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.
40 #include "ffvertex_prog.h"
41 #include "framebuffer.h"
45 #include "program/program.h"
46 #include "program/prog_parameter.h"
47 #include "shaderobj.h"
50 #include "texenvprogram.h"
57 update_separate_specular(struct gl_context
*ctx
)
59 if (_mesa_need_secondary_color(ctx
))
60 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
62 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
67 * Update the following fields:
68 * ctx->VertexProgram._Enabled
69 * ctx->FragmentProgram._Enabled
70 * ctx->ATIFragmentShader._Enabled
71 * This needs to be done before texture state validation.
74 update_program_enables(struct gl_context
*ctx
)
76 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
77 * program is enabled AND valid. Similarly for ATI fragment shaders.
78 * GLSL shaders not relevant here.
80 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
81 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
82 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
83 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
84 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
85 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
91 * to the current/active programs. Then call ctx->Driver.BindProgram() to
92 * tell the driver which programs to use.
94 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
95 * programs or programs derived from fixed-function state.
97 * This function needs to be called after texture state validation in case
98 * we're generating a fragment program from fixed-function texture state.
100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
101 * or fragment program is being used.
104 update_program(struct gl_context
*ctx
)
106 const struct gl_shader_program
*vsProg
= ctx
->Shader
.CurrentVertexProgram
;
107 const struct gl_shader_program
*gsProg
= ctx
->Shader
.CurrentGeometryProgram
;
108 struct gl_shader_program
*fsProg
= ctx
->Shader
.CurrentFragmentProgram
;
109 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
110 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
111 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
112 GLbitfield new_state
= 0x0;
115 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
116 * pointers to the programs that should be used for rendering. If either
117 * is NULL, use fixed-function code paths.
119 * These programs may come from several sources. The priority is as
121 * 1. OpenGL 2.0/ARB vertex/fragment shaders
122 * 2. ARB/NV vertex/fragment programs
123 * 3. Programs derived from fixed-function state.
125 * Note: it's possible for a vertex shader to get used with a fragment
126 * program (and vice versa) here, but in practice that shouldn't ever
127 * come up, or matter.
130 if (fsProg
&& fsProg
->LinkStatus
131 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
132 /* Use GLSL fragment shader */
133 _mesa_reference_shader_program(ctx
,
134 &ctx
->Shader
._CurrentFragmentProgram
,
136 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
137 (struct gl_fragment_program
*)
138 fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
140 else if (ctx
->FragmentProgram
._Enabled
) {
141 /* Use user-defined fragment program */
142 _mesa_reference_shader_program(ctx
,
143 &ctx
->Shader
._CurrentFragmentProgram
,
145 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
146 ctx
->FragmentProgram
.Current
);
148 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
149 /* Use fragment program generated from fixed-function state */
150 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
152 _mesa_reference_shader_program(ctx
,
153 &ctx
->Shader
._CurrentFragmentProgram
,
155 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
156 (struct gl_fragment_program
*)
157 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
160 /* No fragment program */
161 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
164 if (gsProg
&& gsProg
->LinkStatus
165 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
166 /* Use GLSL geometry shader */
167 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
168 (struct gl_geometry_program
*)
169 gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
);
171 /* No geometry program */
172 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
175 /* Examine vertex program after fragment program as
176 * _mesa_get_fixed_func_vertex_program() needs to know active
179 if (vsProg
&& vsProg
->LinkStatus
180 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
181 /* Use GLSL vertex shader */
182 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
183 (struct gl_vertex_program
*)
