mesa: Don't use newlocale on Haiku
[mesa.git] / src / mesa / main / state.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25
26 /**
27 * \file state.c
28 * State management.
29 *
30 * This file manages recalculation of derived values in struct gl_context.
31 */
32
33
34 #include "glheader.h"
35 #include "mtypes.h"
36 #include "arrayobj.h"
37 #include "context.h"
38 #include "debug.h"
39 #include "macros.h"
40 #include "ffvertex_prog.h"
41 #include "framebuffer.h"
42 #include "light.h"
43 #include "matrix.h"
44 #include "pixel.h"
45 #include "program/program.h"
46 #include "program/prog_parameter.h"
47 #include "shaderobj.h"
48 #include "state.h"
49 #include "stencil.h"
50 #include "texenvprogram.h"
51 #include "texobj.h"
52 #include "texstate.h"
53 #include "varray.h"
54
55
56 static void
57 update_separate_specular(struct gl_context *ctx)
58 {
59 if (_mesa_need_secondary_color(ctx))
60 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
61 else
62 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
63 }
64
65
66 /**
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.
72 */
73 static void
74 update_program_enables(struct gl_context *ctx)
75 {
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.
79 */
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];
86 }
87
88
89 /**
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.
93 *
94 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
95 * programs or programs derived from fixed-function state.
96 *
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.
99 *
100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
101 * or fragment program is being used.
102 */
103 static GLbitfield
104 update_program(struct gl_context *ctx)
105 {
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;
113
114 /*
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.
118 *
119 * These programs may come from several sources. The priority is as
120 * follows:
121 * 1. OpenGL 2.0/ARB vertex/fragment shaders
122 * 2. ARB/NV vertex/fragment programs
123 * 3. Programs derived from fixed-function state.
124 *
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.
128 */
129
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,
135 fsProg);
136 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
137 (struct gl_fragment_program *)
138 fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
139 }
140 else if (ctx->FragmentProgram._Enabled) {
141 /* Use user-defined fragment program */
142 _mesa_reference_shader_program(ctx,
143 &ctx->Shader._CurrentFragmentProgram,
144 NULL);
145 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
146 ctx->FragmentProgram.Current);
147 }
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);
151
152 _mesa_reference_shader_program(ctx,
153 &ctx->Shader._CurrentFragmentProgram,
154 f);
155 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
156 (struct gl_fragment_program *)
157 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
158 }
159 else {
160 /* No fragment program */
161 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
162 }
163
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);
170 } else {
171 /* No geometry program */
172 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
173 }
174
175 /* Examine vertex program after fragment program as
176 * _mesa_get_fixed_func_vertex_program() needs to know active
177 * fragprog inputs.
178 */
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);
185 }
186 else if (ctx->VertexProgram._Enabled) {
187 /* Use user-defined vertex program */
188 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
189 ctx->VertexProgram.Current);
190 }
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);
197 }
198 else {
199 /* no vertex program */
200 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
201 }
202
203 /* Let the driver know what's happening:
204 */
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);
210 }
211 }
212
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);
218 }
219 }
220
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);
226 }
227 }
228
229 return new_state;
230 }
231
232
233 /**
234 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
235 */
236 static GLbitfield
237 update_program_constants(struct gl_context *ctx)
238 {
239 GLbitfield new_state = 0x0;
240
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;
246 }
247 }
248
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;
256 }
257 }
258
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;
264 }
265 }
266
267 return new_state;
268 }
269
270
271
272
273 static void
274 update_viewport_matrix(struct gl_context *ctx)
275 {
276 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
277
278 ASSERT(depthMax > 0);
279
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.
283 */
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,
288 depthMax);
289 }
290
291
292 /**
293 * Update derived multisample state.
294 */
295 static void
296 update_multisample(struct gl_context *ctx)
297 {
298 ctx->Multisample._Enabled = GL_FALSE;
299 if (ctx->Multisample.Enabled &&
300 ctx->DrawBuffer &&
301 ctx->DrawBuffer->Visual.sampleBuffers)
302 ctx->Multisample._Enabled = GL_TRUE;
303 }
304
305
306 /**
307 * Update the ctx->Color._ClampFragmentColor field
308 */
309 static void
310 update_clamp_fragment_color(struct gl_context *ctx)
311 {
312 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
313 ctx->Color._ClampFragmentColor =
314 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
315 else
316 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
317 }
318
319
320 /**
321 * Update the ctx->Color._ClampVertexColor field
322 */
323 static void
324 update_clamp_vertex_color(struct gl_context *ctx)
325 {
326 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
327 ctx->Light._ClampVertexColor =
328 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
329 else
330 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
331 }
332
333
334 /**
335 * Update the ctx->Color._ClampReadColor field
336 */
337 static void
338 update_clamp_read_color(struct gl_context *ctx)
339 {
340 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
341 ctx->Color._ClampReadColor =
342 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
343 else
344 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
345 }
346
347 /**
348 * Update the ctx->VertexProgram._TwoSideEnabled flag.
