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
->arb
.Instructions
;
74 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
75 && ctx
->FragmentProgram
.Current
->arb
.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.
85 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
86 * programs or programs derived from fixed-function state.
88 * This function needs to be called after texture state validation in case
89 * we're generating a fragment program from fixed-function texture state.
91 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
92 * or fragment program is being used.
95 update_program(struct gl_context
*ctx
)
97 struct gl_program
*vsProg
=
98 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
99 struct gl_program
*tcsProg
=
100 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_CTRL
];
101 struct gl_program
*tesProg
=
102 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_EVAL
];
103 struct gl_program
*gsProg
=
104 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
105 struct gl_program
*fsProg
=
106 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
107 struct gl_program
*csProg
=
108 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
109 const struct gl_program
*prevVP
= ctx
->VertexProgram
._Current
;
110 const struct gl_program
*prevFP
= ctx
->FragmentProgram
._Current
;
111 const struct gl_program
*prevGP
= ctx
->GeometryProgram
._Current
;
112 const struct gl_program
*prevTCP
= ctx
->TessCtrlProgram
._Current
;
113 const struct gl_program
*prevTEP
= ctx
->TessEvalProgram
._Current
;
114 const struct gl_program
*prevCP
= ctx
->ComputeProgram
._Current
;
115 GLbitfield new_state
= 0x0;
118 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
119 * pointers to the programs that should be used for rendering. If either
120 * is NULL, use fixed-function code paths.
122 * These programs may come from several sources. The priority is as
124 * 1. OpenGL 2.0/ARB vertex/fragment shaders
125 * 2. ARB/NV vertex/fragment programs
126 * 3. ATI fragment shader
127 * 4. 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.
135 /* Use GLSL fragment shader */
136 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
138 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
, fsProg
);
139 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
142 else if (ctx
->FragmentProgram
._Enabled
) {
143 /* Use user-defined fragment program */
144 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
146 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
147 ctx
->FragmentProgram
.Current
);
148 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
151 else if (ctx
->ATIFragmentShader
._Enabled
&&
152 ctx
->ATIFragmentShader
.Current
->Program
) {
153 /* Use the enabled ATI fragment shader's associated program */
154 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
156 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
157 ctx
->ATIFragmentShader
.Current
->Program
);
158 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
161 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
162 /* Use fragment program generated from fixed-function state */
163 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
165 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
166 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
167 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
168 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
169 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
170 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
173 /* No fragment program */
174 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
175 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
180 /* Use GLSL geometry shader */
181 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, gsProg
);
183 /* No geometry program */
184 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
188 /* Use GLSL tessellation evaluation shader */
189 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, tesProg
);
192 /* No tessellation evaluation program */
193 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, NULL
);
197 /* Use GLSL tessellation control shader */
198 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, tcsProg
);
201 /* No tessellation control program */
202 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, NULL
);
205 /* Examine vertex program after fragment program as
206 * _mesa_get_fixed_func_vertex_program() needs to know active
210 /* Use GLSL vertex shader */
211 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
, vsProg
);
213 else if (ctx
->VertexProgram
._Enabled
) {
214 /* Use user-defined vertex program */
215 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
216 ctx
->VertexProgram
.Current
);
218 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
219 /* Use vertex program generated from fixed-function state */
220 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
221 _mesa_get_fixed_func_vertex_program(ctx
));
222 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._TnlProgram
,
223 ctx
->VertexProgram
._Current
);
226 /* no vertex program */
227 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
231 /* Use GLSL compute shader */
232 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
, csProg
);
234 /* no compute program */
235 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
, NULL
);
238 /* Let the driver know what's happening:
240 if (ctx
->FragmentProgram
._Current
!= prevFP
||
241 ctx
->VertexProgram
._Current
!= prevVP
||
242 ctx
->GeometryProgram
._Current
!= prevGP
||
243 ctx
->TessEvalProgram
._Current
!= prevTEP
||
244 ctx
->TessCtrlProgram
._Current
!= prevTCP
||
245 ctx
->ComputeProgram
._Current
!= prevCP
)
246 new_state
|= _NEW_PROGRAM
;
253 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
256 update_program_constants(struct gl_context
*ctx
)
258 GLbitfield new_state
= 0x0;
260 if (ctx
->FragmentProgram
._Current
) {
261 const struct gl_program_parameter_list
*params
=
262 ctx
->FragmentProgram
._Current
->Parameters
;
263 if (params
&& params
->StateFlags
& ctx
->NewState
) {
264 new_state
|= _NEW_PROGRAM_CONSTANTS
;
268 /* Don't handle tessellation and geometry shaders here. They don't use
269 * any state constants.
272 if (ctx
->VertexProgram
._Current
) {
273 const struct gl_program_parameter_list
*params
=
274 ctx
->VertexProgram
._Current
->Parameters
;
275 if (params
&& params
->StateFlags
& ctx
->NewState
) {
276 new_state
|= _NEW_PROGRAM_CONSTANTS
;
287 * Update the ctx->Polygon._FrontBit flag.
290 update_frontbit(struct gl_context
*ctx
)
292 if (ctx
->Transform
.ClipOrigin
== GL_LOWER_LEFT
)
293 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CW
);
295 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CCW
);
300 * Update the ctx->VertexProgram._TwoSideEnabled flag.
303 update_twoside(struct gl_context
*ctx
)
305 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
306 ctx
->VertexProgram
._Enabled
) {
307 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
309 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
310 ctx
->Light
.Model
.TwoSide
);
316 * Compute derived GL state.
317 * If __struct gl_contextRec::NewState is non-zero then this function \b must
318 * be called before rendering anything.