184 vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
);
186 else if (ctx
->VertexProgram
._Enabled
) {
187 /* Use user-defined vertex program */
188 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
189 ctx
->VertexProgram
.Current
);
191 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
192 /* Use vertex program generated from fixed-function state */
193 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
194 _mesa_get_fixed_func_vertex_program(ctx
));
195 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
196 ctx
->VertexProgram
._Current
);
199 /* no vertex program */
200 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
203 /* Let the driver know what's happening:
205 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
206 new_state
|= _NEW_PROGRAM
;
207 if (ctx
->Driver
.BindProgram
) {
208 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
209 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
213 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
214 new_state
|= _NEW_PROGRAM
;
215 if (ctx
->Driver
.BindProgram
) {
216 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
217 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
221 if (ctx
->VertexProgram
._Current
!= prevVP
) {
222 new_state
|= _NEW_PROGRAM
;
223 if (ctx
->Driver
.BindProgram
) {
224 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
225 (struct gl_program
*) ctx
->VertexProgram
._Current
);
234 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
237 update_program_constants(struct gl_context
*ctx
)
239 GLbitfield new_state
= 0x0;
241 if (ctx
->FragmentProgram
._Current
) {
242 const struct gl_program_parameter_list
*params
=
243 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
244 if (params
&& params
->StateFlags
& ctx
->NewState
) {
245 new_state
|= _NEW_PROGRAM_CONSTANTS
;
249 if (ctx
->GeometryProgram
._Current
) {
250 const struct gl_program_parameter_list
*params
=
251 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
252 /*FIXME: StateFlags is always 0 because we have unnamed constant
253 * not state changes */
254 if (params
/*&& params->StateFlags & ctx->NewState*/) {
255 new_state
|= _NEW_PROGRAM_CONSTANTS
;
259 if (ctx
->VertexProgram
._Current
) {
260 const struct gl_program_parameter_list
*params
=
261 ctx
->VertexProgram
._Current
->Base
.Parameters
;
262 if (params
&& params
->StateFlags
& ctx
->NewState
) {
263 new_state
|= _NEW_PROGRAM_CONSTANTS
;
274 update_viewport_matrix(struct gl_context
*ctx
)
276 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
278 ASSERT(depthMax
> 0);
280 /* Compute scale and bias values. This is really driver-specific
281 * and should be maintained elsewhere if at all.
282 * NOTE: RasterPos uses this.
284 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
285 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
286 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
287 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
293 * Update derived multisample state.
296 update_multisample(struct gl_context
*ctx
)
298 ctx
->Multisample
._Enabled
= GL_FALSE
;
299 if (ctx
->Multisample
.Enabled
&&
301 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
302 ctx
->Multisample
._Enabled
= GL_TRUE
;
307 * Update the ctx->Color._ClampFragmentColor field
310 update_clamp_fragment_color(struct gl_context
*ctx
)
312 if (ctx
->Color
.ClampFragmentColor
== GL_FIXED_ONLY_ARB
)
313 ctx
->Color
._ClampFragmentColor
=
314 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
316 ctx
->Color
._ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
321 * Update the ctx->Color._ClampVertexColor field
324 update_clamp_vertex_color(struct gl_context
*ctx
)
326 if (ctx
->Light
.ClampVertexColor
== GL_FIXED_ONLY_ARB
)
327 ctx
->Light
._ClampVertexColor
=
328 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
330 ctx
->Light
._ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
335 * Update the ctx->Color._ClampReadColor field
338 update_clamp_read_color(struct gl_context
*ctx
)
340 if (ctx
->Color
.ClampReadColor
== GL_FIXED_ONLY_ARB
)
341 ctx
->Color
._ClampReadColor
=
342 !ctx
->ReadBuffer
|| !ctx
->ReadBuffer
->Visual
.floatMode
;
344 ctx
->Color
._ClampReadColor
= ctx
->Color
.ClampReadColor
;
348 * Update the ctx->VertexProgram._TwoSideEnabled flag.
351 update_twoside(struct gl_context
*ctx
)
353 if (ctx
->Shader
.CurrentVertexProgram
||
354 ctx
->VertexProgram
._Enabled
) {
355 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
357 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
358 ctx
->Light
.Model
.TwoSide
);
364 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
365 * in ctx->_TriangleCaps if needed.
