56bb797e6255bcd744dabe008b4905e96ce6526d
[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 "context.h"
37 #include "debug.h"
38 #include "macros.h"
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
41 #include "light.h"
42 #include "matrix.h"
43 #include "pixel.h"
44 #include "program/program.h"
45 #include "program/prog_parameter.h"
46 #include "shaderobj.h"
47 #include "state.h"
48 #include "stencil.h"
49 #include "texenvprogram.h"
50 #include "texobj.h"
51 #include "texstate.h"
52 #include "varray.h"
53
54
55 static void
56 update_separate_specular(struct gl_context *ctx)
57 {
58 if (_mesa_need_secondary_color(ctx))
59 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
60 else
61 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
62 }
63
64
65 /**
66 * Helper for update_arrays().
67 * \return min(current min, array->_MaxElement).
68 */
69 static GLuint
70 update_min(GLuint min, struct gl_client_array *array)
71 {
72 _mesa_update_array_max_element(array);
73 return MIN2(min, array->_MaxElement);
74 }
75
76
77 /**
78 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
79 * Need to do this upon new array state or new buffer object state.
80 */
81 static void
82 update_arrays( struct gl_context *ctx )
83 {
84 struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
85 GLuint i, min = ~0;
86
87 /* find min of _MaxElement values for all enabled arrays.
88 * Note that the generic arrays always take precedence over
89 * the legacy arrays.
90 */
91
92 /* 0 */
93 if (ctx->VertexProgram._Current
94 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) {
95 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC0]);
96 }
97 else if (arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
98 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
99 }
100
101 /* 1 */
102 if (ctx->VertexProgram._Enabled
103 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC1].Enabled) {
104 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC1]);
105 }
106 /* no conventional vertex weight array */
107
108 /* 2 */
109 if (ctx->VertexProgram._Enabled
110 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC2].Enabled) {
111 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC2]);
112 }
113 else if (arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
114 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
115 }
116
117 /* 3 */
118 if (ctx->VertexProgram._Enabled
119 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC3].Enabled) {
120 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC3]);
121 }
122 else if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
123 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
124 }
125
126 /* 4 */
127 if (ctx->VertexProgram._Enabled
128 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC4].Enabled) {
129 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC4]);
130 }
131 else if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
132 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
133 }
134
135 /* 5 */
136 if (ctx->VertexProgram._Enabled
137 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC5].Enabled) {
138 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC5]);
139 }
140 else if (arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
141 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
142 }
143
144 /* 6 */
145 if (ctx->VertexProgram._Enabled
146 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC6].Enabled) {
147 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC6]);
148 }
149 else if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
150 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
151 }
152
153 /* 7 */
154 if (ctx->VertexProgram._Enabled
155 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC7].Enabled) {
156 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC7]);
157 }
158
159 /* 8..15 */
160 for (i = 0; i < VERT_ATTRIB_TEX_MAX; i++) {
161 if (ctx->VertexProgram._Enabled
162 && arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC8 + i].Enabled) {
163 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC8 + i]);
164 }
165 else if (i < ctx->Const.MaxTextureCoordUnits
166 && arrayObj->VertexAttrib[VERT_ATTRIB_TEX(i)].Enabled) {
167 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_TEX(i)]);
168 }
169 }
170
171 /* 16..31 */
172 if (ctx->VertexProgram._Current) {
173 for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
174 if (arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled) {
175 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC(i)]);
176 }
177 }
178 }
179
180 if (arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
181 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
182 }
183
184 /* _MaxElement is one past the last legal array element */
185 arrayObj->_MaxElement = min;
186 }
187
188
189 /**
190 * Update the following fields:
191 * ctx->VertexProgram._Enabled
192 * ctx->FragmentProgram._Enabled
193 * ctx->ATIFragmentShader._Enabled
194 * This needs to be done before texture state validation.
195 */
196 static void
197 update_program_enables(struct gl_context *ctx)
198 {
199 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
200 * program is enabled AND valid. Similarly for ATI fragment shaders.
201 * GLSL shaders not relevant here.
