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.
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
44 #include "program/program.h"
45 #include "program/prog_parameter.h"
46 #include "shaderobj.h"
49 #include "texenvprogram.h"
56 update_separate_specular(struct gl_context
*ctx
)
58 if (_mesa_need_secondary_color(ctx
))
59 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
61 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
66 * Update the following fields:
67 * ctx->VertexProgram._Enabled
68 * ctx->FragmentProgram._Enabled
69 * ctx->ATIFragmentShader._Enabled
70 * This needs to be done before texture state validation.
73 update_program_enables(struct gl_context
*ctx
)
75 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
76 * program is enabled AND valid. Similarly for ATI fragment shaders.
77 * GLSL shaders not relevant here.
79 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
80 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
81 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
82 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
83 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
84 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
89 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
90 * to the current/active programs. Then call ctx->Driver.BindProgram() to
91 * tell the driver which programs to use.
93 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
94 * programs or programs derived from fixed-function state.
96 * This function needs to be called after texture state validation in case
97 * we're generating a fragment program from fixed-function texture state.
99 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
100 * or fragment program is being used.
103 update_program(struct gl_context
*ctx
)
105 const struct gl_shader_program
*vsProg
= ctx
->Shader
.CurrentVertexProgram
;
106 const struct gl_shader_program
*gsProg
= ctx
->Shader
.CurrentGeometryProgram
;
107 struct gl_shader_program
*fsProg
= ctx
->Shader
.CurrentFragmentProgram
;
108 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
109 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
110 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
111 GLbitfield new_state
= 0x0;
114 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
115 * pointers to the programs that should be used for rendering. If either
116 * is NULL, use fixed-function code paths.
118 * These programs may come from several sources. The priority is as
120 * 1. OpenGL 2.0/ARB vertex/fragment shaders
121 * 2. ARB/NV vertex/fragment programs
122 * 3. Programs derived from fixed-function state.
124 * Note: it's possible for a vertex shader to get used with a fragment
125 * program (and vice versa) here, but in practice that shouldn't ever
126 * come up, or matter.
129 if (fsProg
&& fsProg
->LinkStatus
130 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
131 /* Use GLSL fragment shader */
132 _mesa_reference_shader_program(ctx
,
133 &ctx
->Shader
._CurrentFragmentProgram
,
135 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
136 (struct gl_fragment_program
*)
137 fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
139 else if (ctx
->FragmentProgram
._Enabled
) {
140 /* Use user-defined fragment program */
141 _mesa_reference_shader_program(ctx
,
142 &ctx
->Shader
._CurrentFragmentProgram
,
144 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
145 ctx
->FragmentProgram
.Current
);
147 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
148 /* Use fragment program generated from fixed-function state */
149 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
151 _mesa_reference_shader_program(ctx
,
152 &ctx
->Shader
._CurrentFragmentProgram
,
154 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
155 (struct gl_fragment_program
*)
156 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
159 /* No fragment program */
160 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
163 if (gsProg
&& gsProg
->LinkStatus
164 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
165 /* Use GLSL geometry shader */
166 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
167 (struct gl_geometry_program
*)
168 gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
);
170 /* No geometry program */
171 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
174 /* Examine vertex program after fragment program as
175 * _mesa_get_fixed_func_vertex_program() needs to know active
178 if (vsProg
&& vsProg
->LinkStatus
179 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
180 /* Use GLSL vertex shader */
181 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
182 (struct gl_vertex_program
*)
183 vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
);
185 else if (ctx
->VertexProgram
._Enabled
) {
186 /* Use user-defined vertex program */
187 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
188 ctx
->VertexProgram
.Current
);
190 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
191 /* Use vertex program generated from fixed-function state */
192 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
193 _mesa_get_fixed_func_vertex_program(ctx
));
194 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
195 ctx
->VertexProgram
._Current
);
198 /* no vertex program */
199 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
202 /* Let the driver know what's happening:
204 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
205 new_state
|= _NEW_PROGRAM
;
206 if (ctx
->Driver
.BindProgram
) {
207 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
208 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
212 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
213 new_state
|= _NEW_PROGRAM
;
214 if (ctx
->Driver
.BindProgram
) {
215 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
216 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
220 if (ctx
->VertexProgram
._Current
!= prevVP
) {
221 new_state
|= _NEW_PROGRAM
;
222 if (ctx
->Driver
.BindProgram
) {
223 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
224 (struct gl_program
*) ctx
->VertexProgram
._Current
);
233 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
236 update_program_constants(struct gl_context
*ctx
)
238 GLbitfield new_state
= 0x0;
240 if (ctx
->FragmentProgram
._Current
) {
241 const struct gl_program_parameter_list
*params
=
242 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
243 if (params
&& params
->StateFlags
& ctx
->NewState
) {
244 new_state
|= _NEW_PROGRAM_CONSTANTS
;
248 if (ctx
->GeometryProgram
._Current
) {
249 const struct gl_program_parameter_list
*params
=
250 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
251 /*FIXME: StateFlags is always 0 because we have unnamed constant
252 * not state changes */
253 if (params
/*&& params->StateFlags & ctx->NewState*/) {
254 new_state
|= _NEW_PROGRAM_CONSTANTS
;
258 if (ctx
->VertexProgram
._Current
) {
259 const struct gl_program_parameter_list
*params
=
260 ctx
->VertexProgram
._Current
->Base
.Parameters
;
261 if (params
&& params
->StateFlags
& ctx
->NewState
) {
262 new_state
|= _NEW_PROGRAM_CONSTANTS
;
273 update_viewport_matrix(struct gl_context
*ctx
)
275 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
277 ASSERT(depthMax
> 0);
279 /* Compute scale and bias values. This is really driver-specific
280 * and should be maintained elsewhere if at all.
