Fix gcc version checks for _mesa_bitcount
[mesa.git] / src / mesa / main / state.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
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 "context.h"
37 #include "debug.h"
38 #include "macros.h"
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
41 #include "light.h"
42 #include "matrix.h"
43 #include "pixel.h"
44 #include "program/program.h"
45 #include "program/prog_parameter.h"
46 #include "state.h"
47 #include "stencil.h"
48 #include "texenvprogram.h"
49 #include "texobj.h"
50 #include "texstate.h"
51 #include "varray.h"
52
53
54 static void
55 update_separate_specular(struct gl_context *ctx)
56 {
57 if (_mesa_need_secondary_color(ctx))
58 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
59 else
60 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
61 }
62
63
64 /**
65 * Helper for update_arrays().
66 * \return min(current min, array->_MaxElement).
67 */
68 static GLuint
69 update_min(GLuint min, struct gl_client_array *array)
70 {
71 _mesa_update_array_max_element(array);
72 return MIN2(min, array->_MaxElement);
73 }
74
75
76 /**
77 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
78 * Need to do this upon new array state or new buffer object state.
79 */
80 static void
81 update_arrays( struct gl_context *ctx )
82 {
83 struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
84 GLuint i, min = ~0;
85
86 /* find min of _MaxElement values for all enabled arrays */
87
88 /* 0 */
89 if (ctx->VertexProgram._Current
90 && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
91 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
92 }
93 else if (arrayObj->Vertex.Enabled) {
94 min = update_min(min, &arrayObj->Vertex);
95 }
96
97 /* 1 */
98 if (ctx->VertexProgram._Enabled
99 && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
100 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
101 }
102 /* no conventional vertex weight array */
103
104 /* 2 */
105 if (ctx->VertexProgram._Enabled
106 && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
107 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
108 }
109 else if (arrayObj->Normal.Enabled) {
110 min = update_min(min, &arrayObj->Normal);
111 }
112
113 /* 3 */
114 if (ctx->VertexProgram._Enabled
115 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
116 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
117 }
118 else if (arrayObj->Color.Enabled) {
119 min = update_min(min, &arrayObj->Color);
120 }
121
122 /* 4 */
123 if (ctx->VertexProgram._Enabled
124 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
125 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
126 }
127 else if (arrayObj->SecondaryColor.Enabled) {
128 min = update_min(min, &arrayObj->SecondaryColor);
129 }
130
131 /* 5 */
132 if (ctx->VertexProgram._Enabled
133 && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
134 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
135 }
136 else if (arrayObj->FogCoord.Enabled) {
137 min = update_min(min, &arrayObj->FogCoord);
138 }
139
140 /* 6 */
141 if (ctx->VertexProgram._Enabled
142 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
143 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
144 }
145 else if (arrayObj->Index.Enabled) {
146 min = update_min(min, &arrayObj->Index);
147 }
148
149 /* 7 */
150 if (ctx->VertexProgram._Enabled
151 && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
152 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
153 }
154
155 /* 8..15 */
156 for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
157 if (ctx->VertexProgram._Enabled
158 && arrayObj->VertexAttrib[i].Enabled) {
159 min = update_min(min, &arrayObj->VertexAttrib[i]);
160 }
161 else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
162 && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
163 min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
164 }
165 }
166
167 /* 16..31 */
168 if (ctx->VertexProgram._Current) {
169 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
170 if (arrayObj->VertexAttrib[i].Enabled) {
171 min = update_min(min, &arrayObj->VertexAttrib[i]);
172 }
173 }
174 }
175
176 if (arrayObj->EdgeFlag.Enabled) {
177 min = update_min(min, &arrayObj->EdgeFlag);
178 }
179
180 /* _MaxElement is one past the last legal array element */
181 arrayObj->_MaxElement = min;
182 }
183
184
185 /**
186 * Update the following fields:
187 * ctx->VertexProgram._Enabled
188 * ctx->FragmentProgram._Enabled
189 * ctx->ATIFragmentShader._Enabled
190 * This needs to be done before texture state validation.
