2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * 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"
59 * Update the following fields:
60 * ctx->VertexProgram._Enabled
61 * ctx->FragmentProgram._Enabled
62 * ctx->ATIFragmentShader._Enabled
63 * This needs to be done before texture state validation.
66 update_program_enables(struct gl_context
*ctx
)
68 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
69 * program is enabled AND valid. Similarly for ATI fragment shaders.
70 * GLSL shaders not relevant here.
72 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
73 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
74 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
75 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
76 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
77 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
82 * Update the ctx->*Program._Current pointers to point to the
83 * current/active programs. Then call ctx->Driver.BindProgram() to
84 * tell the driver which programs to use.
86 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
87 * programs or programs derived from fixed-function state.
89 * This function needs to be called after texture state validation in case
90 * we're generating a fragment program from fixed-function texture state.
92 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
93 * or fragment program is being used.
96 update_program(struct gl_context
*ctx
)
98 const struct gl_shader_program
*vsProg
=
99 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
100 const struct gl_shader_program
*tcsProg
=
101 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_CTRL
];
102 const struct gl_shader_program
*tesProg
=
103 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_EVAL
];
104 const struct gl_shader_program
*gsProg
=
105 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
106 struct gl_shader_program
*fsProg
=
107 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
108 const struct gl_shader_program
*csProg
=
109 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
110 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
111 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
112 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
113 const struct gl_tess_ctrl_program
*prevTCP
= ctx
->TessCtrlProgram
._Current
;
114 const struct gl_tess_eval_program
*prevTEP
= ctx
->TessEvalProgram
._Current
;
115 const struct gl_compute_program
*prevCP
= ctx
->ComputeProgram
._Current
;
116 GLbitfield new_state
= 0x0;
119 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
120 * pointers to the programs that should be used for rendering. If either
121 * is NULL, use fixed-function code paths.
123 * These programs may come from several sources. The priority is as
125 * 1. OpenGL 2.0/ARB vertex/fragment shaders
126 * 2. ARB/NV vertex/fragment programs
127 * 3. Programs derived from fixed-function state.
129 * Note: it's possible for a vertex shader to get used with a fragment
130 * program (and vice versa) here, but in practice that shouldn't ever
131 * come up, or matter.
134 if (fsProg
&& fsProg
->LinkStatus
135 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
136 /* Use GLSL fragment shader */
137 _mesa_reference_shader_program(ctx
,
138 &ctx
->_Shader
->_CurrentFragmentProgram
,
140 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
141 gl_fragment_program(fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
142 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
145 else if (ctx
->FragmentProgram
._Enabled
) {
146 /* Use user-defined fragment program */
147 _mesa_reference_shader_program(ctx
,
148 &ctx
->_Shader
->_CurrentFragmentProgram
,
150 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
151 ctx
->FragmentProgram
.Current
);
152 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
155 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
156 /* Use fragment program generated from fixed-function state */
157 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
159 _mesa_reference_shader_program(ctx
,
160 &ctx
->_Shader
->_CurrentFragmentProgram
,
162 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
163 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
164 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
165 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
168 /* No fragment program */
169 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
170 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
174 if (gsProg
&& gsProg
->LinkStatus
175 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
176 /* Use GLSL geometry shader */
177 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
178 gl_geometry_program(gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
));
180 /* No geometry program */
181 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
184 if (tesProg
&& tesProg
->LinkStatus
185 && tesProg
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]) {
186 /* Use GLSL tessellation evaluation shader */
187 _mesa_reference_tesseprog(ctx
, &ctx
->TessEvalProgram
._Current
,
188 gl_tess_eval_program(
189 tesProg
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]->Program
));
192 /* No tessellation evaluation program */
193 _mesa_reference_tesseprog(ctx
, &ctx
->TessEvalProgram
._Current
, NULL
);
196 if (tcsProg
&& tcsProg
->LinkStatus
197 && tcsProg
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
]) {
198 /* Use GLSL tessellation control shader */
199 _mesa_reference_tesscprog(ctx
, &ctx
->TessCtrlProgram
._Current
,