202 */
203 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
204 && ctx->VertexProgram.Current->Base.Instructions;
205 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
206 && ctx->FragmentProgram.Current->Base.Instructions;
207 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
208 && ctx->ATIFragmentShader.Current->Instructions[0];
209 }
210
211
212 /**
213 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
214 * to the current/active programs. Then call ctx->Driver.BindProgram() to
215 * tell the driver which programs to use.
216 *
217 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
218 * programs or programs derived from fixed-function state.
219 *
220 * This function needs to be called after texture state validation in case
221 * we're generating a fragment program from fixed-function texture state.
222 *
223 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
224 * or fragment program is being used.
225 */
226 static GLbitfield
227 update_program(struct gl_context *ctx)
228 {
229 const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
230 const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
231 const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
232 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
233 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
234 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
235 GLbitfield new_state = 0x0;
236
237 /*
238 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
239 * pointers to the programs that should be used for rendering. If either
240 * is NULL, use fixed-function code paths.
241 *
242 * These programs may come from several sources. The priority is as
243 * follows:
244 * 1. OpenGL 2.0/ARB vertex/fragment shaders
245 * 2. ARB/NV vertex/fragment programs
246 * 3. Programs derived from fixed-function state.
247 *
248 * Note: it's possible for a vertex shader to get used with a fragment
249 * program (and vice versa) here, but in practice that shouldn't ever
250 * come up, or matter.
251 */
252
253 if (fsProg && fsProg->LinkStatus
254 && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
255 /* Use GLSL fragment shader */
256 _mesa_reference_shader_program(ctx,
257 &ctx->Shader._CurrentFragmentProgram,
258 fsProg);
259 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
260 (struct gl_fragment_program *)
261 fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
262 }
263 else if (ctx->FragmentProgram._Enabled) {
264 /* Use user-defined fragment program */
265 _mesa_reference_shader_program(ctx,
266 &ctx->Shader._CurrentFragmentProgram,
267 NULL);
268 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
269 ctx->FragmentProgram.Current);
270 }
271 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
272 /* Use fragment program generated from fixed-function state */
273 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
274
275 _mesa_reference_shader_program(ctx,
276 &ctx->Shader._CurrentFragmentProgram,
277 f);
278 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
279 (struct gl_fragment_program *)
280 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
281 }
282 else {
283 /* No fragment program */
284 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
285 }
286
287 if (gsProg && gsProg->LinkStatus
288 && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
289 /* Use GLSL geometry shader */
290 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
291 (struct gl_geometry_program *)
292 gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
293 } else {
294 /* No geometry program */
295 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
296 }
297
298 /* Examine vertex program after fragment program as
299 * _mesa_get_fixed_func_vertex_program() needs to know active
300 * fragprog inputs.
301 */
302 if (vsProg && vsProg->LinkStatus
303 && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
304 /* Use GLSL vertex shader */
305 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
306 (struct gl_vertex_program *)
307 vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
308 }
309 else if (ctx->VertexProgram._Enabled) {
310 /* Use user-defined vertex program */
311 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
312 ctx->VertexProgram.Current);
313 }
314 else if (ctx->VertexProgram._MaintainTnlProgram) {
315 /* Use vertex program generated from fixed-function state */
316 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
317 _mesa_get_fixed_func_vertex_program(ctx));
318 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
319 ctx->VertexProgram._Current);
320 }
321 else {
322 /* no vertex program */
323 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
324 }
325
326 /* Let the driver know what's happening:
327 */
328 if (ctx->FragmentProgram._Current != prevFP) {