191 */
192 static void
193 update_program_enables(struct gl_context *ctx)
194 {
195 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
196 * program is enabled AND valid. Similarly for ATI fragment shaders.
197 * GLSL shaders not relevant here.
198 */
199 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
200 && ctx->VertexProgram.Current->Base.Instructions;
201 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
202 && ctx->FragmentProgram.Current->Base.Instructions;
203 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
204 && ctx->ATIFragmentShader.Current->Instructions[0];
205 }
206
207
208 /**
209 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
210 * to the current/active programs. Then call ctx->Driver.BindProgram() to
211 * tell the driver which programs to use.
212 *
213 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
214 * programs or programs derived from fixed-function state.
215 *
216 * This function needs to be called after texture state validation in case
217 * we're generating a fragment program from fixed-function texture state.
218 *
219 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
220 * or fragment program is being used.
221 */
222 static GLbitfield
223 update_program(struct gl_context *ctx)
224 {
225 const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
226 const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
227 const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
228 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
229 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
230 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
231 GLbitfield new_state = 0x0;
232
233 /*
234 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
235 * pointers to the programs that should be used for rendering. If either
236 * is NULL, use fixed-function code paths.
237 *
238 * These programs may come from several sources. The priority is as
239 * follows:
240 * 1. OpenGL 2.0/ARB vertex/fragment shaders
241 * 2. ARB/NV vertex/fragment programs
242 * 3. Programs derived from fixed-function state.
243 *
244 * Note: it's possible for a vertex shader to get used with a fragment
245 * program (and vice versa) here, but in practice that shouldn't ever
246 * come up, or matter.
247 */
248
249 if (fsProg && fsProg->LinkStatus
250 && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
251 /* Use GLSL fragment shader */
252 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
253 (struct gl_fragment_program *)
254 fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
255 }
256 else if (ctx->FragmentProgram._Enabled) {
257 /* Use user-defined fragment program */
258 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
259 ctx->FragmentProgram.Current);
260 }
261 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
262 /* Use fragment program generated from fixed-function state */
263 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
264
265 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
266 (struct gl_fragment_program *)
267 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
268 }
269 else {
270 /* No fragment program */
271 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
272 }
273
274 if (gsProg && gsProg->LinkStatus
275 && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
276 /* Use GLSL geometry shader */
277 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
278 (struct gl_geometry_program *)
279 gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
280 } else {
281 /* No geometry program */
282 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
283 }
284
285 /* Examine vertex program after fragment program as
286 * _mesa_get_fixed_func_vertex_program() needs to know active
287 * fragprog inputs.
288 */
289 if (vsProg && vsProg->LinkStatus
290 && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
291 /* Use GLSL vertex shader */
292 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
293 (struct gl_vertex_program *)
294 vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
295 }
296 else if (ctx->VertexProgram._Enabled) {
297 /* Use user-defined vertex program */
298 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
299 ctx->VertexProgram.Current);
300 }
301 else if (ctx->VertexProgram._MaintainTnlProgram) {
302 /* Use vertex program generated from fixed-function state */
303 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
304 _mesa_get_fixed_func_vertex_program(ctx));
305 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
306 ctx->VertexProgram._Current);
307 }
308 else {
309 /* no vertex program */
310 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
311 }
312
313 /* Let the driver know what's happening:
314 */
315 if (ctx->FragmentProgram._Current != prevFP) {