281 * NOTE: RasterPos uses this.
283 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
284 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
285 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
286 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
292 * Update derived multisample state.
295 update_multisample(struct gl_context
*ctx
)
297 ctx
->Multisample
._Enabled
= GL_FALSE
;
298 if (ctx
->Multisample
.Enabled
&&
300 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
301 ctx
->Multisample
._Enabled
= GL_TRUE
;
306 * Update the ctx->Color._ClampFragmentColor field
309 update_clamp_fragment_color(struct gl_context
*ctx
)
311 if (ctx
->Color
.ClampFragmentColor
== GL_FIXED_ONLY_ARB
)
312 ctx
->Color
._ClampFragmentColor
=
313 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
315 ctx
->Color
._ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
320 * Update the ctx->Color._ClampVertexColor field
323 update_clamp_vertex_color(struct gl_context
*ctx
)
325 if (ctx
->Light
.ClampVertexColor
== GL_FIXED_ONLY_ARB
)
326 ctx
->Light
._ClampVertexColor
=
327 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
329 ctx
->Light
._ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
334 * Update the ctx->Color._ClampReadColor field
337 update_clamp_read_color(struct gl_context
*ctx
)
339 if (ctx
->Color
.ClampReadColor
== GL_FIXED_ONLY_ARB
)
340 ctx
->Color
._ClampReadColor
=
341 !ctx
->ReadBuffer
|| !ctx
->ReadBuffer
->Visual
.floatMode
;
343 ctx
->Color
._ClampReadColor
= ctx
->Color
.ClampReadColor
;
347 * Update the ctx->VertexProgram._TwoSideEnabled flag.
350 update_twoside(struct gl_context
*ctx
)
352 if (ctx
->Shader
.CurrentVertexProgram
||
353 ctx
->VertexProgram
._Enabled
) {
354 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
356 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
357 ctx
->Light
.Model
.TwoSide
);
363 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
364 * in ctx->_TriangleCaps if needed.
367 update_polygon(struct gl_context
*ctx
)
369 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
371 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
372 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
374 if ( ctx
->Polygon
.OffsetPoint
375 || ctx
->Polygon
.OffsetLine
376 || ctx
->Polygon
.OffsetFill
)
377 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
382 * Update the ctx->_TriangleCaps bitfield.
383 * XXX that bitfield should really go away someday!
384 * This function must be called after other update_*() functions since
385 * there are dependencies on some other derived values.
389 update_tricaps(struct gl_context
*ctx
, GLbitfield new_state
)
391 ctx
->_TriangleCaps
= 0;
396 if (1/*new_state & _NEW_POINT*/) {
397 if (ctx
->Point
.SmoothFlag
)
398 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
399 if (ctx
->Point
._Attenuated
)
400 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
406 if (1/*new_state & _NEW_LINE*/) {
407 if (ctx
->Line
.SmoothFlag
)
408 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
409 if (ctx
->Line
.StippleFlag
)
410 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
416 if (1/*new_state & _NEW_POLYGON*/) {
417 if (ctx
->Polygon
.SmoothFlag
)
418 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
419 if (ctx
->Polygon
.StippleFlag
)
420 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
421 if (ctx
->Polygon
.FrontMode
!= GL_FILL
422 || ctx
->Polygon
.BackMode
!= GL_FILL
)
423 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
424 if (ctx
->Polygon
.CullFlag
425 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
426 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
427 if (ctx
->Polygon
.OffsetPoint
||
428 ctx
->Polygon
.OffsetLine
||
429 ctx
->Polygon
.OffsetFill
)
430 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
434 * Lighting and shading
436 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
437 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
438 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
439 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
440 if (_mesa_need_secondary_color(ctx
))
441 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
446 if (ctx
->Stencil
._TestTwoSide
)
447 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
453 * Compute derived GL state.
454 * If __struct gl_contextRec::NewState is non-zero then this function \b must
455 * be called before rendering anything.
457 * Calls dd_function_table::UpdateState to perform any internal state
458 * management necessary.
