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
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
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"
59 * Update the following fields:
60 * ctx->VertexProgram._Enabled
61 * ctx->FragmentProgram._Enabled
62 * ctx->ATIFragmentShader._Enabled
63 * This needs to be done before texture state validation.
66 update_program_enables(struct gl_context
*ctx
)
68 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
69 * program is enabled AND valid. Similarly for ATI fragment shaders.
70 * GLSL shaders not relevant here.
72 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
73 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
74 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
75 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
76 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
77 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
82 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
83 * to the current/active programs. Then call ctx->Driver.BindProgram() to
84 * tell the driver which programs to use.
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 const struct gl_shader_program
*vsProg
=
99 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
100 const struct gl_shader_program
*gsProg
=
101 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
102 struct gl_shader_program
*fsProg
=
103 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
104 const struct gl_shader_program
*csProg
=
105 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
106 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
107 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
108 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
109 const struct gl_compute_program
*prevCP
= ctx
->ComputeProgram
._Current
;
110 GLbitfield new_state
= 0x0;
113 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
114 * pointers to the programs that should be used for rendering. If either
115 * is NULL, use fixed-function code paths.
117 * These programs may come from several sources. The priority is as
119 * 1. OpenGL 2.0/ARB vertex/fragment shaders
120 * 2. ARB/NV vertex/fragment programs
121 * 3. Programs derived from fixed-function state.
123 * Note: it's possible for a vertex shader to get used with a fragment
124 * program (and vice versa) here, but in practice that shouldn't ever
125 * come up, or matter.
128 if (fsProg
&& fsProg
->LinkStatus
129 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
130 /* Use GLSL fragment shader */
131 _mesa_reference_shader_program(ctx
,
132 &ctx
->_Shader
->_CurrentFragmentProgram
,
134 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
135 gl_fragment_program(fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
136 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
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
);
146 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
149 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
150 /* Use fragment program generated from fixed-function state */
151 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
153 _mesa_reference_shader_program(ctx
,
154 &ctx
->_Shader
->_CurrentFragmentProgram
,
156 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
157 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
158 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
159 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
162 /* No fragment program */
163 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
164 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
168 if (gsProg
&& gsProg
->LinkStatus
169 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
170 /* Use GLSL geometry shader */
171 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
172 gl_geometry_program(gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
));
174 /* No geometry program */
175 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
178 /* Examine vertex program after fragment program as
179 * _mesa_get_fixed_func_vertex_program() needs to know active
182 if (vsProg
&& vsProg
->LinkStatus
183 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
184 /* Use GLSL vertex shader */
185 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
186 gl_vertex_program(vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
));
188 else if (ctx
->VertexProgram
._Enabled
) {
189 /* Use user-defined vertex program */
190 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
191 ctx
->VertexProgram
.Current
);
193 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
194 /* Use vertex program generated from fixed-function state */
195 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
196 _mesa_get_fixed_func_vertex_program(ctx
));
197 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
198 ctx
->VertexProgram
._Current
);
201 /* no vertex program */
202 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
205 if (csProg
&& csProg
->LinkStatus
206 && csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]) {
207 /* Use GLSL compute shader */
208 _mesa_reference_compprog(ctx
, &ctx
->ComputeProgram
._Current
,
209 gl_compute_program(csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]->Program
));
211 /* no compute program */
212 _mesa_reference_compprog(ctx
, &ctx
->ComputeProgram
._Current
, NULL
);
215 /* Let the driver know what's happening:
217 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
218 new_state
|= _NEW_PROGRAM
;
219 if (ctx
->Driver
.BindProgram
) {
220 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
221 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
225 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
226 new_state
|= _NEW_PROGRAM
;
227 if (ctx
->Driver
.BindProgram
) {
228 ctx
->Driver
.BindProgram(ctx
, GL_GEOMETRY_PROGRAM_NV
,
229 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
233 if (ctx
->VertexProgram
._Current
!= prevVP
) {
234 new_state
|= _NEW_PROGRAM
;
235 if (ctx
->Driver
.BindProgram
) {
236 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
237 (struct gl_program
*) ctx
->VertexProgram
._Current
);
241 if (ctx
->ComputeProgram
._Current
!= prevCP
) {
242 new_state
|= _NEW_PROGRAM
;
243 if (ctx
->Driver
.BindProgram
) {
244 ctx
->Driver
.BindProgram(ctx
, GL_COMPUTE_PROGRAM_NV
,
245 (struct gl_program
*) ctx
->ComputeProgram
._Current
);
254 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
257 update_program_constants(struct gl_context
*ctx
)
259 GLbitfield new_state
= 0x0;
261 if (ctx
->FragmentProgram
._Current
) {
262 const struct gl_program_parameter_list
*params
=
263 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
264 if (params
&& params
->StateFlags
& ctx
->NewState
) {
265 new_state
|= _NEW_PROGRAM_CONSTANTS
;
269 /* Don't handle geometry shaders here. They don't use any state
273 if (ctx
->VertexProgram
._Current
) {
274 const struct gl_program_parameter_list
*params
=
275 ctx
->VertexProgram
._Current
->Base
.Parameters
;
276 if (params
&& params
->StateFlags
& ctx
->NewState
) {
277 new_state
|= _NEW_PROGRAM_CONSTANTS
;
288 * Update the ctx->Polygon._FrontBit flag.
291 update_frontbit(struct gl_context
*ctx
)
293 if (ctx
->Transform
.ClipOrigin
== GL_LOWER_LEFT
)
294 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CW
);
296 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CCW
);
301 * Update derived multisample state.
