mesa: add packing support for setting uniforms
[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 "vbo/vbo.h"
55 #include "viewport.h"
56 #include "blend.h"
57
58
59 /**
60 * Update the ctx->*Program._Current pointers to point to the
61 * current/active programs.
62 *
63 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
64 * programs or programs derived from fixed-function state.
65 *
66 * This function needs to be called after texture state validation in case
67 * we're generating a fragment program from fixed-function texture state.
68 *
69 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
70 * or fragment program is being used.
71 */
72 static GLbitfield
73 update_program(struct gl_context *ctx)
74 {
75 struct gl_program *vsProg =
76 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
77 struct gl_program *tcsProg =
78 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
79 struct gl_program *tesProg =
80 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
81 struct gl_program *gsProg =
82 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
83 struct gl_program *fsProg =
84 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
85 struct gl_program *csProg =
86 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
87 const struct gl_program *prevVP = ctx->VertexProgram._Current;
88 const struct gl_program *prevFP = ctx->FragmentProgram._Current;
89 const struct gl_program *prevGP = ctx->GeometryProgram._Current;
90 const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
91 const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
92 const struct gl_program *prevCP = ctx->ComputeProgram._Current;
93
94 /*
95 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
96 * pointers to the programs that should be used for rendering. If either
97 * is NULL, use fixed-function code paths.
98 *
99 * These programs may come from several sources. The priority is as
100 * follows:
101 * 1. OpenGL 2.0/ARB vertex/fragment shaders
102 * 2. ARB/NV vertex/fragment programs
103 * 3. ATI fragment shader
104 * 4. Programs derived from fixed-function state.
105 *
106 * Note: it's possible for a vertex shader to get used with a fragment
107 * program (and vice versa) here, but in practice that shouldn't ever
108 * come up, or matter.
109 */
110
111 if (fsProg) {
112 /* Use GLSL fragment shader */
113 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
114 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
115 NULL);
116 }
117 else if (_mesa_arb_fragment_program_enabled(ctx)) {
118 /* Use user-defined fragment program */
119 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
120 ctx->FragmentProgram.Current);
121 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
122 NULL);
123 }
124 else if (_mesa_ati_fragment_shader_enabled(ctx) &&
125 ctx->ATIFragmentShader.Current->Program) {
126 /* Use the enabled ATI fragment shader's associated program */
127 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
128 ctx->ATIFragmentShader.Current->Program);
129 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
130 NULL);
131 }
132 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
133 /* Use fragment program generated from fixed-function state */
134 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
135
136 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
137 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
138 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
139 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
140 }
141 else {
142 /* No fragment program */
143 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
144 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
145 NULL);
146 }
147
148 if (gsProg) {
149 /* Use GLSL geometry shader */
150 _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
151 } else {
152 /* No geometry program */
153 _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
154 }
155
156 if (tesProg) {
157 /* Use GLSL tessellation evaluation shader */
158 _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
159 }
160 else {
161 /* No tessellation evaluation program */
162 _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
163 }
164
165 if (tcsProg) {
166 /* Use GLSL tessellation control shader */
167 _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
168 }
169 else {
170 /* No tessellation control program */
171 _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
172 }
173
174 /* Examine vertex program after fragment program as
175 * _mesa_get_fixed_func_vertex_program() needs to know active
176 * fragprog inputs.
177 */
178 if (vsProg) {
179 /* Use GLSL vertex shader */
180 assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
181 _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
182 }
183 else if (_mesa_arb_vertex_program_enabled(ctx)) {
184 /* Use user-defined vertex program */
185 assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
186 _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
187 ctx->VertexProgram.Current);
188 }
189 else if (ctx->VertexProgram._MaintainTnlProgram) {
190 /* Use vertex program generated from fixed-function state */
191 assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
192 _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
193 _mesa_get_fixed_func_vertex_program(ctx));
194 _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
195 ctx->VertexProgram._Current);
196 }
197 else {
198 /* no vertex program */
199 assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
200 _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
201 }
202
203 if (csProg) {
204 /* Use GLSL compute shader */
205 _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
206 } else {
207 /* no compute program */
208 _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
209 }
210
211 /* Let the driver know what's happening:
212 */
213 if (ctx->FragmentProgram._Current != prevFP ||
214 ctx->VertexProgram._Current != prevVP ||
215 ctx->GeometryProgram._Current != prevGP ||
216 ctx->TessEvalProgram._Current != prevTEP ||
217 ctx->TessCtrlProgram._Current != prevTCP ||
218 ctx->ComputeProgram._Current != prevCP)
219 return _NEW_PROGRAM;
220
221 return 0;
222 }
223
224
225 /**
226 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
227 */
228 static GLbitfield
229 update_program_constants(struct gl_context *ctx)
230 {
231 GLbitfield new_state = 0x0;
232
233 if (ctx->FragmentProgram._Current) {
234 const struct gl_program_parameter_list *params =
235 ctx->FragmentProgram._Current->Parameters;
236 if (params && params->StateFlags & ctx->NewState) {
237 if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT]) {
238 ctx->NewDriverState |=
239 ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT];
240 } else {
241 new_state |= _NEW_PROGRAM_CONSTANTS;
242 }
243 }
244 }
245
246 /* Don't handle tessellation and geometry shaders here. They don't use
247 * any state constants.
