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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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"
58 * Update the following fields:
59 * ctx->VertexProgram._Enabled
60 * ctx->FragmentProgram._Enabled
61 * ctx->ATIFragmentShader._Enabled
62 * This needs to be done before texture state validation.
65 update_program_enables(struct gl_context
*ctx
)
67 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
68 * program is enabled AND valid. Similarly for ATI fragment shaders.
69 * GLSL shaders not relevant here.
71 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
72 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
73 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
74 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
75 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
76 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
81 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
82 * to the current/active programs. Then call ctx->Driver.BindProgram() to
83 * tell the driver which programs to use.
85 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
86 * programs or programs derived from fixed-function state.
88 * This function needs to be called after texture state validation in case
89 * we're generating a fragment program from fixed-function texture state.
91 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
92 * or fragment program is being used.
95 update_program(struct gl_context
*ctx
)
97 const struct gl_shader_program
*vsProg
=
98 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
99 const struct gl_shader_program
*gsProg
=
100 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
101 struct gl_shader_program
*fsProg
=
102 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
103 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
104 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
105 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
106 GLbitfield new_state
= 0x0;
109 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
110 * pointers to the programs that should be used for rendering. If either
111 * is NULL, use fixed-function code paths.
113 * These programs may come from several sources. The priority is as
115 * 1. OpenGL 2.0/ARB vertex/fragment shaders
116 * 2. ARB/NV vertex/fragment programs
117 * 3. Programs derived from fixed-function state.
119 * Note: it's possible for a vertex shader to get used with a fragment
120 * program (and vice versa) here, but in practice that shouldn't ever
121 * come up, or matter.
124 if (fsProg
&& fsProg
->LinkStatus
125 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
126 /* Use GLSL fragment shader */
127 _mesa_reference_shader_program(ctx
,
128 &ctx
->_Shader
->_CurrentFragmentProgram
,
130 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
131 gl_fragment_program(fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
132 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
135 else if (ctx
->FragmentProgram
._Enabled
) {
136 /* Use user-defined fragment program */
137 _mesa_reference_shader_program(ctx
,
138 &ctx
->_Shader
->_CurrentFragmentProgram
,
140 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
141 ctx
->FragmentProgram
.Current
);
142 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
145 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
146 /* Use fragment program generated from fixed-function state */
147 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
149 _mesa_reference_shader_program(ctx
,
150 &ctx
->_Shader
->_CurrentFragmentProgram
,
152 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
153 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
154 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
155 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
158 /* No fragment program */
159 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
160 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
164 if (gsProg
&& gsProg
->LinkStatus
165 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
166 /* Use GLSL geometry shader */
167 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
168 gl_geometry_program(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 gl_vertex_program(vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
));
184 else if (ctx
->VertexProgram
._Enabled
) {
185 /* Use user-defined vertex program */
186 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
187 ctx
->VertexProgram
.Current
);
189 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
190 /* Use vertex program generated from fixed-function state */
191 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
192 _mesa_get_fixed_func_vertex_program(ctx
));
193 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
194 ctx
->VertexProgram
._Current
);
197 /* no vertex program */
198 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
201 /* Let the driver know what's happening:
203 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
204 new_state
|= _NEW_PROGRAM
;
205 if (ctx
->Driver
.BindProgram
) {
206 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
207 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
211 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
212 new_state
|= _NEW_PROGRAM
;
213 if (ctx
->Driver
.BindProgram
) {
214 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
215 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
219 if (ctx
->VertexProgram
._Current
!= prevVP
) {
220 new_state
|= _NEW_PROGRAM
;
221 if (ctx
->Driver
.BindProgram
) {
222 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
223 (struct gl_program
*) ctx
->VertexProgram
._Current
);
232 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
235 update_program_constants(struct gl_context
*ctx
)
237 GLbitfield new_state
= 0x0;
239 if (ctx
->FragmentProgram
._Current
) {
240 const struct gl_program_parameter_list
*params
=
241 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
242 if (params
&& params
->StateFlags
& ctx
->NewState
) {
243 new_state
|= _NEW_PROGRAM_CONSTANTS
;
247 if (ctx
->GeometryProgram
._Current
) {
248 const struct gl_program_parameter_list
*params
=
249 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
250 /*FIXME: StateFlags is always 0 because we have unnamed constant
251 * not state changes */
252 if (params
/*&& params->StateFlags & ctx->NewState*/) {
253 new_state
|= _NEW_PROGRAM_CONSTANTS
;
257 if (ctx
->VertexProgram
._Current
) {
258 const struct gl_program_parameter_list
*params
=
259 ctx
->VertexProgram
._Current
->Base
.Parameters
;
260 if (params
&& params
->StateFlags
& ctx
->NewState
) {
261 new_state
|= _NEW_PROGRAM_CONSTANTS
;
272 update_viewport_matrix(struct gl_context
*ctx
)
274 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 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
284 _math_matrix_viewport(&ctx
->ViewportArray
[i
]._WindowMap
,
285 ctx
->ViewportArray
[i
].X
, ctx
->ViewportArray
[i
].Y
,
286 ctx
->ViewportArray
[i
].Width
, ctx
->ViewportArray
[i
].Height
,
287 ctx
->ViewportArray
[i
].Near
, ctx
->ViewportArray
[i
].Far
,
294 * Update derived multisample state.
297 update_multisample(struct gl_context
*ctx
)
299 ctx
->Multisample
._Enabled
= GL_FALSE
;
300 if (ctx
->Multisample
.Enabled
&&
302 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
303 ctx
->Multisample
._Enabled
= GL_TRUE
;
308 * Update the ctx->VertexProgram._TwoSideEnabled flag.