368 update_polygon(struct gl_context
*ctx
)
370 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
372 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
373 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
375 if ( ctx
->Polygon
.OffsetPoint
376 || ctx
->Polygon
.OffsetLine
377 || ctx
->Polygon
.OffsetFill
)
378 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
383 * Update the ctx->_TriangleCaps bitfield.
384 * XXX that bitfield should really go away someday!
385 * This function must be called after other update_*() functions since
386 * there are dependencies on some other derived values.
390 update_tricaps(struct gl_context
*ctx
, GLbitfield new_state
)
392 ctx
->_TriangleCaps
= 0;
397 if (1/*new_state & _NEW_POINT*/) {
398 if (ctx
->Point
.SmoothFlag
)
399 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
400 if (ctx
->Point
._Attenuated
)
401 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
407 if (1/*new_state & _NEW_LINE*/) {
408 if (ctx
->Line
.SmoothFlag
)
409 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
410 if (ctx
->Line
.StippleFlag
)
411 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
417 if (1/*new_state & _NEW_POLYGON*/) {
418 if (ctx
->Polygon
.SmoothFlag
)
419 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
420 if (ctx
->Polygon
.StippleFlag
)
421 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
422 if (ctx
->Polygon
.FrontMode
!= GL_FILL
423 || ctx
->Polygon
.BackMode
!= GL_FILL
)
424 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
425 if (ctx
->Polygon
.CullFlag
426 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
427 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
428 if (ctx
->Polygon
.OffsetPoint
||
429 ctx
->Polygon
.OffsetLine
||
430 ctx
->Polygon
.OffsetFill
)
431 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
435 * Lighting and shading
437 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
438 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
439 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
440 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
441 if (_mesa_need_secondary_color(ctx
))
442 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
447 if (ctx
->Stencil
._TestTwoSide
)
448 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
454 * Compute derived GL state.
455 * If __struct gl_contextRec::NewState is non-zero then this function \b must
456 * be called before rendering anything.
458 * Calls dd_function_table::UpdateState to perform any internal state
459 * management necessary.
461 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
462 * _mesa_update_buffer_bounds(),
463 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
466 _mesa_update_state_locked( struct gl_context
*ctx
)
468 GLbitfield new_state
= ctx
->NewState
;
469 GLbitfield prog_flags
= _NEW_PROGRAM
;
470 GLbitfield new_prog_state
= 0x0;
472 if (new_state
== _NEW_CURRENT_ATTRIB
)
475 if (MESA_VERBOSE
& VERBOSE_STATE
)
476 _mesa_print_state("_mesa_update_state", new_state
);
478 /* Determine which state flags effect vertex/fragment program state */
479 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
480 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
481 _NEW_ARRAY
| _NEW_LIGHT
| _NEW_POINT
| _NEW_RENDERMODE
|
482 _NEW_PROGRAM
| _NEW_FRAG_CLAMP
| _NEW_COLOR
);
484 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
485 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
486 _NEW_TRANSFORM
| _NEW_POINT
|
487 _NEW_FOG
| _NEW_LIGHT
|
488 _MESA_NEW_NEED_EYE_COORDS
);
492 * Now update derived state info
495 if (new_state
& prog_flags
)
496 update_program_enables( ctx
);
498 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
499 _mesa_update_modelview_project( ctx
, new_state
);
501 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
502 _mesa_update_texture( ctx
, new_state
);
504 if (new_state
& _NEW_BUFFERS
)
505 _mesa_update_framebuffer(ctx
);
507 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
508 _mesa_update_draw_buffer_bounds( ctx
);
510 if (new_state
& _NEW_POLYGON
)
511 update_polygon( ctx
);
513 if (new_state
& _NEW_LIGHT
)
514 _mesa_update_lighting( ctx
);
516 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
517 update_twoside( ctx
);
519 if (new_state
& (_NEW_LIGHT
| _NEW_BUFFERS
))
520 update_clamp_vertex_color(ctx
);
522 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
523 _mesa_update_stencil( ctx
);
525 if (new_state
& _NEW_PIXEL
)
526 _mesa_update_pixel( ctx
, new_state
);
528 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
529 update_separate_specular( ctx
);
531 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
532 update_viewport_matrix(ctx
);
534 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
535 update_multisample( ctx
);
537 if (new_state
& (_NEW_COLOR
| _NEW_BUFFERS
))
538 update_clamp_read_color(ctx
);
540 if(new_state
& (_NEW_FRAG_CLAMP
| _NEW_BUFFERS
))
541 update_clamp_fragment_color(ctx
);
544 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
545 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
546 update_tricaps( ctx
, new_state
);
549 /* ctx->_NeedEyeCoords is now up to date.
