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"
57 update_separate_specular(struct gl_context
*ctx
)
59 if (_mesa_need_secondary_color(ctx
))
60 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
62 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
67 * Update the following fields:
68 * ctx->VertexProgram._Enabled
69 * ctx->FragmentProgram._Enabled
70 * ctx->ATIFragmentShader._Enabled
71 * This needs to be done before texture state validation.
74 update_program_enables(struct gl_context
*ctx
)
76 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
77 * program is enabled AND valid. Similarly for ATI fragment shaders.
78 * GLSL shaders not relevant here.
80 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
81 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
82 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
83 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
84 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
85 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
91 * to the current/active programs. Then call ctx->Driver.BindProgram() to
92 * tell the driver which programs to use.
94 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
95 * programs or programs derived from fixed-function state.
97 * This function needs to be called after texture state validation in case
98 * we're generating a fragment program from fixed-function texture state.
100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
101 * or fragment program is being used.
104 update_program(struct gl_context
*ctx
)
106 const struct gl_shader_program
*vsProg
= ctx
->Shader
.CurrentVertexProgram
;
107 const struct gl_shader_program
*gsProg
= ctx
->Shader
.CurrentGeometryProgram
;
108 struct gl_shader_program
*fsProg
= ctx
->Shader
.CurrentFragmentProgram
;
109 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
110 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
111 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
112 GLbitfield new_state
= 0x0;
115 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
116 * pointers to the programs that should be used for rendering. If either
117 * is NULL, use fixed-function code paths.
119 * These programs may come from several sources. The priority is as
121 * 1. OpenGL 2.0/ARB vertex/fragment shaders
122 * 2. ARB/NV vertex/fragment programs
123 * 3. Programs derived from fixed-function state.
125 * Note: it's possible for a vertex shader to get used with a fragment
126 * program (and vice versa) here, but in practice that shouldn't ever
127 * come up, or matter.
130 if (fsProg
&& fsProg
->LinkStatus
131 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
132 /* Use GLSL fragment shader */
133 _mesa_reference_shader_program(ctx
,
134 &ctx
->Shader
._CurrentFragmentProgram
,
136 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
137 gl_fragment_program(fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
138 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
141 else if (ctx
->FragmentProgram
._Enabled
) {
142 /* Use user-defined fragment program */
143 _mesa_reference_shader_program(ctx
,
144 &ctx
->Shader
._CurrentFragmentProgram
,
146 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
147 ctx
->FragmentProgram
.Current
);
148 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
151 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
152 /* Use fragment program generated from fixed-function state */
153 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
155 _mesa_reference_shader_program(ctx
,
156 &ctx
->Shader
._CurrentFragmentProgram
,
158 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
159 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
160 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
161 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
164 /* No fragment program */
165 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
166 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
170 if (gsProg
&& gsProg
->LinkStatus
171 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
172 /* Use GLSL geometry shader */
173 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
174 gl_geometry_program(gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
));
176 /* No geometry program */
177 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
180 /* Examine vertex program after fragment program as
181 * _mesa_get_fixed_func_vertex_program() needs to know active
184 if (vsProg
&& vsProg
->LinkStatus
185 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
186 /* Use GLSL vertex shader */
187 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
188 gl_vertex_program(vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
));
190 else if (ctx
->VertexProgram
._Enabled
) {
191 /* Use user-defined vertex program */
192 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
193 ctx
->VertexProgram
.Current
);
195 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
196 /* Use vertex program generated from fixed-function state */
197 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
198 _mesa_get_fixed_func_vertex_program(ctx
));
199 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
200 ctx
->VertexProgram
._Current
);
203 /* no vertex program */
204 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
207 /* Let the driver know what's happening:
209 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
210 new_state
|= _NEW_PROGRAM
;
211 if (ctx
->Driver
.BindProgram
) {
212 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
213 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
217 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
218 new_state
|= _NEW_PROGRAM
;
219 if (ctx
->Driver
.BindProgram
) {
220 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
221 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
225 if (ctx
->VertexProgram
._Current
!= prevVP
) {
226 new_state
|= _NEW_PROGRAM
;
227 if (ctx
->Driver
.BindProgram
) {
228 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
229 (struct gl_program
*) ctx
->VertexProgram
._Current
);
238 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
241 update_program_constants(struct gl_context
*ctx
)
243 GLbitfield new_state
= 0x0;
245 if (ctx
->FragmentProgram
._Current
) {
246 const struct gl_program_parameter_list
*params
=
247 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
248 if (params
&& params
->StateFlags
& ctx
->NewState
) {
249 new_state
|= _NEW_PROGRAM_CONSTANTS
;
253 if (ctx
->GeometryProgram
._Current
) {
254 const struct gl_program_parameter_list
*params
=
255 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
256 /*FIXME: StateFlags is always 0 because we have unnamed constant
257 * not state changes */
258 if (params
/*&& params->StateFlags & ctx->NewState*/) {
259 new_state
|= _NEW_PROGRAM_CONSTANTS
;
263 if (ctx
->VertexProgram
._Current
) {
264 const struct gl_program_parameter_list
*params
=
265 ctx
->VertexProgram
._Current
->Base
.Parameters
;
266 if (params
&& params
->StateFlags
& ctx
->NewState
) {
267 new_state
|= _NEW_PROGRAM_CONSTANTS
;
278 update_viewport_matrix(struct gl_context
*ctx
)
280 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
282 ASSERT(depthMax
> 0);
284 /* Compute scale and bias values. This is really driver-specific
285 * and should be maintained elsewhere if at all.
