if at all.
281 * NOTE: RasterPos uses this.
283 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
284 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
285 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
286 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
292 * Update derived color/blend/logicop state.
295 update_color(GLcontext
*ctx
)
297 /* This is needed to support 1.1's RGB logic ops AND
298 * 1.0's blending logicops.
300 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
306 * Update the ctx->_TriangleCaps bitfield.
307 * XXX that bitfield should really go away someday!
308 * This function must be called after other update_*() functions since
309 * there are dependencies on some other derived values.
312 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
314 ctx
->_TriangleCaps
= 0;
319 if (1/*new_state & _NEW_POINT*/) {
320 if (ctx
->Point
.SmoothFlag
)
321 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
322 if (ctx
->Point
.Size
!= 1.0F
)
323 ctx
->_TriangleCaps
|= DD_POINT_SIZE
;
324 if (ctx
->Point
._Attenuated
)
325 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
331 if (1/*new_state & _NEW_LINE*/) {
332 if (ctx
->Line
.SmoothFlag
)
333 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
334 if (ctx
->Line
.StippleFlag
)
335 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
336 if (ctx
->Line
.Width
!= 1.0)
337 ctx
->_TriangleCaps
|= DD_LINE_WIDTH
;
343 if (1/*new_state & _NEW_POLYGON*/) {
344 if (ctx
->Polygon
.SmoothFlag
)
345 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
346 if (ctx
->Polygon
.StippleFlag
)
347 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
348 if (ctx
->Polygon
.FrontMode
!= GL_FILL
349 || ctx
->Polygon
.BackMode
!= GL_FILL
)
350 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
351 if (ctx
->Polygon
.CullFlag
352 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
353 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
354 if (ctx
->Polygon
.OffsetPoint
||
355 ctx
->Polygon
.OffsetLine
||
356 ctx
->Polygon
.OffsetFill
)
357 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
361 * Lighting and shading
363 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
364 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
365 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
366 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
367 if (NEED_SECONDARY_COLOR(ctx
))
368 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
373 if (ctx
->Stencil
._TestTwoSide
)
374 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
379 * Compute derived GL state.
380 * If __GLcontextRec::NewState is non-zero then this function \b must
381 * be called before rendering anything.
383 * Calls dd_function_table::UpdateState to perform any internal state
384 * management necessary.
386 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
387 * _mesa_update_buffer_bounds(),
388 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
391 _mesa_update_state_locked( GLcontext
*ctx
)
393 GLbitfield new_state
= ctx
->NewState
;
394 GLbitfield prog_flags
= _NEW_PROGRAM
;
396 if (MESA_VERBOSE
& VERBOSE_STATE
)
397 _mesa_print_state("_mesa_update_state", new_state
);
399 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
400 _mesa_update_modelview_project( ctx
, new_state
);
402 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
403 _mesa_update_texture( ctx
, new_state
);
405 if (new_state
& _NEW_BUFFERS
)
406 _mesa_update_framebuffer(ctx
);
408 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
409 _mesa_update_draw_buffer_bounds( ctx
);
411 if (new_state
& _NEW_LIGHT
)
412 _mesa_update_lighting( ctx
);
414 if (new_state
& _NEW_STENCIL
)
415 _mesa_update_stencil( ctx
);
417 #if FEATURE_pixel_transfer
418 if (new_state
& _IMAGE_NEW_TRANSFER_STATE
)
419 _mesa_update_pixel( ctx
, new_state
);
422 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
))
423 update_arrays( ctx
);
425 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
426 update_viewport_matrix(ctx
);
428 if (new_state
& _NEW_COLOR
)
431 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
432 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
433 update_tricaps( ctx
, new_state
);
435 /* ctx->_NeedEyeCoords is now up to date.
437 * If the truth value of this variable has changed, update for the
438 * new lighting space and recompute the positions of lights and the
441 * If the lighting space hasn't changed, may still need to recompute
442 * light positions & normal transforms for other reasons.
444 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
445 _mesa_update_tnl_spaces( ctx
, new_state
);
447 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
448 prog_flags
|= (_NEW_TEXTURE
| _NEW_FOG
| _DD_NEW_SEPARATE_SPECULAR
);
450 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
451 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
452 _NEW_TRANSFORM
| _NEW_POINT
|
453 _NEW_FOG
| _NEW_LIGHT
|
454 _MESA_NEW_NEED_EYE_COORDS
);
456 if (new_state
& prog_flags
)
457 update_program( ctx
);
462 * Give the driver a chance to act upon the new_state flags.
463 * The driver might plug in different span functions, for example.
464 * Also, this is where the driver can invalidate the state of any
465 * active modules (such as swrast_setup, swrast, tnl, etc).
467 * Set ctx->NewState to zero to avoid recursion if
468 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
470 new_state
= ctx
->NewState
;
472 ctx
->Driver
.UpdateState(ctx
, new_state
);
473 ctx
->Array
.NewState
= 0;
477 /* This is the usual entrypoint for state updates:
480 _mesa_update_state( GLcontext
*ctx
)
482 _mesa_lock_context_textures(ctx
);
483 _mesa_update_state_locked(ctx
);
484 _mesa_unlock_context_textures(ctx
);