6dc14b202fec84067a0eea4fc9bc8bf1e9b08d87
[mesa.git] / src / mesa / main / state.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 *
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:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
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.
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 #include "viewport.h"
55 #include "blend.h"
56
57
58 /**
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.
64 */
65 static void
66 update_program_enables(struct gl_context *ctx)
67 {
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.
71 */
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];
78 }
79
80
81 /**
82 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
83 * to the current/active programs. Then call ctx->Driver.BindProgram() to
84 * tell the driver which programs to use.
85 *
86 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
87 * programs or programs derived from fixed-function state.
88 *
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.
91 *
92 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
93 * or fragment program is being used.
94 */
95 static GLbitfield
96 update_program(struct gl_context *ctx)
97 {
98 const struct gl_shader_program *vsProg =
99 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
100 const struct gl_shader_program *gsProg =
101 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
102 struct gl_shader_program *fsProg =
103 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
104 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
105 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
106 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
107 GLbitfield new_state = 0x0;
108
109 /*
110 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
111 * pointers to the programs that should be used for rendering. If either
112 * is NULL, use fixed-function code paths.
113 *
114 * These programs may come from several sources. The priority is as
115 * follows:
116 * 1. OpenGL 2.0/ARB vertex/fragment shaders
117 * 2. ARB/NV vertex/fragment programs
118 * 3. Programs derived from fixed-function state.
119 *
120 * Note: it's possible for a vertex shader to get used with a fragment
121 * program (and vice versa) here, but in practice that shouldn't ever
122 * come up, or matter.
123 */
124
125 if (fsProg && fsProg->LinkStatus
126 && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
127 /* Use GLSL fragment shader */
128 _mesa_reference_shader_program(ctx,
129 &ctx->_Shader->_CurrentFragmentProgram,
130 fsProg);
131 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
132 gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
133 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
134 NULL);
135 }
136 else if (ctx->FragmentProgram._Enabled) {
137 /* Use user-defined fragment program */
138 _mesa_reference_shader_program(ctx,
139 &ctx->_Shader->_CurrentFragmentProgram,
140 NULL);
141 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
142 ctx->FragmentProgram.Current);
143 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
144 NULL);
145 }
146 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
147 /* Use fragment program generated from fixed-function state */
148 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
149
150 _mesa_reference_shader_program(ctx,
151 &ctx->_Shader->_CurrentFragmentProgram,
152 f);
153 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
154 gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
155 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
156 gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
157 }
158 else {
159 /* No fragment program */
160 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
161 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
162 NULL);
163 }
164
165 if (gsProg && gsProg->LinkStatus
166 && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
167 /* Use GLSL geometry shader */
168 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
169 gl_geometry_program(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 gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program));
184 }
185 else if (ctx->VertexProgram._Enabled) {
186 /* Use user-defined vertex program */
187 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
188 ctx->VertexProgram.Current);
189 }
190 else if (ctx->VertexProgram._MaintainTnlProgram) {
191 /* Use vertex program generated from fixed-function state */
192 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
193 _mesa_get_fixed_func_vertex_program(ctx));
194 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
195 ctx->VertexProgram._Current);
196 }
197 else {
198 /* no vertex program */
199 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
200 }
201
202 /* Let the driver know what's happening:
203 */
204 if (ctx->FragmentProgram._Current != prevFP) {
205 new_state |= _NEW_PROGRAM;
206 if (ctx->Driver.BindProgram) {
207 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
208 (struct gl_program *) ctx->FragmentProgram._Current);
