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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16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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 following fields:
61 * ctx->VertexProgram._Enabled
62 * ctx->FragmentProgram._Enabled
63 * ctx->ATIFragmentShader._Enabled
64 * This needs to be done before texture state validation.
67 update_program_enables(struct gl_context
*ctx
)
69 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
70 * program is enabled AND valid. Similarly for ATI fragment shaders.
71 * GLSL shaders not relevant here.
73 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
74 && ctx
->VertexProgram
.Current
->arb
.Instructions
;
75 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
76 && ctx
->FragmentProgram
.Current
->arb
.Instructions
;
77 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
78 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
83 * Update the ctx->*Program._Current pointers to point to the
84 * current/active programs.
86 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
87 * programs or programs derived from fixed-function state.
89 * This function needs to be called after texture state validation in case
90 * we're generating a fragment program from fixed-function texture state.
92 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
93 * or fragment program is being used.
96 update_program(struct gl_context
*ctx
)
98 struct gl_program
*vsProg
=
99 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
100 struct gl_program
*tcsProg
=
101 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_CTRL
];
102 struct gl_program
*tesProg
=
103 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_EVAL
];
104 struct gl_program
*gsProg
=
105 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
106 struct gl_program
*fsProg
=
107 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
108 struct gl_program
*csProg
=
109 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
110 const struct gl_program
*prevVP
= ctx
->VertexProgram
._Current
;
111 const struct gl_program
*prevFP
= ctx
->FragmentProgram
._Current
;
112 const struct gl_program
*prevGP
= ctx
->GeometryProgram
._Current
;
113 const struct gl_program
*prevTCP
= ctx
->TessCtrlProgram
._Current
;
114 const struct gl_program
*prevTEP
= ctx
->TessEvalProgram
._Current
;
115 const struct gl_program
*prevCP
= ctx
->ComputeProgram
._Current
;
116 GLbitfield new_state
= 0x0;
119 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
120 * pointers to the programs that should be used for rendering. If either
121 * is NULL, use fixed-function code paths.
123 * These programs may come from several sources. The priority is as
125 * 1. OpenGL 2.0/ARB vertex/fragment shaders
126 * 2. ARB/NV vertex/fragment programs
127 * 3. ATI fragment shader
128 * 4. Programs derived from fixed-function state.
130 * Note: it's possible for a vertex shader to get used with a fragment
131 * program (and vice versa) here, but in practice that shouldn't ever
132 * come up, or matter.
136 /* Use GLSL fragment shader */
137 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
, fsProg
);
138 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
141 else if (ctx
->FragmentProgram
._Enabled
) {
142 /* Use user-defined fragment program */
143 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
144 ctx
->FragmentProgram
.Current
);
145 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
148 else if (ctx
->ATIFragmentShader
._Enabled
&&
149 ctx
->ATIFragmentShader
.Current
->Program
) {
150 /* Use the enabled ATI fragment shader's associated program */
151 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
152 ctx
->ATIFragmentShader
.Current
->Program
);
153 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
156 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
157 /* Use fragment program generated from fixed-function state */
158 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
160 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
161 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
162 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
163 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
166 /* No fragment program */
167 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
168 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
173 /* Use GLSL geometry shader */
174 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, gsProg
);
176 /* No geometry program */
177 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
181 /* Use GLSL tessellation evaluation shader */
182 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, tesProg
);
185 /* No tessellation evaluation program */
186 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, NULL
);
190 /* Use GLSL tessellation control shader */
191 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, tcsProg
);
194 /* No tessellation control program */
195 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, NULL
);
198 /* Examine vertex program after fragment program as
199 * _mesa_get_fixed_func_vertex_program() needs to know active
203 /* Use GLSL vertex shader */