304 update_multisample(struct gl_context
*ctx
)
306 ctx
->Multisample
._Enabled
= GL_FALSE
;
307 if (ctx
->Multisample
.Enabled
&&
309 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
310 ctx
->Multisample
._Enabled
= GL_TRUE
;
315 * Update the ctx->VertexProgram._TwoSideEnabled flag.
318 update_twoside(struct gl_context
*ctx
)
320 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
321 ctx
->VertexProgram
._Enabled
) {
322 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
324 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
325 ctx
->Light
.Model
.TwoSide
);
331 * Compute derived GL state.
332 * If __struct gl_contextRec::NewState is non-zero then this function \b must
333 * be called before rendering anything.
335 * Calls dd_function_table::UpdateState to perform any internal state
336 * management necessary.
338 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
339 * _mesa_update_buffer_bounds(),
340 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
343 _mesa_update_state_locked( struct gl_context
*ctx
)
345 GLbitfield new_state
= ctx
->NewState
;
346 GLbitfield prog_flags
= _NEW_PROGRAM
;
347 GLbitfield new_prog_state
= 0x0;
349 if (new_state
== _NEW_CURRENT_ATTRIB
)
352 if (MESA_VERBOSE
& VERBOSE_STATE
)
353 _mesa_print_state("_mesa_update_state", new_state
);
355 /* Determine which state flags effect vertex/fragment program state */
356 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
357 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
358 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
359 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
362 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
363 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
364 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
365 _NEW_FOG
| _NEW_LIGHT
|
366 _MESA_NEW_NEED_EYE_COORDS
);
370 * Now update derived state info
373 if (new_state
& prog_flags
)
374 update_program_enables( ctx
);
376 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
377 _mesa_update_modelview_project( ctx
, new_state
);
379 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
380 _mesa_update_texture( ctx
, new_state
);
382 if (new_state
& _NEW_POLYGON
)
383 update_frontbit( ctx
);
385 if (new_state
& _NEW_BUFFERS
)
386 _mesa_update_framebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
);
388 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
389 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
391 if (new_state
& _NEW_LIGHT
)
392 _mesa_update_lighting( ctx
);
394 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
395 update_twoside( ctx
);
397 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
398 _mesa_update_stencil( ctx
);
400 if (new_state
& _NEW_PIXEL
)
401 _mesa_update_pixel( ctx
, new_state
);
403 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
404 update_multisample( ctx
);
406 /* ctx->_NeedEyeCoords is now up to date.
408 * If the truth value of this variable has changed, update for the
409 * new lighting space and recompute the positions of lights and the
412 * If the lighting space hasn't changed, may still need to recompute
413 * light positions & normal transforms for other reasons.
415 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
416 _mesa_update_tnl_spaces( ctx
, new_state
);
418 if (new_state
& prog_flags
) {
419 /* When we generate programs from fixed-function vertex/fragment state
420 * this call may generate/bind a new program. If so, we need to
421 * propogate the _NEW_PROGRAM flag to the driver.
423 new_prog_state
|= update_program( ctx
);
426 if (new_state
& _NEW_ARRAY
)
427 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
430 new_prog_state
|= update_program_constants(ctx
);
433 * Give the driver a chance to act upon the new_state flags.
434 * The driver might plug in different span functions, for example.
435 * Also, this is where the driver can invalidate the state of any
436 * active modules (such as swrast_setup, swrast, tnl, etc).
438 * Set ctx->NewState to zero to avoid recursion if
439 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
441 new_state
= ctx
->NewState
| new_prog_state
;
443 ctx
->Driver
.UpdateState(ctx
, new_state
);
444 ctx
->Array
.VAO
->NewArrays
= 0x0;
448 /* This is the usual entrypoint for state updates:
451 _mesa_update_state( struct gl_context
*ctx
)
453 _mesa_lock_context_textures(ctx
);
454 _mesa_update_state_locked(ctx
);
455 _mesa_unlock_context_textures(ctx
);
462 * Want to figure out which fragment program inputs are actually
463 * constant/current values from ctx->Current. These should be
464 * referenced as a tracked state variable rather than a fragment
465 * program input, to save the overhead of putting a constant value in
466 * every submitted vertex, transferring it to hardware, interpolating
467 * it across the triangle, etc...
469 * When there is a VP bound, just use vp->outputs. But when we're
470 * generating vp from fixed function state, basically want to
473 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
474 * potential_vp_outputs )
476 * Where potential_vp_outputs is calculated by looking at enabled
479 * The generated fragment program should then only declare inputs that
480 * may vary or otherwise differ from the ctx->Current values.
481 * Otherwise, the fp should track them as state values instead.
484 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
485 GLbitfield64 varying_inputs
)
487 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
488 ctx
->varying_vp_inputs
= varying_inputs
;
490 /* Only the fixed-func generated programs need to use the flag
491 * and the fixed-func fragment program uses it only if there is also
492 * a fixed-func vertex program, so this only depends on the latter.
494 * It's okay to check the VP pointer here, because this is called after
495 * _mesa_update_state in the vbo module. */
496 if (ctx
->VertexProgram
._TnlProgram
||
497 ctx
->FragmentProgram
._TexEnvProgram
) {
498 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
500 /*printf("%s %x\n", __func__, varying_inputs);*/
506 * Used by drivers to tell core Mesa that the driver is going to
507 * install/ use its own vertex program. In particular, this will
508 * prevent generated fragment programs from using state vars instead
509 * of ordinary varyings/inputs.
512 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
514 if (ctx
->VertexProgram
._Overriden
!= flag
) {
515 ctx
->VertexProgram
._Overriden
= flag
;
517 /* Set one of the bits which will trigger fragment program
520 ctx
->NewState
|= _NEW_PROGRAM
;