329 new_state |= _NEW_PROGRAM;
330 if (ctx->Driver.BindProgram) {
331 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
332 (struct gl_program *) ctx->FragmentProgram._Current);
333 }
334 }
335
336 if (ctx->GeometryProgram._Current != prevGP) {
337 new_state |= _NEW_PROGRAM;
338 if (ctx->Driver.BindProgram) {
339 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
340 (struct gl_program *) ctx->GeometryProgram._Current);
341 }
342 }
343
344 if (ctx->VertexProgram._Current != prevVP) {
345 new_state |= _NEW_PROGRAM;
346 if (ctx->Driver.BindProgram) {
347 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
348 (struct gl_program *) ctx->VertexProgram._Current);
349 }
350 }
351
352 return new_state;
353 }
354
355
356 /**
357 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
358 */
359 static GLbitfield
360 update_program_constants(struct gl_context *ctx)
361 {
362 GLbitfield new_state = 0x0;
363
364 if (ctx->FragmentProgram._Current) {
365 const struct gl_program_parameter_list *params =
366 ctx->FragmentProgram._Current->Base.Parameters;
367 if (params && params->StateFlags & ctx->NewState) {
368 new_state |= _NEW_PROGRAM_CONSTANTS;
369 }
370 }
371
372 if (ctx->GeometryProgram._Current) {
373 const struct gl_program_parameter_list *params =
374 ctx->GeometryProgram._Current->Base.Parameters;
375 /*FIXME: StateFlags is always 0 because we have unnamed constant
376 * not state changes */
377 if (params /*&& params->StateFlags & ctx->NewState*/) {
378 new_state |= _NEW_PROGRAM_CONSTANTS;
379 }
380 }
381
382 if (ctx->VertexProgram._Current) {
383 const struct gl_program_parameter_list *params =
384 ctx->VertexProgram._Current->Base.Parameters;
385 if (params && params->StateFlags & ctx->NewState) {
386 new_state |= _NEW_PROGRAM_CONSTANTS;
387 }
388 }
389
390 return new_state;
391 }
392
393
394
395
396 static void
397 update_viewport_matrix(struct gl_context *ctx)
398 {
399 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
400
401 ASSERT(depthMax > 0);
402
403 /* Compute scale and bias values. This is really driver-specific
404 * and should be maintained elsewhere if at all.
405 * NOTE: RasterPos uses this.
406 */
407 _math_matrix_viewport(&ctx->Viewport._WindowMap,
408 ctx->Viewport.X, ctx->Viewport.Y,
409 ctx->Viewport.Width, ctx->Viewport.Height,
410 ctx->Viewport.Near, ctx->Viewport.Far,
411 depthMax);
412 }
413
414
415 /**
416 * Update derived multisample state.
417 */
418 static void
419 update_multisample(struct gl_context *ctx)
420 {
421 ctx->Multisample._Enabled = GL_FALSE;
422 if (ctx->Multisample.Enabled &&
423 ctx->DrawBuffer &&
424 ctx->DrawBuffer->Visual.sampleBuffers)
425 ctx->Multisample._Enabled = GL_TRUE;
426 }
427
428
429 /**
430 * Update the ctx->Color._ClampFragmentColor field
431 */
432 static void
433 update_clamp_fragment_color(struct gl_context *ctx)
434 {
435 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
436 ctx->Color._ClampFragmentColor =
437 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
438 else
439 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
440 }
441
442
443 /**
444 * Update the ctx->Color._ClampVertexColor field
445 */
446 static void
447 update_clamp_vertex_color(struct gl_context *ctx)
448 {
449 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
450 ctx->Light._ClampVertexColor =
451 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
452 else
453 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
454 }
455
456
457 /**
458 * Update the ctx->Color._ClampReadColor field
459 */
460 static void
461 update_clamp_read_color(struct gl_context *ctx)
462 {
463 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
464 ctx->Color._ClampReadColor =
465 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
466 else
467 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
468 }
469
470 /**
471 * Update the ctx->VertexProgram._TwoSideEnabled flag.
472 */
473 static void
474 update_twoside(struct gl_context *ctx)
475 {
476 if (ctx->Shader.CurrentVertexProgram ||
477 ctx->VertexProgram._Enabled) {
478 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
479 } else {
480 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
481 ctx->Light.Model.TwoSide);
482 }
483 }
484
485
486 /*
487 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
488 * in ctx->_TriangleCaps if needed.
489 */
490 static void
491 update_polygon(struct gl_context *ctx)
492 {
493 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
494
495 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
496 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
497
498 if ( ctx->Polygon.OffsetPoint
499 || ctx->Polygon.OffsetLine
500 || ctx->Polygon.OffsetFill)
501 ctx->_TriangleCaps |= DD_TRI_OFFSET;
502 }
503
504
505 /**
506 * Update the ctx->_TriangleCaps bitfield.
