2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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
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11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
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17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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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.
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"
54 #include "vbo/vbo_context.h"
60 * Update the ctx->*Program._Current pointers to point to the
61 * current/active programs.
63 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
64 * programs or programs derived from fixed-function state.
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.
69 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
70 * or fragment program is being used.
73 update_program(struct gl_context
*ctx
)
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 GLbitfield new_state
= 0x0;
96 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
97 * pointers to the programs that should be used for rendering. If either
98 * is NULL, use fixed-function code paths.
100 * These programs may come from several sources. The priority is as
102 * 1. OpenGL 2.0/ARB vertex/fragment shaders
103 * 2. ARB/NV vertex/fragment programs
104 * 3. ATI fragment shader
105 * 4. Programs derived from fixed-function state.
107 * Note: it's possible for a vertex shader to get used with a fragment
108 * program (and vice versa) here, but in practice that shouldn't ever
109 * come up, or matter.
113 /* Use GLSL fragment shader */
114 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
, fsProg
);
115 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
118 else if (_mesa_arb_fragment_program_enabled(ctx
)) {
119 /* Use user-defined fragment program */
120 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
121 ctx
->FragmentProgram
.Current
);
122 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
125 else if (_mesa_ati_fragment_shader_enabled(ctx
) &&
126 ctx
->ATIFragmentShader
.Current
->Program
) {
127 /* Use the enabled ATI fragment shader's associated program */
128 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
129 ctx
->ATIFragmentShader
.Current
->Program
);
130 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
133 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
134 /* Use fragment program generated from fixed-function state */
135 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
137 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
138 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
139 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
140 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
143 /* No fragment program */
144 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
145 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
150 /* Use GLSL geometry shader */
151 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, gsProg
);
153 /* No geometry program */
154 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
158 /* Use GLSL tessellation evaluation shader */
159 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, tesProg
);
162 /* No tessellation evaluation program */
163 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, NULL
);
167 /* Use GLSL tessellation control shader */
168 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, tcsProg
);
171 /* No tessellation control program */
172 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, NULL
);
175 /* Examine vertex program after fragment program as
176 * _mesa_get_fixed_func_vertex_program() needs to know active
180 /* Use GLSL vertex shader */
181 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
, vsProg
);
183 else if (_mesa_arb_vertex_program_enabled(ctx
)) {
184 /* Use user-defined vertex program */
185 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
186 ctx
->VertexProgram
.Current
);
188 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
189 /* Use vertex program generated from fixed-function state */
190 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
191 _mesa_get_fixed_func_vertex_program(ctx
));
192 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._TnlProgram
,
193 ctx
->VertexProgram
._Current
);
196 /* no vertex program */
197 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
201 /* Use GLSL compute shader */
202 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
, csProg
);
204 /* no compute program */
205 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
, NULL
);
208 /* Let the driver know what's happening:
210 if (ctx
->FragmentProgram
._Current
!= prevFP
||
211 ctx
->VertexProgram
._Current
!= prevVP
||
212 ctx
->GeometryProgram
._Current
!= prevGP
||
213 ctx
->TessEvalProgram
._Current
!= prevTEP
||
214 ctx
->TessCtrlProgram
._Current
!= prevTCP
||
215 ctx
->ComputeProgram
._Current
!= prevCP
)
216 new_state
|= _NEW_PROGRAM
;
223 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
226 update_program_constants(struct gl_context
*ctx
)
228 GLbitfield new_state
= 0x0;
230 if (ctx
->FragmentProgram
._Current
) {
231 const struct gl_program_parameter_list
*params
=
232 ctx
->FragmentProgram
._Current
->Parameters
;
233 if (params
&& params
->StateFlags
& ctx
->NewState
) {
234 new_state
|= _NEW_PROGRAM_CONSTANTS
;
238 /* Don't handle tessellation and geometry shaders here. They don't use
239 * any state constants.
242 if (ctx
->VertexProgram
._Current
) {
243 const struct gl_program_parameter_list
*params
=
244 ctx
->VertexProgram
._Current
->Parameters
;
245 if (params
&& params
->StateFlags
& ctx
->NewState
) {
246 new_state
|= _NEW_PROGRAM_CONSTANTS
;
255 * Compute derived GL state.
256 * If __struct gl_contextRec::NewState is non-zero then this function \b must
257 * be called before rendering anything.
259 * Calls dd_function_table::UpdateState to perform any internal state
260 * management necessary.
262 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
263 * _mesa_update_buffer_bounds(),
264 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
267 _mesa_update_state_locked( struct gl_context
*ctx
)
269 GLbitfield new_state
= ctx
->NewState
;
270 GLbitfield prog_flags
= _NEW_PROGRAM
;
271 GLbitfield new_prog_state
= 0x0;
272 const GLbitfield computed_states
= ~(_NEW_CURRENT_ATTRIB
| _NEW_LINE
);
274 /* we can skip a bunch of state validation checks if the dirty
275 * state matches one or more bits in 'computed_states'.
