2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
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"
58 update_separate_specular(struct gl_context
*ctx
)
60 if (_mesa_need_secondary_color(ctx
))
61 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
63 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
68 * Update the following fields:
69 * ctx->VertexProgram._Enabled
70 * ctx->FragmentProgram._Enabled
71 * ctx->ATIFragmentShader._Enabled
72 * This needs to be done before texture state validation.
75 update_program_enables(struct gl_context
*ctx
)
77 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
78 * program is enabled AND valid. Similarly for ATI fragment shaders.
79 * GLSL shaders not relevant here.
81 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
82 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
83 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
84 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
85 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
86 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
91 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
92 * to the current/active programs. Then call ctx->Driver.BindProgram() to
93 * tell the driver which programs to use.
95 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
96 * programs or programs derived from fixed-function state.
98 * This function needs to be called after texture state validation in case
99 * we're generating a fragment program from fixed-function texture state.
101 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
102 * or fragment program is being used.
105 update_program(struct gl_context
*ctx
)
107 const struct gl_shader_program
*vsProg
= ctx
->Shader
.CurrentVertexProgram
;
108 const struct gl_shader_program
*gsProg
= ctx
->Shader
.CurrentGeometryProgram
;
109 struct gl_shader_program
*fsProg
= ctx
->Shader
.CurrentFragmentProgram
;
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 GLbitfield new_state
= 0x0;
116 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
117 * pointers to the programs that should be used for rendering. If either
118 * is NULL, use fixed-function code paths.
120 * These programs may come from several sources. The priority is as
122 * 1. OpenGL 2.0/ARB vertex/fragment shaders
123 * 2. ARB/NV vertex/fragment programs
124 * 3. Programs derived from fixed-function state.
126 * Note: it's possible for a vertex shader to get used with a fragment
127 * program (and vice versa) here, but in practice that shouldn't ever
128 * come up, or matter.
131 if (fsProg
&& fsProg
->LinkStatus
132 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
133 /* Use GLSL fragment shader */
134 _mesa_reference_shader_program(ctx
,
135 &ctx
->Shader
._CurrentFragmentProgram
,
137 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
138 gl_fragment_program(fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
139 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
142 else if (ctx
->FragmentProgram
._Enabled
) {
143 /* Use user-defined fragment program */
144 _mesa_reference_shader_program(ctx
,
145 &ctx
->Shader
._CurrentFragmentProgram
,
147 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
148 ctx
->FragmentProgram
.Current
);
149 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
152 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
153 /* Use fragment program generated from fixed-function state */
154 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
156 _mesa_reference_shader_program(ctx
,
157 &ctx
->Shader
._CurrentFragmentProgram
,
159 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
160 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
161 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
162 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
165 /* No fragment program */
166 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
167 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
171 if (gsProg
&& gsProg
->LinkStatus
172 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
173 /* Use GLSL geometry shader */
174 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
175 gl_geometry_program(gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
));
177 /* No geometry program */
178 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
181 /* Examine vertex program after fragment program as
182 * _mesa_get_fixed_func_vertex_program() needs to know active
185 if (vsProg
&& vsProg
->LinkStatus
186 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
187 /* Use GLSL vertex shader */
188 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
189 gl_vertex_program(vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
));
191 else if (ctx
->VertexProgram
._Enabled
) {
192 /* Use user-defined vertex program */
193 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
194 ctx
->VertexProgram
.Current
);
196 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
197 /* Use vertex program generated from fixed-function state */
198 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
199 _mesa_get_fixed_func_vertex_program(ctx
));
200 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
201 ctx
->VertexProgram
._Current
);
204 /* no vertex program */
205 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
208 /* Let the driver know what's happening:
210 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
211 new_state
|= _NEW_PROGRAM
;
212 if (ctx
->Driver
.BindProgram
) {
213 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
214 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
218 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
219 new_state
|= _NEW_PROGRAM
;
220 if (ctx
->Driver
.BindProgram
) {
221 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
222 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
226 if (ctx
->VertexProgram
._Current
!= prevVP
) {
227 new_state
|= _NEW_PROGRAM
;
228 if (ctx
->Driver
.BindProgram
) {
229 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
230 (struct gl_program
*) ctx
->VertexProgram
._Current
);
239 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
242 update_program_constants(struct gl_context
*ctx
)
244 GLbitfield new_state
= 0x0;
246 if (ctx
->FragmentProgram
._Current
) {
247 const struct gl_program_parameter_list
*params
=
248 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
249 if (params
&& params
->StateFlags
& ctx
->NewState
) {
250 new_state
|= _NEW_PROGRAM_CONSTANTS
;
254 if (ctx
->GeometryProgram
._Current
) {
255 const struct gl_program_parameter_list
*params
=
256 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
257 /*FIXME: StateFlags is always 0 because we have unnamed constant
258 * not state changes */
259 if (params
/*&& params->StateFlags & ctx->NewState*/) {
260 new_state
|= _NEW_PROGRAM_CONSTANTS
;
264 if (ctx
->VertexProgram
._Current
) {
265 const struct gl_program_parameter_list
*params
=
266 ctx
->VertexProgram
._Current
->Base
.Parameters
;
267 if (params
&& params
->StateFlags
& ctx
->NewState
) {
268 new_state
|= _NEW_PROGRAM_CONSTANTS
;
279 update_viewport_matrix(struct gl_context
*ctx
)
281 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
283 ASSERT(depthMax
> 0);
285 /* Compute scale and bias values. This is really driver-specific
286 * and should be maintained elsewhere if at all.