286 * NOTE: RasterPos uses this.
288 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
289 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
290 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
291 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
297 * Update derived multisample state.
300 update_multisample(struct gl_context
*ctx
)
302 ctx
->Multisample
._Enabled
= GL_FALSE
;
303 if (ctx
->Multisample
.Enabled
&&
305 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
306 ctx
->Multisample
._Enabled
= GL_TRUE
;
311 * Update the ctx->Color._ClampFragmentColor field
314 update_clamp_fragment_color(struct gl_context
*ctx
)
316 if (ctx
->Color
.ClampFragmentColor
== GL_FIXED_ONLY_ARB
)
317 ctx
->Color
._ClampFragmentColor
=
318 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
320 ctx
->Color
._ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
325 * Update the ctx->Color._ClampVertexColor field
328 update_clamp_vertex_color(struct gl_context
*ctx
)
330 if (ctx
->Light
.ClampVertexColor
== GL_FIXED_ONLY_ARB
)
331 ctx
->Light
._ClampVertexColor
=
332 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
334 ctx
->Light
._ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
339 * Update the ctx->Color._ClampReadColor field
342 update_clamp_read_color(struct gl_context
*ctx
)
344 if (ctx
->Color
.ClampReadColor
== GL_FIXED_ONLY_ARB
)
345 ctx
->Color
._ClampReadColor
=
346 !ctx
->ReadBuffer
|| !ctx
->ReadBuffer
->Visual
.floatMode
;
348 ctx
->Color
._ClampReadColor
= ctx
->Color
.ClampReadColor
;
352 * Update the ctx->VertexProgram._TwoSideEnabled flag.
355 update_twoside(struct gl_context
*ctx
)
357 if (ctx
->Shader
.CurrentVertexProgram
||
358 ctx
->VertexProgram
._Enabled
) {
359 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
361 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
362 ctx
->Light
.Model
.TwoSide
);
368 * Check polygon state and set DD_TRI_OFFSET
369 * in ctx->_TriangleCaps if needed.
372 update_polygon(struct gl_context
*ctx
)
374 ctx
->_TriangleCaps
&= ~DD_TRI_OFFSET
;
376 if ( ctx
->Polygon
.OffsetPoint
377 || ctx
->Polygon
.OffsetLine
378 || ctx
->Polygon
.OffsetFill
)
379 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
384 * Update the ctx->_TriangleCaps bitfield.
385 * XXX that bitfield should really go away someday!
386 * This function must be called after other update_*() functions since
387 * there are dependencies on some other derived values.
391 update_tricaps(struct gl_context
*ctx
, GLbitfield new_state
)
393 ctx
->_TriangleCaps
= 0;
398 if (1/*new_state & _NEW_POINT*/) {
399 if (ctx
->Point
.SmoothFlag
)
400 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
401 if (ctx
->Point
._Attenuated
)
402 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
408 if (1/*new_state & _NEW_LINE*/) {
409 if (ctx
->Line
.SmoothFlag
)
410 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
411 if (ctx
->Line
.StippleFlag
)
412 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
418 if (1/*new_state & _NEW_POLYGON*/) {
419 if (ctx
->Polygon
.SmoothFlag
)
420 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
421 if (ctx
->Polygon
.StippleFlag
)
422 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
423 if (ctx
->Polygon
.FrontMode
!= GL_FILL
424 || ctx
->Polygon
.BackMode
!= GL_FILL
)
425 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
426 if (ctx
->Polygon
.OffsetPoint
||
427 ctx
->Polygon
.OffsetLine
||
428 ctx
->Polygon
.OffsetFill
)
429 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
433 * Lighting and shading
435 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
436 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
437 if (_mesa_need_secondary_color(ctx
))
438 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
444 * Compute derived GL state.
445 * If __struct gl_contextRec::NewState is non-zero then this function \b must
446 * be called before rendering anything.
448 * Calls dd_function_table::UpdateState to perform any internal state
449 * management necessary.