551 * If the truth value of this variable has changed, update for the
552 * new lighting space and recompute the positions of lights and the
555 * If the lighting space hasn't changed, may still need to recompute
556 * light positions & normal transforms for other reasons.
558 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
559 _mesa_update_tnl_spaces( ctx
, new_state
);
561 if (new_state
& prog_flags
) {
562 /* When we generate programs from fixed-function vertex/fragment state
563 * this call may generate/bind a new program. If so, we need to
564 * propogate the _NEW_PROGRAM flag to the driver.
566 new_prog_state
|= update_program( ctx
);
569 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
570 _mesa_update_array_object_max_element(ctx
, ctx
->Array
.ArrayObj
);
573 new_prog_state
|= update_program_constants(ctx
);
576 * Give the driver a chance to act upon the new_state flags.
577 * The driver might plug in different span functions, for example.
578 * Also, this is where the driver can invalidate the state of any
579 * active modules (such as swrast_setup, swrast, tnl, etc).
581 * Set ctx->NewState to zero to avoid recursion if
582 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
584 new_state
= ctx
->NewState
| new_prog_state
;
586 ctx
->Driver
.UpdateState(ctx
, new_state
);
587 ctx
->Array
.NewState
= 0;
588 if (!ctx
->Array
.RebindArrays
)
589 ctx
->Array
.RebindArrays
= (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
)) != 0;
593 /* This is the usual entrypoint for state updates:
596 _mesa_update_state( struct gl_context
*ctx
)
598 _mesa_lock_context_textures(ctx
);
599 _mesa_update_state_locked(ctx
);
600 _mesa_unlock_context_textures(ctx
);
607 * Want to figure out which fragment program inputs are actually
608 * constant/current values from ctx->Current. These should be
609 * referenced as a tracked state variable rather than a fragment
610 * program input, to save the overhead of putting a constant value in
611 * every submitted vertex, transferring it to hardware, interpolating
612 * it across the triangle, etc...
614 * When there is a VP bound, just use vp->outputs. But when we're
615 * generating vp from fixed function state, basically want to
618 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
619 * potential_vp_outputs )
621 * Where potential_vp_outputs is calculated by looking at enabled
624 * The generated fragment program should then only declare inputs that
625 * may vary or otherwise differ from the ctx->Current values.
626 * Otherwise, the fp should track them as state values instead.
629 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
630 GLbitfield64 varying_inputs
)
632 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
633 ctx
->varying_vp_inputs
= varying_inputs
;
634 ctx
->NewState
|= _NEW_ARRAY
;
635 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
641 * Used by drivers to tell core Mesa that the driver is going to
642 * install/ use its own vertex program. In particular, this will
643 * prevent generated fragment programs from using state vars instead
644 * of ordinary varyings/inputs.
647 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
649 if (ctx
->VertexProgram
._Overriden
!= flag
) {
650 ctx
->VertexProgram
._Overriden
= flag
;
652 /* Set one of the bits which will trigger fragment program
655 ctx
->NewState
|= _NEW_PROGRAM
;