320 * Calls dd_function_table::UpdateState to perform any internal state
321 * management necessary.
323 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
324 * _mesa_update_buffer_bounds(),
325 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
328 _mesa_update_state_locked( struct gl_context
*ctx
)
330 GLbitfield new_state
= ctx
->NewState
;
331 GLbitfield prog_flags
= _NEW_PROGRAM
;
332 GLbitfield new_prog_state
= 0x0;
333 const GLbitfield computed_states
= ~(_NEW_CURRENT_ATTRIB
| _NEW_LINE
);
335 /* we can skip a bunch of state validation checks if the dirty
336 * state matches one or more bits in 'computed_states'.
338 if ((new_state
& computed_states
) == 0)
341 if (MESA_VERBOSE
& VERBOSE_STATE
)
342 _mesa_print_state("_mesa_update_state", new_state
);
344 /* Determine which state flags effect vertex/fragment program state */
345 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
346 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE_OBJECT
| _NEW_FOG
|
347 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
348 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
349 _NEW_COLOR
| _NEW_TEXTURE_STATE
);
351 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
352 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE_OBJECT
|
353 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
354 _NEW_FOG
| _NEW_LIGHT
| _NEW_TEXTURE_STATE
|
355 _MESA_NEW_NEED_EYE_COORDS
);
359 * Now update derived state info
362 if (new_state
& prog_flags
)
363 update_program_enables( ctx
);
365 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
366 _mesa_update_modelview_project( ctx
, new_state
);
368 if (new_state
& _NEW_TEXTURE_MATRIX
)
369 _mesa_update_texture_matrices(ctx
);
371 if (new_state
& (_NEW_TEXTURE_OBJECT
| _NEW_TEXTURE_STATE
| _NEW_PROGRAM
))
372 _mesa_update_texture_state(ctx
);
374 if (new_state
& _NEW_POLYGON
)
375 update_frontbit( ctx
);
377 if (new_state
& _NEW_BUFFERS
)
378 _mesa_update_framebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
);
380 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
381 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
383 if (new_state
& _NEW_LIGHT
)
384 _mesa_update_lighting( ctx
);
386 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
387 update_twoside( ctx
);
389 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
390 _mesa_update_stencil( ctx
);
392 if (new_state
& _NEW_PIXEL
)
393 _mesa_update_pixel( ctx
, new_state
);
395 /* ctx->_NeedEyeCoords is now up to date.
397 * If the truth value of this variable has changed, update for the
398 * new lighting space and recompute the positions of lights and the
401 * If the lighting space hasn't changed, may still need to recompute
402 * light positions & normal transforms for other reasons.
404 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
405 _mesa_update_tnl_spaces( ctx
, new_state
);
407 if (new_state
& prog_flags
) {
408 /* When we generate programs from fixed-function vertex/fragment state
409 * this call may generate/bind a new program. If so, we need to
410 * propogate the _NEW_PROGRAM flag to the driver.
412 new_prog_state
|= update_program( ctx
);
415 if (new_state
& _NEW_ARRAY
)
416 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
419 new_prog_state
|= update_program_constants(ctx
);
422 * Give the driver a chance to act upon the new_state flags.
423 * The driver might plug in different span functions, for example.
424 * Also, this is where the driver can invalidate the state of any
425 * active modules (such as swrast_setup, swrast, tnl, etc).
427 * Set ctx->NewState to zero to avoid recursion if
428 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
430 new_state
= ctx
->NewState
| new_prog_state
;
432 ctx
->Driver
.UpdateState(ctx
, new_state
);
433 ctx
->Array
.VAO
->NewArrays
= 0x0;
437 /* This is the usual entrypoint for state updates:
440 _mesa_update_state( struct gl_context
*ctx
)
442 _mesa_lock_context_textures(ctx
);
443 _mesa_update_state_locked(ctx
);
444 _mesa_unlock_context_textures(ctx
);
451 * Want to figure out which fragment program inputs are actually
452 * constant/current values from ctx->Current. These should be
453 * referenced as a tracked state variable rather than a fragment
454 * program input, to save the overhead of putting a constant value in
455 * every submitted vertex, transferring it to hardware, interpolating
456 * it across the triangle, etc...
458 * When there is a VP bound, just use vp->outputs. But when we're
459 * generating vp from fixed function state, basically want to
462 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
463 * potential_vp_outputs )
465 * Where potential_vp_outputs is calculated by looking at enabled
468 * The generated fragment program should then only declare inputs that
469 * may vary or otherwise differ from the ctx->Current values.
470 * Otherwise, the fp should track them as state values instead.
473 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
474 GLbitfield64 varying_inputs
)
476 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
477 ctx
->varying_vp_inputs
= varying_inputs
;
479 /* Only the fixed-func generated programs need to use the flag
480 * and the fixed-func fragment program uses it only if there is also
481 * a fixed-func vertex program, so this only depends on the latter.
483 * It's okay to check the VP pointer here, because this is called after
484 * _mesa_update_state in the vbo module. */
485 if (ctx
->VertexProgram
._TnlProgram
||
486 ctx
->FragmentProgram
._TexEnvProgram
) {
487 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
489 /*printf("%s %x\n", __func__, varying_inputs);*/
495 * Used by drivers to tell core Mesa that the driver is going to
496 * install/ use its own vertex program. In particular, this will
497 * prevent generated fragment programs from using state vars instead
498 * of ordinary varyings/inputs.
501 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
503 if (ctx
->VertexProgram
._Overriden
!= flag
) {
504 ctx
->VertexProgram
._Overriden
= flag
;
506 /* Set one of the bits which will trigger fragment program
509 ctx
->NewState
|= _NEW_PROGRAM
;