200 gl_tess_ctrl_program(
201 tcsProg
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
]->Program
));
204 /* No tessellation control program */
205 _mesa_reference_tesscprog(ctx
, &ctx
->TessCtrlProgram
._Current
, NULL
);
208 /* Examine vertex program after fragment program as
209 * _mesa_get_fixed_func_vertex_program() needs to know active
212 if (vsProg
&& vsProg
->LinkStatus
213 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
214 /* Use GLSL vertex shader */
215 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
216 gl_vertex_program(vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
));
218 else if (ctx
->VertexProgram
._Enabled
) {
219 /* Use user-defined vertex program */
220 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
221 ctx
->VertexProgram
.Current
);
223 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
224 /* Use vertex program generated from fixed-function state */
225 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
226 _mesa_get_fixed_func_vertex_program(ctx
));
227 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
228 ctx
->VertexProgram
._Current
);
231 /* no vertex program */
232 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
235 if (csProg
&& csProg
->LinkStatus
236 && csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]) {
237 /* Use GLSL compute shader */
238 _mesa_reference_compprog(ctx
, &ctx
->ComputeProgram
._Current
,
239 gl_compute_program(csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]->Program
));
241 /* no compute program */
242 _mesa_reference_compprog(ctx
, &ctx
->ComputeProgram
._Current
, NULL
);
245 /* Let the driver know what's happening:
247 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
248 new_state
|= _NEW_PROGRAM
;
249 if (ctx
->Driver
.BindProgram
) {
250 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
251 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
255 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
256 new_state
|= _NEW_PROGRAM
;
257 if (ctx
->Driver
.BindProgram
) {
258 ctx
->Driver
.BindProgram(ctx
, GL_GEOMETRY_PROGRAM_NV
,
259 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
263 if (ctx
->TessEvalProgram
._Current
!= prevTEP
) {
264 new_state
|= _NEW_PROGRAM
;
265 if (ctx
->Driver
.BindProgram
) {
266 ctx
->Driver
.BindProgram(ctx
, GL_TESS_EVALUATION_PROGRAM_NV
,
267 (struct gl_program
*) ctx
->TessEvalProgram
._Current
);
271 if (ctx
->TessCtrlProgram
._Current
!= prevTCP
) {
272 new_state
|= _NEW_PROGRAM
;
273 if (ctx
->Driver
.BindProgram
) {
274 ctx
->Driver
.BindProgram(ctx
, GL_TESS_CONTROL_PROGRAM_NV
,
275 (struct gl_program
*) ctx
->TessCtrlProgram
._Current
);
279 if (ctx
->VertexProgram
._Current
!= prevVP
) {
280 new_state
|= _NEW_PROGRAM
;
281 if (ctx
->Driver
.BindProgram
) {
282 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
283 (struct gl_program
*) ctx
->VertexProgram
._Current
);
287 if (ctx
->ComputeProgram
._Current
!= prevCP
) {
288 new_state
|= _NEW_PROGRAM
;
289 if (ctx
->Driver
.BindProgram
) {
290 ctx
->Driver
.BindProgram(ctx
, GL_COMPUTE_PROGRAM_NV
,
291 (struct gl_program
*) ctx
->ComputeProgram
._Current
);
300 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
303 update_program_constants(struct gl_context
*ctx
)
305 GLbitfield new_state
= 0x0;
307 if (ctx
->FragmentProgram
._Current
) {
308 const struct gl_program_parameter_list
*params
=
309 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
310 if (params
&& params
->StateFlags
& ctx
->NewState
) {
311 new_state
|= _NEW_PROGRAM_CONSTANTS
;
315 /* Don't handle tessellation and geometry shaders here. They don't use
316 * any state constants.
319 if (ctx
->VertexProgram
._Current
) {
320 const struct gl_program_parameter_list
*params
=
321 ctx
->VertexProgram
._Current
->Base
.Parameters
;
322 if (params
&& params
->StateFlags
& ctx
->NewState
) {
323 new_state
|= _NEW_PROGRAM_CONSTANTS
;
334 * Update the ctx->Polygon._FrontBit flag.
337 update_frontbit(struct gl_context
*ctx
)
339 if (ctx
->Transform
.ClipOrigin
== GL_LOWER_LEFT
)
340 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CW
);
342 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CCW
);
347 * Update derived multisample state.
350 update_multisample(struct gl_context
*ctx
)
352 ctx
->Multisample
._Enabled
= GL_FALSE
;
353 if (ctx
->Multisample
.Enabled
&&
355 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
356 ctx
->Multisample
._Enabled
= GL_TRUE
;
361 * Update the ctx->VertexProgram._TwoSideEnabled flag.
364 update_twoside(struct gl_context
*ctx
)
366 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
367 ctx
->VertexProgram
._Enabled
) {
368 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
370 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
371 ctx
->Light
.Model
.TwoSide
);
377 * Compute derived GL state.
378 * If __struct gl_contextRec::NewState is non-zero then this function \b must
379 * be called before rendering anything.
381 * Calls dd_function_table::UpdateState to perform any internal state
382 * management necessary.
384 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
385 * _mesa_update_buffer_bounds(),
386 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
389 _mesa_update_state_locked( struct gl_context
*ctx
)
391 GLbitfield new_state
= ctx
->NewState
;
392 GLbitfield prog_flags
= _NEW_PROGRAM
;
393 GLbitfield new_prog_state
= 0x0;
394 const GLbitfield computed_states
= ~(_NEW_CURRENT_ATTRIB
| _NEW_LINE
);
396 /* we can skip a bunch of state validation checks if the dirty
397 * state matches one or more bits in 'computed_states'.