316 new_state |= _NEW_PROGRAM;
317 if (ctx->Driver.BindProgram) {
318 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
319 (struct gl_program *) ctx->FragmentProgram._Current);
320 }
321 }
322
323 if (ctx->GeometryProgram._Current != prevGP) {
324 new_state |= _NEW_PROGRAM;
325 if (ctx->Driver.BindProgram) {
326 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
327 (struct gl_program *) ctx->GeometryProgram._Current);
328 }
329 }
330
331 if (ctx->VertexProgram._Current != prevVP) {
332 new_state |= _NEW_PROGRAM;
333 if (ctx->Driver.BindProgram) {
334 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
335 (struct gl_program *) ctx->VertexProgram._Current);
336 }
337 }
338
339 return new_state;
340 }
341
342
343 /**
344 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
345 */
346 static GLbitfield
347 update_program_constants(struct gl_context *ctx)
348 {
349 GLbitfield new_state = 0x0;
350
351 if (ctx->FragmentProgram._Current) {
352 const struct gl_program_parameter_list *params =
353 ctx->FragmentProgram._Current->Base.Parameters;
354 if (params && params->StateFlags & ctx->NewState) {
355 new_state |= _NEW_PROGRAM_CONSTANTS;
356 }
357 }
358
359 if (ctx->GeometryProgram._Current) {
360 const struct gl_program_parameter_list *params =
361 ctx->GeometryProgram._Current->Base.Parameters;
362 /*FIXME: StateFlags is always 0 because we have unnamed constant
363 * not state changes */
364 if (params /*&& params->StateFlags & ctx->NewState*/) {
365 new_state |= _NEW_PROGRAM_CONSTANTS;
366 }
367 }
368
369 if (ctx->VertexProgram._Current) {
370 const struct gl_program_parameter_list *params =
371 ctx->VertexProgram._Current->Base.Parameters;
372 if (params && params->StateFlags & ctx->NewState) {
373 new_state |= _NEW_PROGRAM_CONSTANTS;
374 }
375 }
376
377 return new_state;
378 }
379
380
381
382
383 static void
384 update_viewport_matrix(struct gl_context *ctx)
385 {
386 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
387
388 ASSERT(depthMax > 0);
389
390 /* Compute scale and bias values. This is really driver-specific
391 * and should be maintained elsewhere if at all.
392 * NOTE: RasterPos uses this.
393 */
394 _math_matrix_viewport(&ctx->Viewport._WindowMap,
395 ctx->Viewport.X, ctx->Viewport.Y,
396 ctx->Viewport.Width, ctx->Viewport.Height,
397 ctx->Viewport.Near, ctx->Viewport.Far,
398 depthMax);
399 }
400
401
402 /**
403 * Update derived multisample state.
404 */
405 static void
406 update_multisample(struct gl_context *ctx)
407 {
408 ctx->Multisample._Enabled = GL_FALSE;
409 if (ctx->Multisample.Enabled &&
410 ctx->DrawBuffer &&
411 ctx->DrawBuffer->Visual.sampleBuffers)
412 ctx->Multisample._Enabled = GL_TRUE;
413 }
414
415
416 /**
417 * Update the ctx->Color._ClampFragmentColor field
418 */
419 static void
420 update_clamp_fragment_color(struct gl_context *ctx)
421 {
422 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
423 ctx->Color._ClampFragmentColor =
424 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
425 else
426 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
427 }
428
429
430 /**
431 * Update the ctx->Color._ClampVertexColor field
432 */
433 static void
434 update_clamp_vertex_color(struct gl_context *ctx)
435 {
436 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
437 ctx->Light._ClampVertexColor =
438 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
439 else
440 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
441 }
442
443
444 /**
445 * Update the ctx->Color._ClampReadColor field
446 */
447 static void
448 update_clamp_read_color(struct gl_context *ctx)
449 {
450 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
451 ctx->Color._ClampReadColor =
452 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
453 else
454 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
455 }
456
457 /**
458 * Update the ctx->VertexProgram._TwoSideEnabled flag.
459 */
460 static void
461 update_twoside(struct gl_context *ctx)
462 {
463 if (ctx->Shader.CurrentVertexProgram ||
464 ctx->VertexProgram._Enabled) {
465 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
466 } else {
467 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
468 ctx->Light.Model.TwoSide);
469 }
470 }
471
472
473 /*
474 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
475 * in ctx->_TriangleCaps if needed.
476 */
477 static void
478 update_polygon(struct gl_context *ctx)
479 {
480 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
481
482 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
483 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
484
485 if ( ctx->Polygon.OffsetPoint
486 || ctx->Polygon.OffsetLine
487 || ctx->Polygon.OffsetFill)
488 ctx->_TriangleCaps |= DD_TRI_OFFSET;
489 }
490
491
492 /**
493 * Update the ctx->_TriangleCaps bitfield.
