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 GLcontext.
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
43 #if FEATURE_pixel_transfer
46 #include "shader/program.h"
49 #include "texenvprogram.h"
56 update_separate_specular(GLcontext
*ctx
)
58 if (NEED_SECONDARY_COLOR(ctx
))
59 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
61 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
66 * Update state dependent on vertex arrays.
69 update_arrays( GLcontext
*ctx
)
73 /* find min of _MaxElement values for all enabled arrays */
76 if (ctx
->VertexProgram
._Current
77 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
78 min
= ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]._MaxElement
;
80 else if (ctx
->Array
.ArrayObj
->Vertex
.Enabled
) {
81 min
= ctx
->Array
.ArrayObj
->Vertex
._MaxElement
;
84 /* can't draw anything without vertex positions! */
89 if (ctx
->VertexProgram
._Enabled
90 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
91 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]._MaxElement
);
93 /* no conventional vertex weight array */
96 if (ctx
->VertexProgram
._Enabled
97 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
98 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]._MaxElement
);
100 else if (ctx
->Array
.ArrayObj
->Normal
.Enabled
) {
101 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Normal
._MaxElement
);
105 if (ctx
->VertexProgram
._Enabled
106 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
107 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]._MaxElement
);
109 else if (ctx
->Array
.ArrayObj
->Color
.Enabled
) {
110 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Color
._MaxElement
);
114 if (ctx
->VertexProgram
._Enabled
115 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
116 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]._MaxElement
);
118 else if (ctx
->Array
.ArrayObj
->SecondaryColor
.Enabled
) {
119 min
= MIN2(min
, ctx
->Array
.ArrayObj
->SecondaryColor
._MaxElement
);
123 if (ctx
->VertexProgram
._Enabled
124 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
125 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]._MaxElement
);
127 else if (ctx
->Array
.ArrayObj
->FogCoord
.Enabled
) {
128 min
= MIN2(min
, ctx
->Array
.ArrayObj
->FogCoord
._MaxElement
);
132 if (ctx
->VertexProgram
._Enabled
133 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
134 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]._MaxElement
);
136 else if (ctx
->Array
.ArrayObj
->Index
.Enabled
) {
137 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Index
._MaxElement
);
142 if (ctx
->VertexProgram
._Enabled
143 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
144 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]._MaxElement
);
148 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
149 if (ctx
->VertexProgram
._Enabled
150 && ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
151 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
153 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
154 && ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
155 min
= MIN2(min
, ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]._MaxElement
);
160 if (ctx
->VertexProgram
._Current
) {
161 for (i
= VERT_ATTRIB_GENERIC0
; i
< VERT_ATTRIB_MAX
; i
++) {
162 if (ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
163 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
168 if (ctx
->Array
.ArrayObj
->EdgeFlag
.Enabled
) {
169 min
= MIN2(min
, ctx
->Array
.ArrayObj
->EdgeFlag
._MaxElement
);
172 /* _MaxElement is one past the last legal array element */
173 ctx
->Array
._MaxElement
= min
;
178 * Update the following fields:
179 * ctx->VertexProgram._Enabled
180 * ctx->FragmentProgram._Enabled
181 * ctx->ATIFragmentShader._Enabled
182 * This needs to be done before texture state validation.
185 update_program_enables(GLcontext
*ctx
)
187 /* These _Enabled flags indicate if the program is enabled AND valid. */
188 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
189 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
190 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
191 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
192 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
193 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
198 * Update vertex/fragment program state. In particular, update these fields:
199 * ctx->VertexProgram._Current
200 * ctx->VertexProgram._TnlProgram,
201 * These point to the highest priority enabled vertex/fragment program or are
202 * NULL if fixed-function processing is to be done.
204 * This function needs to be called after texture state validation in case
205 * we're generating a fragment program from fixed-function texture state.
207 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
208 * or fragment program is being used.
211 update_program(GLcontext
*ctx
)
213 const struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
214 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
215 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
216 GLbitfield new_state
= 0x0;
219 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
220 * pointers to the programs that should be used for rendering. If either
221 * is NULL, use fixed-function code paths.
223 * These programs may come from several sources. The priority is as
225 * 1. OpenGL 2.0/ARB vertex/fragment shaders
226 * 2. ARB/NV vertex/fragment programs
227 * 3. Programs derived from fixed-function state.