277 if ((new_state
& computed_states
) == 0)
280 if (MESA_VERBOSE
& VERBOSE_STATE
)
281 _mesa_print_state("_mesa_update_state", new_state
);
283 /* Determine which state flags effect vertex/fragment program state */
284 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
285 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE_OBJECT
| _NEW_FOG
|
286 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
287 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
288 _NEW_COLOR
| _NEW_TEXTURE_STATE
);
290 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
291 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE_OBJECT
|
292 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
293 _NEW_FOG
| _NEW_LIGHT
| _NEW_TEXTURE_STATE
|
294 _MESA_NEW_NEED_EYE_COORDS
);
298 * Now update derived state info
300 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
301 _mesa_update_modelview_project( ctx
, new_state
);
303 if (new_state
& _NEW_TEXTURE_MATRIX
)
304 _mesa_update_texture_matrices(ctx
);
306 if (new_state
& (_NEW_TEXTURE_OBJECT
| _NEW_TEXTURE_STATE
| _NEW_PROGRAM
))
307 _mesa_update_texture_state(ctx
);
309 if (new_state
& _NEW_BUFFERS
)
310 _mesa_update_framebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
);
312 if (new_state
& _NEW_LIGHT
)
313 _mesa_update_lighting( ctx
);
315 if (new_state
& _NEW_PIXEL
)
316 _mesa_update_pixel( ctx
);
318 /* ctx->_NeedEyeCoords is now up to date.
320 * If the truth value of this variable has changed, update for the
321 * new lighting space and recompute the positions of lights and the
324 * If the lighting space hasn't changed, may still need to recompute
325 * light positions & normal transforms for other reasons.
327 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
328 _mesa_update_tnl_spaces( ctx
, new_state
);
330 if (new_state
& prog_flags
) {
331 /* When we generate programs from fixed-function vertex/fragment state
332 * this call may generate/bind a new program. If so, we need to
333 * propogate the _NEW_PROGRAM flag to the driver.
335 new_prog_state
|= update_program( ctx
);
338 if (new_state
& _NEW_ARRAY
)
339 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
342 new_prog_state
|= update_program_constants(ctx
);
344 ctx
->NewState
|= new_prog_state
;
345 vbo_exec_invalidate_state(ctx
);
348 * Give the driver a chance to act upon the new_state flags.
349 * The driver might plug in different span functions, for example.
350 * Also, this is where the driver can invalidate the state of any
351 * active modules (such as swrast_setup, swrast, tnl, etc).
353 ctx
->Driver
.UpdateState(ctx
);
355 ctx
->Array
.VAO
->NewArrays
= 0x0;
359 /* This is the usual entrypoint for state updates:
362 _mesa_update_state( struct gl_context
*ctx
)
364 _mesa_lock_context_textures(ctx
);
365 _mesa_update_state_locked(ctx
);
366 _mesa_unlock_context_textures(ctx
);
373 * Want to figure out which fragment program inputs are actually
374 * constant/current values from ctx->Current. These should be
375 * referenced as a tracked state variable rather than a fragment
376 * program input, to save the overhead of putting a constant value in
377 * every submitted vertex, transferring it to hardware, interpolating
378 * it across the triangle, etc...
380 * When there is a VP bound, just use vp->outputs. But when we're
381 * generating vp from fixed function state, basically want to
384 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
385 * potential_vp_outputs )
387 * Where potential_vp_outputs is calculated by looking at enabled
390 * The generated fragment program should then only declare inputs that
391 * may vary or otherwise differ from the ctx->Current values.
392 * Otherwise, the fp should track them as state values instead.
395 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
396 GLbitfield64 varying_inputs
)
398 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
399 ctx
->varying_vp_inputs
= varying_inputs
;
401 /* Only the fixed-func generated programs need to use the flag
402 * and the fixed-func fragment program uses it only if there is also
403 * a fixed-func vertex program, so this only depends on the latter.
405 * It's okay to check the VP pointer here, because this is called after
406 * _mesa_update_state in the vbo module. */
407 if (ctx
->VertexProgram
._TnlProgram
||
408 ctx
->FragmentProgram
._TexEnvProgram
) {
409 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
411 /*printf("%s %x\n", __func__, varying_inputs);*/
417 * Used by drivers to tell core Mesa that the driver is going to
418 * install/ use its own vertex program. In particular, this will
419 * prevent generated fragment programs from using state vars instead
420 * of ordinary varyings/inputs.
423 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
425 if (ctx
->VertexProgram
._Overriden
!= flag
) {
426 ctx
->VertexProgram
._Overriden
= flag
;
428 /* Set one of the bits which will trigger fragment program
431 ctx
->NewState
|= _NEW_PROGRAM
;