494 * XXX that bitfield should really go away someday!
495 * This function must be called after other update_*() functions since
496 * there are dependencies on some other derived values.
497 */
498 #if 0
499 static void
500 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
501 {
502 ctx->_TriangleCaps = 0;
503
504 /*
505 * Points
506 */
507 if (1/*new_state & _NEW_POINT*/) {
508 if (ctx->Point.SmoothFlag)
509 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
510 if (ctx->Point._Attenuated)
511 ctx->_TriangleCaps |= DD_POINT_ATTEN;
512 }
513
514 /*
515 * Lines
516 */
517 if (1/*new_state & _NEW_LINE*/) {
518 if (ctx->Line.SmoothFlag)
519 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
520 if (ctx->Line.StippleFlag)
521 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
522 }
523
524 /*
525 * Polygons
526 */
527 if (1/*new_state & _NEW_POLYGON*/) {
528 if (ctx->Polygon.SmoothFlag)
529 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
530 if (ctx->Polygon.StippleFlag)
531 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
532 if (ctx->Polygon.FrontMode != GL_FILL
533 || ctx->Polygon.BackMode != GL_FILL)
534 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
535 if (ctx->Polygon.CullFlag
536 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
537 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
538 if (ctx->Polygon.OffsetPoint ||
539 ctx->Polygon.OffsetLine ||
540 ctx->Polygon.OffsetFill)
541 ctx->_TriangleCaps |= DD_TRI_OFFSET;
542 }
543
544 /*
545 * Lighting and shading
546 */
547 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
548 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
549 if (ctx->Light.ShadeModel == GL_FLAT)
550 ctx->_TriangleCaps |= DD_FLATSHADE;
551 if (_mesa_need_secondary_color(ctx))
552 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
553
554 /*
555 * Stencil
556 */
557 if (ctx->Stencil._TestTwoSide)
558 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
559 }
560 #endif
561
562
563 /**
564 * Compute derived GL state.
565 * If __struct gl_contextRec::NewState is non-zero then this function \b must
566 * be called before rendering anything.
567 *
568 * Calls dd_function_table::UpdateState to perform any internal state
569 * management necessary.
570 *
571 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
572 * _mesa_update_buffer_bounds(),
573 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
574 */
575 void
576 _mesa_update_state_locked( struct gl_context *ctx )
577 {
578 GLbitfield new_state = ctx->NewState;
579 GLbitfield prog_flags = _NEW_PROGRAM;
580 GLbitfield new_prog_state = 0x0;
581
582 if (new_state == _NEW_CURRENT_ATTRIB)
583 goto out;
584
585 if (MESA_VERBOSE & VERBOSE_STATE)
586 _mesa_print_state("_mesa_update_state", new_state);
587
588 /* Determine which state flags effect vertex/fragment program state */
589 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
590 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
591 _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
592 _NEW_PROGRAM | _NEW_FRAG_CLAMP);
593 }
594 if (ctx->VertexProgram._MaintainTnlProgram) {
595 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
596 _NEW_TRANSFORM | _NEW_POINT |
597 _NEW_FOG | _NEW_LIGHT |
598 _MESA_NEW_NEED_EYE_COORDS);
599 }
600
601 /*
602 * Now update derived state info
603 */
604
605 if (new_state & prog_flags)
606 update_program_enables( ctx );
607
608 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
609 _mesa_update_modelview_project( ctx, new_state );
610
611 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
612 _mesa_update_texture( ctx, new_state );
613
614 if (new_state & _NEW_BUFFERS)
615 _mesa_update_framebuffer(ctx);
616
617 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
618 _mesa_update_draw_buffer_bounds( ctx );
619
620 if (new_state & _NEW_POLYGON)
621 update_polygon( ctx );
622
623 if (new_state & _NEW_LIGHT)
624 _mesa_update_lighting( ctx );
625
626 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
627 update_twoside( ctx );
628
629 if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
630 update_clamp_vertex_color(ctx);
631
632 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
633 _mesa_update_stencil( ctx );
634
635 if (new_state & _NEW_PIXEL)
636 _mesa_update_pixel( ctx, new_state );
637
638 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
639 update_separate_specular( ctx );
640
641 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
642 update_viewport_matrix(ctx);
643
644 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
645 update_multisample( ctx );
646
647 if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
648 update_clamp_read_color(ctx);
649
650 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
651 update_clamp_fragment_color(ctx);
652
653 #if 0
654 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
655 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
656 update_tricaps( ctx, new_state );
657 #endif
658
659 /* ctx->_NeedEyeCoords is now up to date.
