mesa: Use gl_shader_program::_LinkedShaders instead of FragmentProgram
[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 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
264 _mesa_get_fixed_func_fragment_program(ctx));
265 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
266 ctx->FragmentProgram._Current);
267 }
268 else {
269 /* No fragment program */
270 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
271 }
272
273 if (gsProg && gsProg->LinkStatus
274 && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
275 /* Use GLSL geometry shader */
276 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
277 (struct gl_geometry_program *)
278 gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
279 } else {
280 /* No geometry program */
281 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
282 }
283
284 /* Examine vertex program after fragment program as
285 * _mesa_get_fixed_func_vertex_program() needs to know active
286 * fragprog inputs.
287 */
288 if (vsProg && vsProg->LinkStatus
289 && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
290 /* Use GLSL vertex shader */
291 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
292 (struct gl_vertex_program *)
293 vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
294 }
295 else if (ctx->VertexProgram._Enabled) {
296 /* Use user-defined vertex program */
297 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
298 ctx->VertexProgram.Current);
299 }
300 else if (ctx->VertexProgram._MaintainTnlProgram) {
301 /* Use vertex program generated from fixed-function state */
302 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
303 _mesa_get_fixed_func_vertex_program(ctx));
304 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
305 ctx->VertexProgram._Current);
306 }
307 else {
308 /* no vertex program */
309 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
310 }
311
312 /* Let the driver know what's happening:
313 */
314 if (ctx->FragmentProgram._Current != prevFP) {
315 new_state |= _NEW_PROGRAM;
316 if (ctx->Driver.BindProgram) {
317 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
318 (struct gl_program *) ctx->FragmentProgram._Current);
319 }
320 }
321
322 if (ctx->GeometryProgram._Current != prevGP) {
323 new_state |= _NEW_PROGRAM;
324 if (ctx->Driver.BindProgram) {
325 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
326 (struct gl_program *) ctx->GeometryProgram._Current);
327 }
328 }
329
330 if (ctx->VertexProgram._Current != prevVP) {
331 new_state |= _NEW_PROGRAM;
332 if (ctx->Driver.BindProgram) {
333 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
334 (struct gl_program *) ctx->VertexProgram._Current);
335 }
336 }
337
338 return new_state;
339 }
340
341
342 /**
343 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
344 */
345 static GLbitfield
346 update_program_constants(struct gl_context *ctx)
347 {
348 GLbitfield new_state = 0x0;
349
350 if (ctx->FragmentProgram._Current) {
351 const struct gl_program_parameter_list *params =
352 ctx->FragmentProgram._Current->Base.Parameters;
353 if (params && params->StateFlags & ctx->NewState) {
354 new_state |= _NEW_PROGRAM_CONSTANTS;
355 }
356 }
357
358 if (ctx->GeometryProgram._Current) {
359 const struct gl_program_parameter_list *params =
360 ctx->GeometryProgram._Current->Base.Parameters;
361 /*FIXME: StateFlags is always 0 because we have unnamed constant
362 * not state changes */
363 if (params /*&& params->StateFlags & ctx->NewState*/) {
364 new_state |= _NEW_PROGRAM_CONSTANTS;
365 }
366 }
367
368 if (ctx->VertexProgram._Current) {
369 const struct gl_program_parameter_list *params =
370 ctx->VertexProgram._Current->Base.Parameters;
371 if (params && params->StateFlags & ctx->NewState) {
372 new_state |= _NEW_PROGRAM_CONSTANTS;
373 }
374 }
375
376 return new_state;
377 }
378
379
380
381
382 static void
383 update_viewport_matrix(struct gl_context *ctx)
384 {
385 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
386
387 ASSERT(depthMax > 0);
388
389 /* Compute scale and bias values. This is really driver-specific
390 * and should be maintained elsewhere if at all.
391 * NOTE: RasterPos uses this.
392 */
393 _math_matrix_viewport(&ctx->Viewport._WindowMap,
394 ctx->Viewport.X, ctx->Viewport.Y,
395 ctx->Viewport.Width, ctx->Viewport.Height,
396 ctx->Viewport.Near, ctx->Viewport.Far,
397 depthMax);
398 }
399
400
401 /**
402 * Update derived multisample state.