507 * XXX that bitfield should really go away someday!
508 * This function must be called after other update_*() functions since
509 * there are dependencies on some other derived values.
510 */
511 #if 0
512 static void
513 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
514 {
515 ctx->_TriangleCaps = 0;
516
517 /*
518 * Points
519 */
520 if (1/*new_state & _NEW_POINT*/) {
521 if (ctx->Point.SmoothFlag)
522 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
523 if (ctx->Point._Attenuated)
524 ctx->_TriangleCaps |= DD_POINT_ATTEN;
525 }
526
527 /*
528 * Lines
529 */
530 if (1/*new_state & _NEW_LINE*/) {
531 if (ctx->Line.SmoothFlag)
532 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
533 if (ctx->Line.StippleFlag)
534 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
535 }
536
537 /*
538 * Polygons
539 */
540 if (1/*new_state & _NEW_POLYGON*/) {
541 if (ctx->Polygon.SmoothFlag)
542 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
543 if (ctx->Polygon.StippleFlag)
544 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
545 if (ctx->Polygon.FrontMode != GL_FILL
546 || ctx->Polygon.BackMode != GL_FILL)
547 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
548 if (ctx->Polygon.CullFlag
549 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
550 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
551 if (ctx->Polygon.OffsetPoint ||
552 ctx->Polygon.OffsetLine ||
553 ctx->Polygon.OffsetFill)
554 ctx->_TriangleCaps |= DD_TRI_OFFSET;
555 }
556
557 /*
558 * Lighting and shading
559 */
560 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
561 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
562 if (ctx->Light.ShadeModel == GL_FLAT)
563 ctx->_TriangleCaps |= DD_FLATSHADE;
564 if (_mesa_need_secondary_color(ctx))
565 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
566
567 /*
568 * Stencil
569 */
570 if (ctx->Stencil._TestTwoSide)
571 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
572 }
573 #endif
574
575
576 /**
577 * Compute derived GL state.
578 * If __struct gl_contextRec::NewState is non-zero then this function \b must
579 * be called before rendering anything.
580 *
581 * Calls dd_function_table::UpdateState to perform any internal state
582 * management necessary.
583 *
584 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
585 * _mesa_update_buffer_bounds(),
586 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
587 */
588 void
589 _mesa_update_state_locked( struct gl_context *ctx )
590 {
591 GLbitfield new_state = ctx->NewState;
592 GLbitfield prog_flags = _NEW_PROGRAM;
593 GLbitfield new_prog_state = 0x0;
594
595 if (new_state == _NEW_CURRENT_ATTRIB)
596 goto out;
597
598 if (MESA_VERBOSE & VERBOSE_STATE)
599 _mesa_print_state("_mesa_update_state", new_state);
600
601 /* Determine which state flags effect vertex/fragment program state */
602 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
603 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
604 _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
605 _NEW_PROGRAM | _NEW_FRAG_CLAMP | _NEW_COLOR);
606 }
607 if (ctx->VertexProgram._MaintainTnlProgram) {
608 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
609 _NEW_TRANSFORM | _NEW_POINT |
610 _NEW_FOG | _NEW_LIGHT |
611 _MESA_NEW_NEED_EYE_COORDS);
612 }
613
614 /*
615 * Now update derived state info
616 */
617
618 if (new_state & prog_flags)
619 update_program_enables( ctx );
620
621 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
622 _mesa_update_modelview_project( ctx, new_state );
623
624 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
625 _mesa_update_texture( ctx, new_state );
626
627 if (new_state & _NEW_BUFFERS)
628 _mesa_update_framebuffer(ctx);
629
630 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
631 _mesa_update_draw_buffer_bounds( ctx );
632
633 if (new_state & _NEW_POLYGON)
634 update_polygon( ctx );
635
636 if (new_state & _NEW_LIGHT)
637 _mesa_update_lighting( ctx );
638
639 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
640 update_twoside( ctx );
641
642 if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
643 update_clamp_vertex_color(ctx);
644
645 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
646 _mesa_update_stencil( ctx );
647
648 if (new_state & _NEW_PIXEL)
649 _mesa_update_pixel( ctx, new_state );
650
651 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
652 update_separate_specular( ctx );
653
654 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
655 update_viewport_matrix(ctx);
656
657 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
658 update_multisample( ctx );
659
660 if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
661 update_clamp_read_color(ctx);
662
663 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
664 update_clamp_fragment_color(ctx);
665
666 #if 0
667 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
668 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
669 update_tricaps( ctx, new_state );
670 #endif
671
672 /* ctx->_NeedEyeCoords is now up to date.