660 *
661 * If the truth value of this variable has changed, update for the
662 * new lighting space and recompute the positions of lights and the
663 * normal transform.
664 *
665 * If the lighting space hasn't changed, may still need to recompute
666 * light positions & normal transforms for other reasons.
667 */
668 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
669 _mesa_update_tnl_spaces( ctx, new_state );
670
671 if (new_state & prog_flags) {
672 /* When we generate programs from fixed-function vertex/fragment state
673 * this call may generate/bind a new program. If so, we need to
674 * propogate the _NEW_PROGRAM flag to the driver.
675 */
676 new_prog_state |= update_program( ctx );
677 }
678
679 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
680 update_arrays( ctx );
681
682 out:
683 new_prog_state |= update_program_constants(ctx);
684
685 /*
686 * Give the driver a chance to act upon the new_state flags.
687 * The driver might plug in different span functions, for example.
688 * Also, this is where the driver can invalidate the state of any
689 * active modules (such as swrast_setup, swrast, tnl, etc).
690 *
691 * Set ctx->NewState to zero to avoid recursion if
692 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
693 */
694 new_state = ctx->NewState | new_prog_state;
695 ctx->NewState = 0;
696 ctx->Driver.UpdateState(ctx, new_state);
697 ctx->Array.NewState = 0;
698 if (!ctx->Array.RebindArrays)
699 ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
700 }
701
702
703 /* This is the usual entrypoint for state updates:
704 */
705 void
706 _mesa_update_state( struct gl_context *ctx )
707 {
708 _mesa_lock_context_textures(ctx);
709 _mesa_update_state_locked(ctx);
710 _mesa_unlock_context_textures(ctx);
711 }
712
713
714
715
716 /**
717 * Want to figure out which fragment program inputs are actually
718 * constant/current values from ctx->Current. These should be
719 * referenced as a tracked state variable rather than a fragment
720 * program input, to save the overhead of putting a constant value in
721 * every submitted vertex, transferring it to hardware, interpolating
722 * it across the triangle, etc...
723 *
724 * When there is a VP bound, just use vp->outputs. But when we're
725 * generating vp from fixed function state, basically want to
726 * calculate:
727 *
728 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
729 * potential_vp_outputs )
730 *
731 * Where potential_vp_outputs is calculated by looking at enabled
732 * texgen, etc.
733 *
734 * The generated fragment program should then only declare inputs that
735 * may vary or otherwise differ from the ctx->Current values.
736 * Otherwise, the fp should track them as state values instead.
737 */
738 void
739 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
740 GLbitfield varying_inputs )
741 {
742 if (ctx->varying_vp_inputs != varying_inputs) {
743 ctx->varying_vp_inputs = varying_inputs;
744 ctx->NewState |= _NEW_ARRAY;
745 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
746 }
747 }
748
749
750 /**
751 * Used by drivers to tell core Mesa that the driver is going to
752 * install/ use its own vertex program. In particular, this will
753 * prevent generated fragment programs from using state vars instead
754 * of ordinary varyings/inputs.
755 */
756 void
757 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
758 {
759 if (ctx->VertexProgram._Overriden != flag) {
760 ctx->VertexProgram._Overriden = flag;
761
762 /* Set one of the bits which will trigger fragment program
763 * regeneration:
764 */
765 ctx->NewState |= _NEW_PROGRAM;
766 }
767 }