451 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
452 * _mesa_update_buffer_bounds(),
453 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
456 _mesa_update_state_locked( struct gl_context
*ctx
)
458 GLbitfield new_state
= ctx
->NewState
;
459 GLbitfield prog_flags
= _NEW_PROGRAM
;
460 GLbitfield new_prog_state
= 0x0;
462 if (new_state
== _NEW_CURRENT_ATTRIB
)
465 if (MESA_VERBOSE
& VERBOSE_STATE
)
466 _mesa_print_state("_mesa_update_state", new_state
);
468 /* Determine which state flags effect vertex/fragment program state */
469 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
470 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
471 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
472 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
475 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
476 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
477 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
478 _NEW_FOG
| _NEW_LIGHT
|
479 _MESA_NEW_NEED_EYE_COORDS
);
483 * Now update derived state info
486 if (new_state
& prog_flags
)
487 update_program_enables( ctx
);
489 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
490 _mesa_update_modelview_project( ctx
, new_state
);
492 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
493 _mesa_update_texture( ctx
, new_state
);
495 if (new_state
& _NEW_BUFFERS
)
496 _mesa_update_framebuffer(ctx
);
498 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
499 _mesa_update_draw_buffer_bounds( ctx
);
501 if (new_state
& _NEW_POLYGON
)
502 update_polygon( ctx
);
504 if (new_state
& _NEW_LIGHT
)
505 _mesa_update_lighting( ctx
);
507 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
508 update_twoside( ctx
);
510 if (new_state
& (_NEW_LIGHT
| _NEW_BUFFERS
))
511 update_clamp_vertex_color(ctx
);
513 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
514 _mesa_update_stencil( ctx
);
516 if (new_state
& _NEW_PIXEL
)
517 _mesa_update_pixel( ctx
, new_state
);
519 if (new_state
& _MESA_NEW_SEPARATE_SPECULAR
)
520 update_separate_specular( ctx
);
522 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
523 update_viewport_matrix(ctx
);
525 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
526 update_multisample( ctx
);
528 if (new_state
& (_NEW_COLOR
| _NEW_BUFFERS
))
529 update_clamp_read_color(ctx
);
531 if(new_state
& (_NEW_FRAG_CLAMP
| _NEW_BUFFERS
))
532 update_clamp_fragment_color(ctx
);
535 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
536 | _NEW_STENCIL
| _MESA_NEW_SEPARATE_SPECULAR
))
537 update_tricaps( ctx
, new_state
);
540 /* ctx->_NeedEyeCoords is now up to date.
542 * If the truth value of this variable has changed, update for the
543 * new lighting space and recompute the positions of lights and the
546 * If the lighting space hasn't changed, may still need to recompute
547 * light positions & normal transforms for other reasons.
549 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
550 _mesa_update_tnl_spaces( ctx
, new_state
);
552 if (new_state
& prog_flags
) {
553 /* When we generate programs from fixed-function vertex/fragment state
554 * this call may generate/bind a new program. If so, we need to
555 * propogate the _NEW_PROGRAM flag to the driver.
557 new_prog_state
|= update_program( ctx
);
560 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
561 _mesa_update_array_object_max_element(ctx
, ctx
->Array
.ArrayObj
);
564 new_prog_state
|= update_program_constants(ctx
);
567 * Give the driver a chance to act upon the new_state flags.
568 * The driver might plug in different span functions, for example.
569 * Also, this is where the driver can invalidate the state of any
570 * active modules (such as swrast_setup, swrast, tnl, etc).
572 * Set ctx->NewState to zero to avoid recursion if
573 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
575 new_state
= ctx
->NewState
| new_prog_state
;
577 ctx
->Driver
.UpdateState(ctx
, new_state
);
578 ctx
->Array
.ArrayObj
->NewArrays
= 0x0;
582 /* This is the usual entrypoint for state updates:
585 _mesa_update_state( struct gl_context
*ctx
)
587 _mesa_lock_context_textures(ctx
);
588 _mesa_update_state_locked(ctx
);
589 _mesa_unlock_context_textures(ctx
);
596 * Want to figure out which fragment program inputs are actually
597 * constant/current values from ctx->Current. These should be
598 * referenced as a tracked state variable rather than a fragment
599 * program input, to save the overhead of putting a constant value in
600 * every submitted vertex, transferring it to hardware, interpolating
601 * it across the triangle, etc...
603 * When there is a VP bound, just use vp->outputs. But when we're
604 * generating vp from fixed function state, basically want to
607 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
608 * potential_vp_outputs )
610 * Where potential_vp_outputs is calculated by looking at enabled
613 * The generated fragment program should then only declare inputs that
614 * may vary or otherwise differ from the ctx->Current values.
615 * Otherwise, the fp should track them as state values instead.
618 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
619 GLbitfield64 varying_inputs
)
621 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
622 ctx
->varying_vp_inputs
= varying_inputs
;
624 /* Only the fixed-func generated programs need to use the flag
625 * and the fixed-func fragment program uses it only if there is also
626 * a fixed-func vertex program, so this only depends on the latter.
628 * It's okay to check the VP pointer here, because this is called after
629 * _mesa_update_state in the vbo module. */
630 if (ctx
->VertexProgram
._TnlProgram
) {
631 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
633 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
639 * Used by drivers to tell core Mesa that the driver is going to
640 * install/ use its own vertex program. In particular, this will
641 * prevent generated fragment programs from using state vars instead
642 * of ordinary varyings/inputs.
645 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
647 if (ctx
->VertexProgram
._Overriden
!= flag
) {
648 ctx
->VertexProgram
._Overriden
= flag
;
650 /* Set one of the bits which will trigger fragment program
653 ctx
->NewState
|= _NEW_PROGRAM
;