204 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
, vsProg
);
206 else if (ctx
->VertexProgram
._Enabled
) {
207 /* Use user-defined vertex program */
208 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
209 ctx
->VertexProgram
.Current
);
211 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
212 /* Use vertex program generated from fixed-function state */
213 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
214 _mesa_get_fixed_func_vertex_program(ctx
));
215 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._TnlProgram
,
216 ctx
->VertexProgram
._Current
);
219 /* no vertex program */
220 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
224 /* Use GLSL compute shader */
225 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
, csProg
);
227 /* no compute program */
228 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
, NULL
);
231 /* Let the driver know what's happening:
233 if (ctx
->FragmentProgram
._Current
!= prevFP
||
234 ctx
->VertexProgram
._Current
!= prevVP
||
235 ctx
->GeometryProgram
._Current
!= prevGP
||
236 ctx
->TessEvalProgram
._Current
!= prevTEP
||
237 ctx
->TessCtrlProgram
._Current
!= prevTCP
||
238 ctx
->ComputeProgram
._Current
!= prevCP
)
239 new_state
|= _NEW_PROGRAM
;
246 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
249 update_program_constants(struct gl_context
*ctx
)
251 GLbitfield new_state
= 0x0;
253 if (ctx
->FragmentProgram
._Current
) {
254 const struct gl_program_parameter_list
*params
=
255 ctx
->FragmentProgram
._Current
->Parameters
;
256 if (params
&& params
->StateFlags
& ctx
->NewState
) {
257 new_state
|= _NEW_PROGRAM_CONSTANTS
;
261 /* Don't handle tessellation and geometry shaders here. They don't use
262 * any state constants.
265 if (ctx
->VertexProgram
._Current
) {
266 const struct gl_program_parameter_list
*params
=
267 ctx
->VertexProgram
._Current
->Parameters
;
268 if (params
&& params
->StateFlags
& ctx
->NewState
) {
269 new_state
|= _NEW_PROGRAM_CONSTANTS
;
280 * Update the ctx->Polygon._FrontBit flag.
283 update_frontbit(struct gl_context
*ctx
)
285 if (ctx
->Transform
.ClipOrigin
== GL_LOWER_LEFT
)
286 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CW
);
288 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CCW
);
293 * Update the ctx->VertexProgram._TwoSideEnabled flag.
296 update_twoside(struct gl_context
*ctx
)
298 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
299 ctx
->VertexProgram
._Enabled
) {
300 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
302 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
303 ctx
->Light
.Model
.TwoSide
);
309 * Compute derived GL state.
310 * If __struct gl_contextRec::NewState is non-zero then this function \b must
311 * be called before rendering anything.
313 * Calls dd_function_table::UpdateState to perform any internal state
314 * management necessary.
316 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
317 * _mesa_update_buffer_bounds(),
318 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
321 _mesa_update_state_locked( struct gl_context
*ctx
)
323 GLbitfield new_state
= ctx
->NewState
;
324 GLbitfield prog_flags
= _NEW_PROGRAM
;
325 GLbitfield new_prog_state
= 0x0;
326 const GLbitfield computed_states
= ~(_NEW_CURRENT_ATTRIB
| _NEW_LINE
);
328 /* we can skip a bunch of state validation checks if the dirty
329 * state matches one or more bits in 'computed_states'.
331 if ((new_state
& computed_states
) == 0)
334 if (MESA_VERBOSE
& VERBOSE_STATE
)
335 _mesa_print_state("_mesa_update_state", new_state
);
337 /* Determine which state flags effect vertex/fragment program state */
338 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
339 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE_OBJECT
| _NEW_FOG
|
340 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
341 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
342 _NEW_COLOR
| _NEW_TEXTURE_STATE
);
344 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
345 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE_OBJECT
|
346 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
347 _NEW_FOG
| _NEW_LIGHT
| _NEW_TEXTURE_STATE
|
348 _MESA_NEW_NEED_EYE_COORDS
);
352 * Now update derived state info
355 if (new_state
& prog_flags
)
356 update_program_enables( ctx
);
358 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
359 _mesa_update_modelview_project( ctx
, new_state
);
361 if (new_state
& _NEW_TEXTURE_MATRIX
)
362 _mesa_update_texture_matrices(ctx
);
364 if (new_state
& (_NEW_TEXTURE_OBJECT
| _NEW_TEXTURE_STATE
| _NEW_PROGRAM
))
365 _mesa_update_texture_state(ctx
);
367 if (new_state
& _NEW_POLYGON
)
368 update_frontbit( ctx
);
370 if (new_state
& _NEW_BUFFERS
)
371 _mesa_update_framebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
);
373 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
374 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
376 if (new_state
& _NEW_LIGHT
)
377 _mesa_update_lighting( ctx
);
379 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
380 update_twoside( ctx
);
382 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
383 _mesa_update_stencil( ctx
);
385 if (new_state
& _NEW_PIXEL
)
386 _mesa_update_pixel( ctx
);
388 /* ctx->_NeedEyeCoords is now up to date.