209 }
210 }
211
212 if (ctx->GeometryProgram._Current != prevGP) {
213 new_state |= _NEW_PROGRAM;
214 if (ctx->Driver.BindProgram) {
215 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
216 (struct gl_program *) ctx->GeometryProgram._Current);
217 }
218 }
219
220 if (ctx->VertexProgram._Current != prevVP) {
221 new_state |= _NEW_PROGRAM;
222 if (ctx->Driver.BindProgram) {
223 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
224 (struct gl_program *) ctx->VertexProgram._Current);
225 }
226 }
227
228 return new_state;
229 }
230
231
232 /**
233 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
234 */
235 static GLbitfield
236 update_program_constants(struct gl_context *ctx)
237 {
238 GLbitfield new_state = 0x0;
239
240 if (ctx->FragmentProgram._Current) {
241 const struct gl_program_parameter_list *params =
242 ctx->FragmentProgram._Current->Base.Parameters;
243 if (params && params->StateFlags & ctx->NewState) {
244 new_state |= _NEW_PROGRAM_CONSTANTS;
245 }
246 }
247
248 if (ctx->GeometryProgram._Current) {
249 const struct gl_program_parameter_list *params =
250 ctx->GeometryProgram._Current->Base.Parameters;
251 /*FIXME: StateFlags is always 0 because we have unnamed constant
252 * not state changes */
253 if (params /*&& params->StateFlags & ctx->NewState*/) {
254 new_state |= _NEW_PROGRAM_CONSTANTS;
255 }
256 }
257
258 if (ctx->VertexProgram._Current) {
259 const struct gl_program_parameter_list *params =
260 ctx->VertexProgram._Current->Base.Parameters;
261 if (params && params->StateFlags & ctx->NewState) {
262 new_state |= _NEW_PROGRAM_CONSTANTS;
263 }
264 }
265
266 return new_state;
267 }
268
269
270
271
272 /**
273 * Update the ctx->Polygon._FrontBit flag.
274 */
275 static void
276 update_frontbit(struct gl_context *ctx)
277 {
278 if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
279 ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW);
280 else
281 ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW);
282 }
283
284
285 /**
286 * Update derived multisample state.
287 */
288 static void
289 update_multisample(struct gl_context *ctx)
290 {
291 ctx->Multisample._Enabled = GL_FALSE;
292 if (ctx->Multisample.Enabled &&
293 ctx->DrawBuffer &&
294 ctx->DrawBuffer->Visual.sampleBuffers)
295 ctx->Multisample._Enabled = GL_TRUE;
296 }
297
298
299 /**
300 * Update the ctx->VertexProgram._TwoSideEnabled flag.
301 */
302 static void
303 update_twoside(struct gl_context *ctx)
304 {
305 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
306 ctx->VertexProgram._Enabled) {
307 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
308 } else {
309 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
310 ctx->Light.Model.TwoSide);
311 }
312 }
313
314
315 /**
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.
319 *
320 * Calls dd_function_table::UpdateState to perform any internal state
321 * management necessary.
322 *
323 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
324 * _mesa_update_buffer_bounds(),
325 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
326 */
327 void
328 _mesa_update_state_locked( struct gl_context *ctx )
329 {
330 GLbitfield new_state = ctx->NewState;
331 GLbitfield prog_flags = _NEW_PROGRAM;
332 GLbitfield new_prog_state = 0x0;
333
334 if (new_state == _NEW_CURRENT_ATTRIB)
335 goto out;
336
337 if (MESA_VERBOSE & VERBOSE_STATE)
338 _mesa_print_state("_mesa_update_state", new_state);
339
340 /* Determine which state flags effect vertex/fragment program state */
341 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
342 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
343 _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
344 _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
345 _NEW_COLOR);
346 }
347 if (ctx->VertexProgram._MaintainTnlProgram) {
348 prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE |
349 _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
350 _NEW_FOG | _NEW_LIGHT |
351 _MESA_NEW_NEED_EYE_COORDS);
352 }
353
354 /*
355 * Now update derived state info
356 */
357
358 if (new_state & prog_flags)
359 update_program_enables( ctx );
360
361 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
362 _mesa_update_modelview_project( ctx, new_state );
363
364 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
365 _mesa_update_texture( ctx, new_state );
366
367 if (new_state & _NEW_POLYGON)
368 update_frontbit( ctx );
369
370 if (new_state & _NEW_BUFFERS)
371 _mesa_update_framebuffer(ctx);
372
373 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
374 _mesa_update_draw_buffer_bounds( ctx );
375
376 if (new_state & _NEW_LIGHT)
377 _mesa_update_lighting( ctx );
378
379 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
380 update_twoside( ctx );
381
382 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
383 _mesa_update_stencil( ctx );
384
385 if (new_state & _NEW_PIXEL)
386 _mesa_update_pixel( ctx, new_state );
387
388 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
389 update_multisample( ctx );
390
391 /* ctx->_NeedEyeCoords is now up to date.