403 */
404 static void
405 update_multisample(struct gl_context *ctx)
406 {
407 ctx->Multisample._Enabled = GL_FALSE;
408 if (ctx->Multisample.Enabled &&
409 ctx->DrawBuffer &&
410 ctx->DrawBuffer->Visual.sampleBuffers)
411 ctx->Multisample._Enabled = GL_TRUE;
412 }
413
414
415 /**
416 * Update the ctx->Color._ClampFragmentColor field
417 */
418 static void
419 update_clamp_fragment_color(struct gl_context *ctx)
420 {
421 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
422 ctx->Color._ClampFragmentColor =
423 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
424 else
425 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
426 }
427
428
429 /**
430 * Update the ctx->Color._ClampVertexColor field
431 */
432 static void
433 update_clamp_vertex_color(struct gl_context *ctx)
434 {
435 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
436 ctx->Light._ClampVertexColor =
437 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
438 else
439 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
440 }
441
442
443 /**
444 * Update the ctx->Color._ClampReadColor field
445 */
446 static void
447 update_clamp_read_color(struct gl_context *ctx)
448 {
449 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
450 ctx->Color._ClampReadColor =
451 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
452 else
453 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
454 }
455
456 /**
457 * Update the ctx->VertexProgram._TwoSideEnabled flag.
458 */
459 static void
460 update_twoside(struct gl_context *ctx)
461 {
462 if (ctx->Shader.CurrentVertexProgram ||
463 ctx->VertexProgram.Current) {
464 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
465 } else {
466 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
467 ctx->Light.Model.TwoSide);
468 }
469 }
470
471
472 /*
473 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
474 * in ctx->_TriangleCaps if needed.
475 */
476 static void
477 update_polygon(struct gl_context *ctx)
478 {
479 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
480
481 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
482 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
483
484 if ( ctx->Polygon.OffsetPoint
485 || ctx->Polygon.OffsetLine
486 || ctx->Polygon.OffsetFill)
487 ctx->_TriangleCaps |= DD_TRI_OFFSET;
488 }
489
490
491 /**
492 * Update the ctx->_TriangleCaps bitfield.
493 * XXX that bitfield should really go away someday!
494 * This function must be called after other update_*() functions since
495 * there are dependencies on some other derived values.
496 */
497 #if 0
498 static void
499 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
500 {
501 ctx->_TriangleCaps = 0;
502
503 /*
504 * Points
505 */
506 if (1/*new_state & _NEW_POINT*/) {
507 if (ctx->Point.SmoothFlag)
508 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
509 if (ctx->Point._Attenuated)
510 ctx->_TriangleCaps |= DD_POINT_ATTEN;
511 }
512
513 /*
514 * Lines
515 */
516 if (1/*new_state & _NEW_LINE*/) {
517 if (ctx->Line.SmoothFlag)
518 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
519 if (ctx->Line.StippleFlag)
520 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
521 }
522
523 /*
524 * Polygons
525 */
526 if (1/*new_state & _NEW_POLYGON*/) {
527 if (ctx->Polygon.SmoothFlag)
528 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
529 if (ctx->Polygon.StippleFlag)
530 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
531 if (ctx->Polygon.FrontMode != GL_FILL
532 || ctx->Polygon.BackMode != GL_FILL)
533 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
534 if (ctx->Polygon.CullFlag
535 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
536 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
537 if (ctx->Polygon.OffsetPoint ||
538 ctx->Polygon.OffsetLine ||
539 ctx->Polygon.OffsetFill)
540 ctx->_TriangleCaps |= DD_TRI_OFFSET;
541 }
542
543 /*
544 * Lighting and shading
545 */
546 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
547 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
548 if (ctx->Light.ShadeModel == GL_FLAT)
549 ctx->_TriangleCaps |= DD_FLATSHADE;
550 if (_mesa_need_secondary_color(ctx))
551 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
552
553 /*
554 * Stencil
555 */
556 if (ctx->Stencil._TestTwoSide)
557 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
558 }
559 #endif
560
561
562 /**
563 * Compute derived GL state.
564 * If __struct gl_contextRec::NewState is non-zero then this function \b must
565 * be called before rendering anything.
566 *
567 * Calls dd_function_table::UpdateState to perform any internal state
568 * management necessary.