399 if ((new_state
& computed_states
) == 0)
402 if (MESA_VERBOSE
& VERBOSE_STATE
)
403 _mesa_print_state("_mesa_update_state", new_state
);
405 /* Determine which state flags effect vertex/fragment program state */
406 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
407 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
408 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
409 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
412 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
413 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
414 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
415 _NEW_FOG
| _NEW_LIGHT
|
416 _MESA_NEW_NEED_EYE_COORDS
);
420 * Now update derived state info
423 if (new_state
& prog_flags
)
424 update_program_enables( ctx
);
426 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
427 _mesa_update_modelview_project( ctx
, new_state
);
429 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
430 _mesa_update_texture( ctx
, new_state
);
432 if (new_state
& _NEW_POLYGON
)
433 update_frontbit( ctx
);
435 if (new_state
& _NEW_BUFFERS
)
436 _mesa_update_framebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
);
438 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
439 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
441 if (new_state
& _NEW_LIGHT
)
442 _mesa_update_lighting( ctx
);
444 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
445 update_twoside( ctx
);
447 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
448 _mesa_update_stencil( ctx
);
450 if (new_state
& _NEW_PIXEL
)
451 _mesa_update_pixel( ctx
, new_state
);
453 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
454 update_multisample( ctx
);
456 /* ctx->_NeedEyeCoords is now up to date.
458 * If the truth value of this variable has changed, update for the
459 * new lighting space and recompute the positions of lights and the
462 * If the lighting space hasn't changed, may still need to recompute
463 * light positions & normal transforms for other reasons.
465 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
466 _mesa_update_tnl_spaces( ctx
, new_state
);
468 if (new_state
& prog_flags
) {
469 /* When we generate programs from fixed-function vertex/fragment state
470 * this call may generate/bind a new program. If so, we need to
471 * propogate the _NEW_PROGRAM flag to the driver.
473 new_prog_state
|= update_program( ctx
);
476 if (new_state
& _NEW_ARRAY
)
477 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
480 new_prog_state
|= update_program_constants(ctx
);
483 * Give the driver a chance to act upon the new_state flags.
484 * The driver might plug in different span functions, for example.
485 * Also, this is where the driver can invalidate the state of any
486 * active modules (such as swrast_setup, swrast, tnl, etc).
488 * Set ctx->NewState to zero to avoid recursion if
489 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
491 new_state
= ctx
->NewState
| new_prog_state
;
493 ctx
->Driver
.UpdateState(ctx
, new_state
);
494 ctx
->Array
.VAO
->NewArrays
= 0x0;
498 /* This is the usual entrypoint for state updates:
501 _mesa_update_state( struct gl_context
*ctx
)
503 _mesa_lock_context_textures(ctx
);
504 _mesa_update_state_locked(ctx
);
505 _mesa_unlock_context_textures(ctx
);
512 * Want to figure out which fragment program inputs are actually
513 * constant/current values from ctx->Current. These should be
514 * referenced as a tracked state variable rather than a fragment
515 * program input, to save the overhead of putting a constant value in
516 * every submitted vertex, transferring it to hardware, interpolating
517 * it across the triangle, etc...
519 * When there is a VP bound, just use vp->outputs. But when we're
520 * generating vp from fixed function state, basically want to
523 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
524 * potential_vp_outputs )
526 * Where potential_vp_outputs is calculated by looking at enabled
529 * The generated fragment program should then only declare inputs that
530 * may vary or otherwise differ from the ctx->Current values.
531 * Otherwise, the fp should track them as state values instead.
534 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
535 GLbitfield64 varying_inputs
)
537 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
538 ctx
->varying_vp_inputs
= varying_inputs
;
540 /* Only the fixed-func generated programs need to use the flag
541 * and the fixed-func fragment program uses it only if there is also
542 * a fixed-func vertex program, so this only depends on the latter.
544 * It's okay to check the VP pointer here, because this is called after
545 * _mesa_update_state in the vbo module. */
546 if (ctx
->VertexProgram
._TnlProgram
||
547 ctx
->FragmentProgram
._TexEnvProgram
) {
548 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
550 /*printf("%s %x\n", __func__, varying_inputs);*/
556 * Used by drivers to tell core Mesa that the driver is going to
557 * install/ use its own vertex program. In particular, this will
558 * prevent generated fragment programs from using state vars instead
559 * of ordinary varyings/inputs.
562 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
564 if (ctx
->VertexProgram
._Overriden
!= flag
) {
565 ctx
->VertexProgram
._Overriden
= flag
;
567 /* Set one of the bits which will trigger fragment program
570 ctx
->NewState
|= _NEW_PROGRAM
;