287 * NOTE: RasterPos uses this.
289 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
290 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
291 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
292 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
298 * Update derived multisample state.
301 update_multisample(struct gl_context
*ctx
)
303 ctx
->Multisample
._Enabled
= GL_FALSE
;
304 if (ctx
->Multisample
.Enabled
&&
306 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
307 ctx
->Multisample
._Enabled
= GL_TRUE
;
312 * Update the ctx->Color._ClampFragmentColor field
315 update_clamp_fragment_color(struct gl_context
*ctx
)
317 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
320 * - there is no colorbuffer
321 * - all colorbuffers are unsigned normalized, so clamping has no effect
322 * - there is an integer colorbuffer
324 if (!fb
|| !fb
->_HasSNormOrFloatColorBuffer
|| fb
->_IntegerColor
)
325 ctx
->Color
._ClampFragmentColor
= GL_FALSE
;
327 ctx
->Color
._ClampFragmentColor
= _mesa_get_clamp_fragment_color(ctx
);
332 * Update the ctx->Color._ClampVertexColor field
335 update_clamp_vertex_color(struct gl_context
*ctx
)
337 ctx
->Light
._ClampVertexColor
= _mesa_get_clamp_vertex_color(ctx
);
342 * Update the ctx->VertexProgram._TwoSideEnabled flag.
345 update_twoside(struct gl_context
*ctx
)
347 if (ctx
->Shader
.CurrentVertexProgram
||
348 ctx
->VertexProgram
._Enabled
) {
349 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
351 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
352 ctx
->Light
.Model
.TwoSide
);
358 * Check polygon state and set DD_TRI_OFFSET
359 * in ctx->_TriangleCaps if needed.
362 update_polygon(struct gl_context
*ctx
)
364 ctx
->_TriangleCaps
&= ~DD_TRI_OFFSET
;
366 if ( ctx
->Polygon
.OffsetPoint
367 || ctx
->Polygon
.OffsetLine
368 || ctx
->Polygon
.OffsetFill
)
369 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
374 * Update the ctx->_TriangleCaps bitfield.
375 * XXX that bitfield should really go away someday!
376 * This function must be called after other update_*() functions since
377 * there are dependencies on some other derived values.
381 update_tricaps(struct gl_context
*ctx
, GLbitfield new_state
)
383 ctx
->_TriangleCaps
= 0;
388 if (1/*new_state & _NEW_POINT*/) {
389 if (ctx
->Point
.SmoothFlag
)
390 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
391 if (ctx
->Point
._Attenuated
)
392 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
398 if (1/*new_state & _NEW_LINE*/) {
399 if (ctx
->Line
.SmoothFlag
)
400 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
401 if (ctx
->Line
.StippleFlag
)
402 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
408 if (1/*new_state & _NEW_POLYGON*/) {
409 if (ctx
->Polygon
.SmoothFlag
)
410 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
411 if (ctx
->Polygon
.StippleFlag
)
412 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
413 if (ctx
->Polygon
.FrontMode
!= GL_FILL
414 || ctx
->Polygon
.BackMode
!= GL_FILL
)
415 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
416 if (ctx
->Polygon
.OffsetPoint
||
417 ctx
->Polygon
.OffsetLine
||
418 ctx
->Polygon
.OffsetFill
)
419 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
423 * Lighting and shading
425 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
426 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
427 if (_mesa_need_secondary_color(ctx
))
428 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
434 * Compute derived GL state.
435 * If __struct gl_contextRec::NewState is non-zero then this function \b must
436 * be called before rendering anything.
438 * Calls dd_function_table::UpdateState to perform any internal state
439 * management necessary.