392 *
393 * If the truth value of this variable has changed, update for the
394 * new lighting space and recompute the positions of lights and the
395 * normal transform.
396 *
397 * If the lighting space hasn't changed, may still need to recompute
398 * light positions & normal transforms for other reasons.
399 */
400 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
401 _mesa_update_tnl_spaces( ctx, new_state );
402
403 if (new_state & prog_flags) {
404 /* When we generate programs from fixed-function vertex/fragment state
405 * this call may generate/bind a new program. If so, we need to
406 * propogate the _NEW_PROGRAM flag to the driver.
407 */
408 new_prog_state |= update_program( ctx );
409 }
410
411 if (new_state & _NEW_ARRAY)
412 _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
413
414 out:
415 new_prog_state |= update_program_constants(ctx);
416
417 /*
418 * Give the driver a chance to act upon the new_state flags.
419 * The driver might plug in different span functions, for example.
420 * Also, this is where the driver can invalidate the state of any
421 * active modules (such as swrast_setup, swrast, tnl, etc).
422 *
423 * Set ctx->NewState to zero to avoid recursion if
424 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
425 */
426 new_state = ctx->NewState | new_prog_state;
427 ctx->NewState = 0;
428 ctx->Driver.UpdateState(ctx, new_state);
429 ctx->Array.VAO->NewArrays = 0x0;
430 }
431
432
433 /* This is the usual entrypoint for state updates:
434 */
435 void
436 _mesa_update_state( struct gl_context *ctx )
437 {
438 _mesa_lock_context_textures(ctx);
439 _mesa_update_state_locked(ctx);
440 _mesa_unlock_context_textures(ctx);
441 }
442
443
444
445
446 /**
447 * Want to figure out which fragment program inputs are actually
448 * constant/current values from ctx->Current. These should be
449 * referenced as a tracked state variable rather than a fragment
450 * program input, to save the overhead of putting a constant value in
451 * every submitted vertex, transferring it to hardware, interpolating
452 * it across the triangle, etc...
453 *
454 * When there is a VP bound, just use vp->outputs. But when we're
455 * generating vp from fixed function state, basically want to
456 * calculate:
457 *
458 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
459 * potential_vp_outputs )
460 *
461 * Where potential_vp_outputs is calculated by looking at enabled
462 * texgen, etc.
463 *
464 * The generated fragment program should then only declare inputs that
465 * may vary or otherwise differ from the ctx->Current values.
466 * Otherwise, the fp should track them as state values instead.
467 */
468 void
469 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
470 GLbitfield64 varying_inputs )
471 {
472 if (ctx->varying_vp_inputs != varying_inputs) {
473 ctx->varying_vp_inputs = varying_inputs;
474
475 /* Only the fixed-func generated programs need to use the flag
476 * and the fixed-func fragment program uses it only if there is also
477 * a fixed-func vertex program, so this only depends on the latter.
478 *
479 * It's okay to check the VP pointer here, because this is called after
480 * _mesa_update_state in the vbo module. */
481 if (ctx->VertexProgram._TnlProgram ||
482 ctx->FragmentProgram._TexEnvProgram) {
483 ctx->NewState |= _NEW_VARYING_VP_INPUTS;
484 }
485 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
486 }
487 }
488
489
490 /**
491 * Used by drivers to tell core Mesa that the driver is going to
492 * install/ use its own vertex program. In particular, this will
493 * prevent generated fragment programs from using state vars instead
494 * of ordinary varyings/inputs.
495 */
496 void
497 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
498 {
499 if (ctx->VertexProgram._Overriden != flag) {
500 ctx->VertexProgram._Overriden = flag;
501
502 /* Set one of the bits which will trigger fragment program
503 * regeneration:
504 */
505 ctx->NewState |= _NEW_PROGRAM;
506 }
507 }