460 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
461 * _mesa_update_buffer_bounds(),
462 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
465 _mesa_update_state_locked( struct gl_context
*ctx
)
467 GLbitfield new_state
= ctx
->NewState
;
468 GLbitfield prog_flags
= _NEW_PROGRAM
;
469 GLbitfield new_prog_state
= 0x0;
471 if (new_state
== _NEW_CURRENT_ATTRIB
)
474 if (MESA_VERBOSE
& VERBOSE_STATE
)
475 _mesa_print_state("_mesa_update_state", new_state
);
477 /* Determine which state flags effect vertex/fragment program state */
478 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
479 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
480 _NEW_ARRAY
| _NEW_LIGHT
| _NEW_POINT
| _NEW_RENDERMODE
|
481 _NEW_PROGRAM
| _NEW_FRAG_CLAMP
| _NEW_COLOR
);
483 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
484 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
485 _NEW_TRANSFORM
| _NEW_POINT
|
486 _NEW_FOG
| _NEW_LIGHT
|
487 _MESA_NEW_NEED_EYE_COORDS
);
491 * Now update derived state info
494 if (new_state
& prog_flags
)
495 update_program_enables( ctx
);
497 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
498 _mesa_update_modelview_project( ctx
, new_state
);
500 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
501 _mesa_update_texture( ctx
, new_state
);
503 if (new_state
& _NEW_BUFFERS
)
504 _mesa_update_framebuffer(ctx
);
506 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
507 _mesa_update_draw_buffer_bounds( ctx
);
509 if (new_state
& _NEW_POLYGON
)
510 update_polygon( ctx
);
512 if (new_state
& _NEW_LIGHT
)
513 _mesa_update_lighting( ctx
);
515 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
516 update_twoside( ctx
);
518 if (new_state
& (_NEW_LIGHT
| _NEW_BUFFERS
))
519 update_clamp_vertex_color(ctx
);
521 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
522 _mesa_update_stencil( ctx
);
524 if (new_state
& _NEW_PIXEL
)
525 _mesa_update_pixel( ctx
, new_state
);
527 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
528 update_separate_specular( ctx
);
530 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
531 update_viewport_matrix(ctx
);
533 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
534 update_multisample( ctx
);
536 if (new_state
& (_NEW_COLOR
| _NEW_BUFFERS
))
537 update_clamp_read_color(ctx
);
539 if(new_state
& (_NEW_FRAG_CLAMP
| _NEW_BUFFERS
))
540 update_clamp_fragment_color(ctx
);
543 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
544 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
545 update_tricaps( ctx
, new_state
);
548 /* ctx->_NeedEyeCoords is now up to date.
550 * If the truth value of this variable has changed, update for the
551 * new lighting space and recompute the positions of lights and the
554 * If the lighting space hasn't changed, may still need to recompute
555 * light positions & normal transforms for other reasons.
557 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
558 _mesa_update_tnl_spaces( ctx
, new_state
);
560 if (new_state
& prog_flags
) {
561 /* When we generate programs from fixed-function vertex/fragment state
562 * this call may generate/bind a new program. If so, we need to
563 * propogate the _NEW_PROGRAM flag to the driver.
565 new_prog_state
|= update_program( ctx
);
568 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
569 _mesa_update_array_object_max_element(ctx
, ctx
->Array
.ArrayObj
);
572 new_prog_state
|= update_program_constants(ctx
);
575 * Give the driver a chance to act upon the new_state flags.
576 * The driver might plug in different span functions, for example.
577 * Also, this is where the driver can invalidate the state of any
578 * active modules (such as swrast_setup, swrast, tnl, etc).
580 * Set ctx->NewState to zero to avoid recursion if
581 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
583 new_state
= ctx
->NewState
| new_prog_state
;
585 ctx
->Driver
.UpdateState(ctx
, new_state
);
586 ctx
->Array
.NewState
= 0;
587 if (!ctx
->Array
.RebindArrays
)
588 ctx
->Array
.RebindArrays
= (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
)) != 0;
592 /* This is the usual entrypoint for state updates:
595 _mesa_update_state( struct gl_context
*ctx
)
597 _mesa_lock_context_textures(ctx
);
598 _mesa_update_state_locked(ctx
);
599 _mesa_unlock_context_textures(ctx
);
606 * Want to figure out which fragment program inputs are actually
607 * constant/current values from ctx->Current. These should be
608 * referenced as a tracked state variable rather than a fragment
609 * program input, to save the overhead of putting a constant value in
610 * every submitted vertex, transferring it to hardware, interpolating
611 * it across the triangle, etc...
613 * When there is a VP bound, just use vp->outputs. But when we're
614 * generating vp from fixed function state, basically want to
617 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
618 * potential_vp_outputs )
620 * Where potential_vp_outputs is calculated by looking at enabled
623 * The generated fragment program should then only declare inputs that
624 * may vary or otherwise differ from the ctx->Current values.
625 * Otherwise, the fp should track them as state values instead.
628 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
629 GLbitfield64 varying_inputs
)
631 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
632 ctx
->varying_vp_inputs
= varying_inputs
;
633 ctx
->NewState
|= _NEW_ARRAY
;
634 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
640 * Used by drivers to tell core Mesa that the driver is going to
641 * install/ use its own vertex program. In particular, this will
642 * prevent generated fragment programs from using state vars instead
643 * of ordinary varyings/inputs.
646 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
648 if (ctx
->VertexProgram
._Overriden
!= flag
) {
649 ctx
->VertexProgram
._Overriden
= flag
;
651 /* Set one of the bits which will trigger fragment program
654 ctx
->NewState
|= _NEW_PROGRAM
;