441 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
442 * _mesa_update_buffer_bounds(),
443 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
446 _mesa_update_state_locked( struct gl_context
*ctx
)
448 GLbitfield new_state
= ctx
->NewState
;
449 GLbitfield prog_flags
= _NEW_PROGRAM
;
450 GLbitfield new_prog_state
= 0x0;
452 if (new_state
== _NEW_CURRENT_ATTRIB
)
455 if (MESA_VERBOSE
& VERBOSE_STATE
)
456 _mesa_print_state("_mesa_update_state", new_state
);
458 /* Determine which state flags effect vertex/fragment program state */
459 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
460 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
461 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
462 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
465 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
466 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
467 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
468 _NEW_FOG
| _NEW_LIGHT
|
469 _MESA_NEW_NEED_EYE_COORDS
);
473 * Now update derived state info
476 if (new_state
& prog_flags
)
477 update_program_enables( ctx
);
479 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
480 _mesa_update_modelview_project( ctx
, new_state
);
482 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
483 _mesa_update_texture( ctx
, new_state
);
485 if (new_state
& _NEW_BUFFERS
)
486 _mesa_update_framebuffer(ctx
);
488 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
489 _mesa_update_draw_buffer_bounds( ctx
);
491 if (new_state
& _NEW_POLYGON
)
492 update_polygon( ctx
);
494 if (new_state
& _NEW_LIGHT
)
495 _mesa_update_lighting( ctx
);
497 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
498 update_twoside( ctx
);
500 if (new_state
& (_NEW_LIGHT
| _NEW_BUFFERS
))
501 update_clamp_vertex_color(ctx
);
503 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
504 _mesa_update_stencil( ctx
);
506 if (new_state
& _NEW_PIXEL
)
507 _mesa_update_pixel( ctx
, new_state
);
509 if (new_state
& _MESA_NEW_SEPARATE_SPECULAR
)
510 update_separate_specular( ctx
);
512 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
513 update_viewport_matrix(ctx
);
515 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
516 update_multisample( ctx
);
518 if(new_state
& (_NEW_FRAG_CLAMP
| _NEW_BUFFERS
))
519 update_clamp_fragment_color(ctx
);
522 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
523 | _NEW_STENCIL
| _MESA_NEW_SEPARATE_SPECULAR
))
524 update_tricaps( ctx
, new_state
);
527 /* ctx->_NeedEyeCoords is now up to date.
529 * If the truth value of this variable has changed, update for the
530 * new lighting space and recompute the positions of lights and the
533 * If the lighting space hasn't changed, may still need to recompute
534 * light positions & normal transforms for other reasons.
536 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
537 _mesa_update_tnl_spaces( ctx
, new_state
);
539 if (new_state
& prog_flags
) {
540 /* When we generate programs from fixed-function vertex/fragment state
541 * this call may generate/bind a new program. If so, we need to
542 * propogate the _NEW_PROGRAM flag to the driver.
544 new_prog_state
|= update_program( ctx
);
547 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
548 _mesa_update_array_object_max_element(ctx
, ctx
->Array
.ArrayObj
);
551 new_prog_state
|= update_program_constants(ctx
);
554 * Give the driver a chance to act upon the new_state flags.
555 * The driver might plug in different span functions, for example.
556 * Also, this is where the driver can invalidate the state of any
557 * active modules (such as swrast_setup, swrast, tnl, etc).
559 * Set ctx->NewState to zero to avoid recursion if
560 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
562 new_state
= ctx
->NewState
| new_prog_state
;
564 ctx
->Driver
.UpdateState(ctx
, new_state
);
565 ctx
->Array
.ArrayObj
->NewArrays
= 0x0;
569 /* This is the usual entrypoint for state updates:
572 _mesa_update_state( struct gl_context
*ctx
)
574 _mesa_lock_context_textures(ctx
);
575 _mesa_update_state_locked(ctx
);
576 _mesa_unlock_context_textures(ctx
);
583 * Want to figure out which fragment program inputs are actually
584 * constant/current values from ctx->Current. These should be
585 * referenced as a tracked state variable rather than a fragment
586 * program input, to save the overhead of putting a constant value in
587 * every submitted vertex, transferring it to hardware, interpolating
588 * it across the triangle, etc...
590 * When there is a VP bound, just use vp->outputs. But when we're
591 * generating vp from fixed function state, basically want to
594 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
595 * potential_vp_outputs )
597 * Where potential_vp_outputs is calculated by looking at enabled
600 * The generated fragment program should then only declare inputs that
601 * may vary or otherwise differ from the ctx->Current values.
602 * Otherwise, the fp should track them as state values instead.
605 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
606 GLbitfield64 varying_inputs
)
608 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
609 ctx
->varying_vp_inputs
= varying_inputs
;
611 /* Only the fixed-func generated programs need to use the flag
612 * and the fixed-func fragment program uses it only if there is also
613 * a fixed-func vertex program, so this only depends on the latter.
615 * It's okay to check the VP pointer here, because this is called after
616 * _mesa_update_state in the vbo module. */
617 if (ctx
->VertexProgram
._TnlProgram
||
618 ctx
->FragmentProgram
._TexEnvProgram
) {
619 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
621 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
627 * Used by drivers to tell core Mesa that the driver is going to
628 * install/ use its own vertex program. In particular, this will
629 * prevent generated fragment programs from using state vars instead
630 * of ordinary varyings/inputs.
633 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
635 if (ctx
->VertexProgram
._Overriden
!= flag
) {
636 ctx
->VertexProgram
._Overriden
= flag
;
638 /* Set one of the bits which will trigger fragment program
641 ctx
->NewState
|= _NEW_PROGRAM
;