248 */
249
250 if (ctx->VertexProgram._Current) {
251 const struct gl_program_parameter_list *params =
252 ctx->VertexProgram._Current->Parameters;
253 if (params && params->StateFlags & ctx->NewState) {
254 if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX]) {
255 ctx->NewDriverState |=
256 ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX];
257 } else {
258 new_state |= _NEW_PROGRAM_CONSTANTS;
259 }
260 }
261 }
262
263 return new_state;
264 }
265
266
267 /**
268 * Compute derived GL state.
269 * If __struct gl_contextRec::NewState is non-zero then this function \b must
270 * be called before rendering anything.
271 *
272 * Calls dd_function_table::UpdateState to perform any internal state
273 * management necessary.
274 *
275 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
276 * _mesa_update_buffer_bounds(),
277 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
278 */
279 void
280 _mesa_update_state_locked( struct gl_context *ctx )
281 {
282 GLbitfield new_state = ctx->NewState;
283 GLbitfield new_prog_state = 0x0;
284 const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
285
286 /* we can skip a bunch of state validation checks if the dirty
287 * state matches one or more bits in 'computed_states'.
288 */
289 if ((new_state & computed_states) == 0)
290 goto out;
291
292 if (MESA_VERBOSE & VERBOSE_STATE)
293 _mesa_print_state("_mesa_update_state", new_state);
294
295 if (new_state & _NEW_BUFFERS)
296 _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
297
298 /* Handle Core and Compatibility contexts separately. */
299 if (ctx->API == API_OPENGL_COMPAT ||
300 ctx->API == API_OPENGLES) {
301 GLbitfield prog_flags = _NEW_PROGRAM;
302
303 /* Determine which state flags effect vertex/fragment program state */
304 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
305 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
306 _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
307 _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
308 _NEW_COLOR | _NEW_TEXTURE_STATE);
309 }
310 if (ctx->VertexProgram._MaintainTnlProgram) {
311 prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
312 _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
313 _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
314 _MESA_NEW_NEED_EYE_COORDS);
315 }
316
317 /*
318 * Now update derived state info
319 */
320 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
321 _mesa_update_modelview_project( ctx, new_state );
322
323 if (new_state & _NEW_TEXTURE_MATRIX)
324 _mesa_update_texture_matrices(ctx);
325
326 if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
327 _mesa_update_texture_state(ctx);
328
329 if (new_state & _NEW_LIGHT)
330 _mesa_update_lighting(ctx);
331
332 if (new_state & _NEW_PIXEL)
333 _mesa_update_pixel( ctx );
334
335 /* ctx->_NeedEyeCoords is now up to date.
336 *
337 * If the truth value of this variable has changed, update for the
338 * new lighting space and recompute the positions of lights and the
339 * normal transform.
340 *
341 * If the lighting space hasn't changed, may still need to recompute
342 * light positions & normal transforms for other reasons.
343 */
344 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
345 _mesa_update_tnl_spaces( ctx, new_state );
346
347 if (new_state & prog_flags) {
348 /* When we generate programs from fixed-function vertex/fragment state
349 * this call may generate/bind a new program. If so, we need to
350 * propogate the _NEW_PROGRAM flag to the driver.
351 */
352 new_prog_state |= update_program(ctx);
353 }
354 } else {
355 /* GL Core and GLES 2/3 contexts */
356 if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
357 _mesa_update_texture_state(ctx);
358
359 if (new_state & _NEW_PROGRAM)
360 update_program(ctx);
361 }
362
363 if (new_state & _NEW_ARRAY)
364 _mesa_update_vao_derived_arrays(ctx, ctx->Array.VAO);
365
366 out:
367 new_prog_state |= update_program_constants(ctx);
368
369 ctx->NewState |= new_prog_state;
370 vbo_exec_invalidate_state(ctx);
371
372 /*
373 * Give the driver a chance to act upon the new_state flags.