673 *
674 * If the truth value of this variable has changed, update for the
675 * new lighting space and recompute the positions of lights and the
676 * normal transform.
677 *
678 * If the lighting space hasn't changed, may still need to recompute
679 * light positions & normal transforms for other reasons.
680 */
681 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
682 _mesa_update_tnl_spaces( ctx, new_state );
683
684 if (new_state & prog_flags) {
685 /* When we generate programs from fixed-function vertex/fragment state
686 * this call may generate/bind a new program. If so, we need to
687 * propogate the _NEW_PROGRAM flag to the driver.
688 */
689 new_prog_state |= update_program( ctx );
690 }
691
692 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
693 update_arrays( ctx );
694
695 out:
696 new_prog_state |= update_program_constants(ctx);
697
698 /*
699 * Give the driver a chance to act upon the new_state flags.
700 * The driver might plug in different span functions, for example.
701 * Also, this is where the driver can invalidate the state of any
702 * active modules (such as swrast_setup, swrast, tnl, etc).
703 *
704 * Set ctx->NewState to zero to avoid recursion if
705 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
706 */
707 new_state = ctx->NewState | new_prog_state;
708 ctx->NewState = 0;
709 ctx->Driver.UpdateState(ctx, new_state);
710 ctx->Array.NewState = 0;
711 if (!ctx->Array.RebindArrays)
712 ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
713 }
714
715
716 /* This is the usual entrypoint for state updates:
717 */
718 void
719 _mesa_update_state( struct gl_context *ctx )
720 {
721 _mesa_lock_context_textures(ctx);
722 _mesa_update_state_locked(ctx);
723 _mesa_unlock_context_textures(ctx);
724 }
725
726
727
728
729 /**
730 * Want to figure out which fragment program inputs are actually
731 * constant/current values from ctx->Current. These should be
732 * referenced as a tracked state variable rather than a fragment
733 * program input, to save the overhead of putting a constant value in
734 * every submitted vertex, transferring it to hardware, interpolating
735 * it across the triangle, etc...
736 *
737 * When there is a VP bound, just use vp->outputs. But when we're
738 * generating vp from fixed function state, basically want to
739 * calculate:
740 *
741 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
742 * potential_vp_outputs )
743 *
744 * Where potential_vp_outputs is calculated by looking at enabled
745 * texgen, etc.
746 *
747 * The generated fragment program should then only declare inputs that
748 * may vary or otherwise differ from the ctx->Current values.
749 * Otherwise, the fp should track them as state values instead.
750 */
751 void
752 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
753 GLbitfield64 varying_inputs )
754 {
755 if (ctx->varying_vp_inputs != varying_inputs) {
756 ctx->varying_vp_inputs = varying_inputs;
757 ctx->NewState |= _NEW_ARRAY;
758 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
759 }
760 }
761
762
763 /**
764 * Used by drivers to tell core Mesa that the driver is going to
765 * install/ use its own vertex program. In particular, this will
766 * prevent generated fragment programs from using state vars instead
767 * of ordinary varyings/inputs.
768 */
769 void
770 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
771 {
772 if (ctx->VertexProgram._Overriden != flag) {
773 ctx->VertexProgram._Overriden = flag;
774
775 /* Set one of the bits which will trigger fragment program
776 * regeneration:
777 */
778 ctx->NewState |= _NEW_PROGRAM;
779 }
780 }