349 */
350 static void
351 update_twoside(struct gl_context *ctx)
352 {
353 if (ctx->Shader.CurrentVertexProgram ||
354 ctx->VertexProgram._Enabled) {
355 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
356 } else {
357 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
358 ctx->Light.Model.TwoSide);
359 }
360 }
361
362
363 /*
364 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
365 * in ctx->_TriangleCaps if needed.
366 */
367 static void
368 update_polygon(struct gl_context *ctx)
369 {
370 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
371
372 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
373 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
374
375 if ( ctx->Polygon.OffsetPoint
376 || ctx->Polygon.OffsetLine
377 || ctx->Polygon.OffsetFill)
378 ctx->_TriangleCaps |= DD_TRI_OFFSET;
379 }
380
381
382 /**
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.
387 */
388 #if 0
389 static void
390 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
391 {
392 ctx->_TriangleCaps = 0;
393
394 /*
395 * Points
396 */
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;
402 }
403
404 /*
405 * Lines
406 */
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;
412 }
413
414 /*
415 * Polygons
416 */
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;
432 }
433
434 /*
435 * Lighting and shading
436 */
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;
443
444 /*
445 * Stencil
446 */
447 if (ctx->Stencil._TestTwoSide)
448 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
449 }
450 #endif
451
452
453 /**
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.
457 *
458 * Calls dd_function_table::UpdateState to perform any internal state
459 * management necessary.
460 *
461 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
462 * _mesa_update_buffer_bounds(),
463 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
464 */
465 void
466 _mesa_update_state_locked( struct gl_context *ctx )
467 {
468 GLbitfield new_state = ctx->NewState;
469 GLbitfield prog_flags = _NEW_PROGRAM;
470 GLbitfield new_prog_state = 0x0;
471
472 if (new_state == _NEW_CURRENT_ATTRIB)
473 goto out;
474
475 if (MESA_VERBOSE & VERBOSE_STATE)
476 _mesa_print_state("_mesa_update_state", new_state);
477
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);
483 }
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);
489 }
490
491 /*
492 * Now update derived state info
493 */
494
495 if (new_state & prog_flags)
496 update_program_enables( ctx );
497
498 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
499 _mesa_update_modelview_project( ctx, new_state );
500
501 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
502 _mesa_update_texture( ctx, new_state );
503
504 if (new_state & _NEW_BUFFERS)
505 _mesa_update_framebuffer(ctx);
506
507 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
508 _mesa_update_draw_buffer_bounds( ctx );
509
510 if (new_state & _NEW_POLYGON)
511 update_polygon( ctx );
512
513 if (new_state & _NEW_LIGHT)
514 _mesa_update_lighting( ctx );
515
516 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
517 update_twoside( ctx );
518
519 if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
520 update_clamp_vertex_color(ctx);
521
522 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
523 _mesa_update_stencil( ctx );
524
525 if (new_state & _NEW_PIXEL)
526 _mesa_update_pixel( ctx, new_state );
527
528 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
529 update_separate_specular( ctx );
530
531 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
532 update_viewport_matrix(ctx);
533
534 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
535 update_multisample( ctx );
536
537 if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
538 update_clamp_read_color(ctx);
539
540 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
541 update_clamp_fragment_color(ctx);
542
543 #if 0
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 );
547 #endif
548
549 /* ctx->_NeedEyeCoords is now up to date.
550 *
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
553 * normal transform.
554 *
555 * If the lighting space hasn't changed, may still need to recompute
556 * light positions & normal transforms for other reasons.
557 */
558 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
559 _mesa_update_tnl_spaces( ctx, new_state );
560
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.
565 */
566 new_prog_state |= update_program( ctx );
567 }
568
569 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
570 _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj);
571
572 out:
573 new_prog_state |= update_program_constants(ctx);
574
575 /*
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).
580 *
581 * Set ctx->NewState to zero to avoid recursion if
582 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
583 */
584 new_state = ctx->NewState | new_prog_state;
585 ctx->NewState = 0;
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;
590 }
591
592
593 /* This is the usual entrypoint for state updates:
594 */
595 void
596 _mesa_update_state( struct gl_context *ctx )
597 {
598 _mesa_lock_context_textures(ctx);
599 _mesa_update_state_locked(ctx);
600 _mesa_unlock_context_textures(ctx);
601 }
602
603
604
605
606 /**
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...
613 *
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
616 * calculate:
617 *
618 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
619 * potential_vp_outputs )
620 *
621 * Where potential_vp_outputs is calculated by looking at enabled
622 * texgen, etc.
623 *
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.
627 */
628 void
629 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
630 GLbitfield64 varying_inputs )
631 {
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);*/
636 }
637 }
638
639
640 /**
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.
645 */
646 void
647 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
648 {
649 if (ctx->VertexProgram._Overriden != flag) {
650 ctx->VertexProgram._Overriden = flag;
651
652 /* Set one of the bits which will trigger fragment program
653 * regeneration:
654 */
655 ctx->NewState |= _NEW_PROGRAM;
656 }
657 }