569 *
570 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
571 * _mesa_update_buffer_bounds(),
572 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
573 */
574 void
575 _mesa_update_state_locked( struct gl_context *ctx )
576 {
577 GLbitfield new_state = ctx->NewState;
578 GLbitfield prog_flags = _NEW_PROGRAM;
579 GLbitfield new_prog_state = 0x0;
580
581 if (new_state == _NEW_CURRENT_ATTRIB)
582 goto out;
583
584 if (MESA_VERBOSE & VERBOSE_STATE)
585 _mesa_print_state("_mesa_update_state", new_state);
586
587 /* Determine which state flags effect vertex/fragment program state */
588 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
589 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
590 _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
591 _NEW_PROGRAM | _NEW_FRAG_CLAMP);
592 }
593 if (ctx->VertexProgram._MaintainTnlProgram) {
594 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
595 _NEW_TRANSFORM | _NEW_POINT |
596 _NEW_FOG | _NEW_LIGHT |
597 _MESA_NEW_NEED_EYE_COORDS);
598 }
599
600 /*
601 * Now update derived state info
602 */
603
604 if (new_state & prog_flags)
605 update_program_enables( ctx );
606
607 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
608 _mesa_update_modelview_project( ctx, new_state );
609
610 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
611 _mesa_update_texture( ctx, new_state );
612
613 if (new_state & _NEW_BUFFERS)
614 _mesa_update_framebuffer(ctx);
615
616 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
617 _mesa_update_draw_buffer_bounds( ctx );
618
619 if (new_state & _NEW_POLYGON)
620 update_polygon( ctx );
621
622 if (new_state & _NEW_LIGHT)
623 _mesa_update_lighting( ctx );
624
625 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
626 update_twoside( ctx );
627
628 if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
629 update_clamp_vertex_color(ctx);
630
631 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
632 _mesa_update_stencil( ctx );
633
634 if (new_state & _NEW_PIXEL)
635 _mesa_update_pixel( ctx, new_state );
636
637 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
638 update_separate_specular( ctx );
639
640 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
641 update_viewport_matrix(ctx);
642
643 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
644 update_multisample( ctx );
645
646 if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
647 update_clamp_read_color(ctx);
648
649 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
650 update_clamp_fragment_color(ctx);
651
652 #if 0
653 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
654 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
655 update_tricaps( ctx, new_state );
656 #endif
657
658 /* ctx->_NeedEyeCoords is now up to date.
659 *
660 * If the truth value of this variable has changed, update for the
661 * new lighting space and recompute the positions of lights and the
662 * normal transform.
663 *
664 * If the lighting space hasn't changed, may still need to recompute
665 * light positions & normal transforms for other reasons.
666 */
667 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
668 _mesa_update_tnl_spaces( ctx, new_state );
669
670 if (new_state & prog_flags) {
671 /* When we generate programs from fixed-function vertex/fragment state
672 * this call may generate/bind a new program. If so, we need to
673 * propogate the _NEW_PROGRAM flag to the driver.
674 */
675 new_prog_state |= update_program( ctx );
676 }
677
678 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
679 update_arrays( ctx );
680
681 out:
682 new_prog_state |= update_program_constants(ctx);
683
684 /*
685 * Give the driver a chance to act upon the new_state flags.
686 * The driver might plug in different span functions, for example.
687 * Also, this is where the driver can invalidate the state of any
688 * active modules (such as swrast_setup, swrast, tnl, etc).
689 *
690 * Set ctx->NewState to zero to avoid recursion if
691 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
692 */
693 new_state = ctx->NewState | new_prog_state;
694 ctx->NewState = 0;
695 ctx->Driver.UpdateState(ctx, new_state);
696 ctx->Array.NewState = 0;
697 if (!ctx->Array.RebindArrays)
698 ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
699 }
700
701
702 /* This is the usual entrypoint for state updates:
703 */
704 void
705 _mesa_update_state( struct gl_context *ctx )
706 {
707 _mesa_lock_context_textures(ctx);
708 _mesa_update_state_locked(ctx);
709 _mesa_unlock_context_textures(ctx);
710 }
711
712
713
714
715 /**
716 * Want to figure out which fragment program inputs are actually
717 * constant/current values from ctx->Current. These should be
718 * referenced as a tracked state variable rather than a fragment
719 * program input, to save the overhead of putting a constant value in
720 * every submitted vertex, transferring it to hardware, interpolating
721 * it across the triangle, etc...
722 *
723 * When there is a VP bound, just use vp->outputs. But when we're
724 * generating vp from fixed function state, basically want to
725 * calculate:
726 *
727 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
728 * potential_vp_outputs )
729 *
730 * Where potential_vp_outputs is calculated by looking at enabled
731 * texgen, etc.
732 *
733 * The generated fragment program should then only declare inputs that
734 * may vary or otherwise differ from the ctx->Current values.
735 * Otherwise, the fp should track them as state values instead.
736 */
737 void
738 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
739 GLbitfield varying_inputs )
740 {
741 if (ctx->varying_vp_inputs != varying_inputs) {
742 ctx->varying_vp_inputs = varying_inputs;
743 ctx->NewState |= _NEW_ARRAY;
744 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
745 }
746 }
747
748
749 /**
750 * Used by drivers to tell core Mesa that the driver is going to
751 * install/ use its own vertex program. In particular, this will
752 * prevent generated fragment programs from using state vars instead
753 * of ordinary varyings/inputs.
754 */
755 void
756 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
757 {
758 if (ctx->VertexProgram._Overriden != flag) {
759 ctx->VertexProgram._Overriden = flag;
760
761 /* Set one of the bits which will trigger fragment program
762 * regeneration:
763 */
764 ctx->NewState |= _NEW_PROGRAM;
765 }
766 }