374 * The driver might plug in different span functions, for example.
375 * Also, this is where the driver can invalidate the state of any
376 * active modules (such as swrast_setup, swrast, tnl, etc).
377 */
378 ctx->Driver.UpdateState(ctx);
379 ctx->NewState = 0;
380 ctx->Array.VAO->NewArrays = 0x0;
381 }
382
383
384 /* This is the usual entrypoint for state updates:
385 */
386 void
387 _mesa_update_state( struct gl_context *ctx )
388 {
389 _mesa_lock_context_textures(ctx);
390 _mesa_update_state_locked(ctx);
391 _mesa_unlock_context_textures(ctx);
392 }
393
394
395
396
397 /**
398 * Want to figure out which fragment program inputs are actually
399 * constant/current values from ctx->Current. These should be
400 * referenced as a tracked state variable rather than a fragment
401 * program input, to save the overhead of putting a constant value in
402 * every submitted vertex, transferring it to hardware, interpolating
403 * it across the triangle, etc...
404 *
405 * When there is a VP bound, just use vp->outputs. But when we're
406 * generating vp from fixed function state, basically want to
407 * calculate:
408 *
409 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
410 * potential_vp_outputs )
411 *
412 * Where potential_vp_outputs is calculated by looking at enabled
413 * texgen, etc.
414 *
415 * The generated fragment program should then only declare inputs that
416 * may vary or otherwise differ from the ctx->Current values.
417 * Otherwise, the fp should track them as state values instead.
418 */
419 void
420 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
421 GLbitfield varying_inputs )
422 {
423 if (ctx->API != API_OPENGL_COMPAT &&
424 ctx->API != API_OPENGLES)
425 return;
426
427 if (ctx->varying_vp_inputs != varying_inputs) {
428 ctx->varying_vp_inputs = varying_inputs;
429
430 /* Only the fixed-func generated programs need to use the flag
431 * and the fixed-func fragment program uses it only if there is also
432 * a fixed-func vertex program, so this only depends on the latter.
433 *
434 * It's okay to check the VP pointer here, because this is called after
435 * _mesa_update_state in the vbo module. */
436 if (ctx->VertexProgram._TnlProgram ||
437 ctx->FragmentProgram._TexEnvProgram) {
438 ctx->NewState |= _NEW_VARYING_VP_INPUTS;
439 }
440 /*printf("%s %x\n", __func__, varying_inputs);*/
441 }
442 }
443
444
445 /**
446 * Used by drivers to tell core Mesa that the driver is going to
447 * install/ use its own vertex program. In particular, this will
448 * prevent generated fragment programs from using state vars instead
449 * of ordinary varyings/inputs.
450 */
451 void
452 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
453 {
454 if (ctx->VertexProgram._Overriden != flag) {
455 ctx->VertexProgram._Overriden = flag;
456
457 /* Set one of the bits which will trigger fragment program
458 * regeneration:
459 */
460 ctx->NewState |= _NEW_PROGRAM;
461 }
462 }
463
464
465 /**
466 * Update ctx->VertexProgram._VPMode.
467 * This is to distinguish whether we're running
468 * a vertex program/shader,
469 * a fixed-function TNL program or
470 * a fixed function vertex transformation without any program.
471 */
472 void
473 _mesa_update_vertex_processing_mode(struct gl_context *ctx)
474 {
475 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
476 ctx->VertexProgram._VPMode = VP_MODE_SHADER;
477 else if (_mesa_arb_vertex_program_enabled(ctx))
478 ctx->VertexProgram._VPMode = VP_MODE_SHADER;
479 else
480 ctx->VertexProgram._VPMode = VP_MODE_FF;
481 }
482
483
484 /**
485 * Set the _DrawVAO and the net enabled arrays.
486 * The vao->_Enabled bitmask is transformed due to position/generic0
487 * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied
488 * to filter out arrays unwanted for the currently executed draw operation.
489 * For example, the generic attributes are masked out form the _DrawVAO's
490 * enabled arrays when a fixed function array draw is executed.
491 */
492 void
493 _mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao,
494 GLbitfield filter)
495 {
496 struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO;
497 if (*ptr != vao) {
498 _mesa_reference_vao_(ctx, ptr, vao);
499 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
500 } else if (vao->NewArrays) {
501 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
502 }
503
504 /* May shuffle the position and generic0 bits around, filter out unwanted */
505 const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao);
506 if (ctx->Array._DrawVAOEnabledAttribs != enabled)
507 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
508 ctx->Array._DrawVAOEnabledAttribs = enabled;
509 _mesa_set_varying_vp_inputs(ctx, enabled);
510 }