390 * If the truth value of this variable has changed, update for the
391 * new lighting space and recompute the positions of lights and the
394 * If the lighting space hasn't changed, may still need to recompute
395 * light positions & normal transforms for other reasons.
397 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
398 _mesa_update_tnl_spaces( ctx
, new_state
);
400 if (new_state
& prog_flags
) {
401 /* When we generate programs from fixed-function vertex/fragment state
402 * this call may generate/bind a new program. If so, we need to
403 * propogate the _NEW_PROGRAM flag to the driver.
405 new_prog_state
|= update_program( ctx
);
408 if (new_state
& _NEW_ARRAY
)
409 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
412 new_prog_state
|= update_program_constants(ctx
);
414 ctx
->NewState
|= new_prog_state
;
415 vbo_exec_invalidate_state(ctx
);
418 * Give the driver a chance to act upon the new_state flags.
419 * The driver might plug in different span functions, for example.
420 * Also, this is where the driver can invalidate the state of any
421 * active modules (such as swrast_setup, swrast, tnl, etc).
423 ctx
->Driver
.UpdateState(ctx
);
425 ctx
->Array
.VAO
->NewArrays
= 0x0;
429 /* This is the usual entrypoint for state updates:
432 _mesa_update_state( struct gl_context
*ctx
)
434 _mesa_lock_context_textures(ctx
);
435 _mesa_update_state_locked(ctx
);
436 _mesa_unlock_context_textures(ctx
);
443 * Want to figure out which fragment program inputs are actually
444 * constant/current values from ctx->Current. These should be
445 * referenced as a tracked state variable rather than a fragment
446 * program input, to save the overhead of putting a constant value in
447 * every submitted vertex, transferring it to hardware, interpolating
448 * it across the triangle, etc...
450 * When there is a VP bound, just use vp->outputs. But when we're
451 * generating vp from fixed function state, basically want to
454 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
455 * potential_vp_outputs )
457 * Where potential_vp_outputs is calculated by looking at enabled
460 * The generated fragment program should then only declare inputs that
461 * may vary or otherwise differ from the ctx->Current values.
462 * Otherwise, the fp should track them as state values instead.
465 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
466 GLbitfield64 varying_inputs
)
468 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
469 ctx
->varying_vp_inputs
= varying_inputs
;
471 /* Only the fixed-func generated programs need to use the flag
472 * and the fixed-func fragment program uses it only if there is also
473 * a fixed-func vertex program, so this only depends on the latter.
475 * It's okay to check the VP pointer here, because this is called after
476 * _mesa_update_state in the vbo module. */
477 if (ctx
->VertexProgram
._TnlProgram
||
478 ctx
->FragmentProgram
._TexEnvProgram
) {
479 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
481 /*printf("%s %x\n", __func__, varying_inputs);*/
487 * Used by drivers to tell core Mesa that the driver is going to
488 * install/ use its own vertex program. In particular, this will
489 * prevent generated fragment programs from using state vars instead
490 * of ordinary varyings/inputs.
493 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
495 if (ctx
->VertexProgram
._Overriden
!= flag
) {
496 ctx
->VertexProgram
._Overriden
= flag
;
498 /* Set one of the bits which will trigger fragment program
501 ctx
->NewState
|= _NEW_PROGRAM
;