311 update_twoside(struct gl_context
*ctx
)
313 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
314 ctx
->VertexProgram
._Enabled
) {
315 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
317 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
318 ctx
->Light
.Model
.TwoSide
);
324 * Compute derived GL state.
325 * If __struct gl_contextRec::NewState is non-zero then this function \b must
326 * be called before rendering anything.
328 * Calls dd_function_table::UpdateState to perform any internal state
329 * management necessary.
331 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
332 * _mesa_update_buffer_bounds(),
333 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
336 _mesa_update_state_locked( struct gl_context
*ctx
)
338 GLbitfield new_state
= ctx
->NewState
;
339 GLbitfield prog_flags
= _NEW_PROGRAM
;
340 GLbitfield new_prog_state
= 0x0;
342 if (new_state
== _NEW_CURRENT_ATTRIB
)
345 if (MESA_VERBOSE
& VERBOSE_STATE
)
346 _mesa_print_state("_mesa_update_state", new_state
);
348 /* Determine which state flags effect vertex/fragment program state */
349 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
350 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
351 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
352 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
355 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
356 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
357 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
358 _NEW_FOG
| _NEW_LIGHT
|
359 _MESA_NEW_NEED_EYE_COORDS
);
363 * Now update derived state info
366 if (new_state
& prog_flags
)
367 update_program_enables( ctx
);
369 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
370 _mesa_update_modelview_project( ctx
, new_state
);
372 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
373 _mesa_update_texture( ctx
, new_state
);
375 if (new_state
& _NEW_BUFFERS
)
376 _mesa_update_framebuffer(ctx
);
378 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
379 _mesa_update_draw_buffer_bounds( ctx
);
381 if (new_state
& _NEW_LIGHT
)
382 _mesa_update_lighting( ctx
);
384 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
385 update_twoside( ctx
);
387 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
388 _mesa_update_stencil( ctx
);
390 if (new_state
& _NEW_PIXEL
)
391 _mesa_update_pixel( ctx
, new_state
);
393 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
394 update_viewport_matrix(ctx
);
396 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
397 update_multisample( ctx
);
399 /* ctx->_NeedEyeCoords is now up to date.
401 * If the truth value of this variable has changed, update for the
402 * new lighting space and recompute the positions of lights and the
405 * If the lighting space hasn't changed, may still need to recompute
406 * light positions & normal transforms for other reasons.
408 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
409 _mesa_update_tnl_spaces( ctx
, new_state
);
411 if (new_state
& prog_flags
) {
412 /* When we generate programs from fixed-function vertex/fragment state
413 * this call may generate/bind a new program. If so, we need to
414 * propogate the _NEW_PROGRAM flag to the driver.
416 new_prog_state
|= update_program( ctx
);
419 if (new_state
& _NEW_ARRAY
)
420 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
422 if (ctx
->Const
.CheckArrayBounds
&&
423 new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
)) {
424 _mesa_update_vao_max_element(ctx
, ctx
->Array
.VAO
);
428 new_prog_state
|= update_program_constants(ctx
);
431 * Give the driver a chance to act upon the new_state flags.
432 * The driver might plug in different span functions, for example.
433 * Also, this is where the driver can invalidate the state of any
434 * active modules (such as swrast_setup, swrast, tnl, etc).
436 * Set ctx->NewState to zero to avoid recursion if
437 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
439 new_state
= ctx
->NewState
| new_prog_state
;
441 ctx
->Driver
.UpdateState(ctx
, new_state
);
442 ctx
->Array
.VAO
->NewArrays
= 0x0;
446 /* This is the usual entrypoint for state updates:
449 _mesa_update_state( struct gl_context
*ctx
)
451 _mesa_lock_context_textures(ctx
);
452 _mesa_update_state_locked(ctx
);
453 _mesa_unlock_context_textures(ctx
);
460 * Want to figure out which fragment program inputs are actually
461 * constant/current values from ctx->Current. These should be
462 * referenced as a tracked state variable rather than a fragment
463 * program input, to save the overhead of putting a constant value in
464 * every submitted vertex, transferring it to hardware, interpolating
465 * it across the triangle, etc...
467 * When there is a VP bound, just use vp->outputs. But when we're
468 * generating vp from fixed function state, basically want to
471 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
472 * potential_vp_outputs )
474 * Where potential_vp_outputs is calculated by looking at enabled
477 * The generated fragment program should then only declare inputs that
478 * may vary or otherwise differ from the ctx->Current values.
479 * Otherwise, the fp should track them as state values instead.
482 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
483 GLbitfield64 varying_inputs
)
485 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
486 ctx
->varying_vp_inputs
= varying_inputs
;
488 /* Only the fixed-func generated programs need to use the flag
489 * and the fixed-func fragment program uses it only if there is also
490 * a fixed-func vertex program, so this only depends on the latter.
492 * It's okay to check the VP pointer here, because this is called after
493 * _mesa_update_state in the vbo module. */
494 if (ctx
->VertexProgram
._TnlProgram
||
495 ctx
->FragmentProgram
._TexEnvProgram
) {
496 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
498 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
504 * Used by drivers to tell core Mesa that the driver is going to
505 * install/ use its own vertex program. In particular, this will
506 * prevent generated fragment programs from using state vars instead
507 * of ordinary varyings/inputs.
510 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
512 if (ctx
->VertexProgram
._Overriden
!= flag
) {
513 ctx
->VertexProgram
._Overriden
= flag
;
515 /* Set one of the bits which will trigger fragment program
518 ctx
->NewState
|= _NEW_PROGRAM
;