229 * Note: it's possible for a vertex shader to get used with a fragment
230 * program (and vice versa) here, but in practice that shouldn't ever
231 * come up, or matter.
234 if (shProg
&& shProg
->LinkStatus
&& shProg
->FragmentProgram
) {
235 /* Use shader programs */
236 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
237 shProg
->FragmentProgram
);
239 else if (ctx
->FragmentProgram
._Enabled
) {
240 /* use user-defined vertex program */
241 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
242 ctx
->FragmentProgram
.Current
);
244 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
245 /* Use fragment program generated from fixed-function state.
247 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
248 _mesa_get_fixed_func_fragment_program(ctx
));
249 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
250 ctx
->FragmentProgram
._Current
);
253 /* no fragment program */
254 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
257 /* Examine vertex program after fragment program as
258 * _mesa_get_fixed_func_vertex_program() needs to know active
261 if (shProg
&& shProg
->LinkStatus
&& shProg
->VertexProgram
) {
262 /* Use shader programs */
263 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
264 shProg
->VertexProgram
);
266 else if (ctx
->VertexProgram
._Enabled
) {
267 /* use user-defined vertex program */
268 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
269 ctx
->VertexProgram
.Current
);
271 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
272 /* Use vertex program generated from fixed-function state.
274 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
275 _mesa_get_fixed_func_vertex_program(ctx
));
276 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
277 ctx
->VertexProgram
._Current
);
280 /* no vertex program */
281 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
284 /* Let the driver know what's happening:
286 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
287 new_state
|= _NEW_PROGRAM
;
288 if (ctx
->Driver
.BindProgram
) {
289 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
290 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
294 if (ctx
->VertexProgram
._Current
!= prevVP
) {
295 new_state
|= _NEW_PROGRAM
;
296 if (ctx
->Driver
.BindProgram
) {
297 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
298 (struct gl_program
*) ctx
->VertexProgram
._Current
);
307 update_viewport_matrix(GLcontext
*ctx
)
309 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
311 ASSERT(depthMax
> 0);
313 /* Compute scale and bias values. This is really driver-specific
314 * and should be maintained elsewhere if at all.
315 * NOTE: RasterPos uses this.
317 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
318 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
319 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
320 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
326 * Update derived multisample state.
329 update_multisample(GLcontext
*ctx
)
331 ctx
->Multisample
._Enabled
= GL_FALSE
;
332 if (ctx
->Multisample
.Enabled
&&
334 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
335 ctx
->Multisample
._Enabled
= GL_TRUE
;
340 * Update derived color/blend/logicop state.
343 update_color(GLcontext
*ctx
)
345 /* This is needed to support 1.1's RGB logic ops AND
346 * 1.0's blending logicops.
348 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
353 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
354 * in ctx->_TriangleCaps if needed.
357 update_polygon(GLcontext
*ctx
)
359 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
361 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
362 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
364 if ( ctx
->Polygon
.OffsetPoint
365 || ctx
->Polygon
.OffsetLine
366 || ctx
->Polygon
.OffsetFill
)
367 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
372 * Update the ctx->_TriangleCaps bitfield.
373 * XXX that bitfield should really go away someday!
374 * This function must be called after other update_*() functions since
375 * there are dependencies on some other derived values.
379 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
381 ctx
->_TriangleCaps
= 0;
386 if (1/*new_state & _NEW_POINT*/) {
387 if (ctx
->Point
.SmoothFlag
)
388 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
389 if (ctx
->Point
.Size
!= 1.0F
)
390 ctx
->_TriangleCaps
|= DD_POINT_SIZE
;
391 if (ctx
->Point
._Attenuated
)
392 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
398 if (1/*new_state & _NEW_LINE*/) {
399 if (ctx
->Line
.SmoothFlag
)
400 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
401 if (ctx
->Line
.StippleFlag
)
402 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
403 if (ctx
->Line
.Width
!= 1.0)
404 ctx
->_TriangleCaps
|= DD_LINE_WIDTH
;
410 if (1/*new_state & _NEW_POLYGON*/) {
411 if (ctx
->Polygon
.SmoothFlag
)
412 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
413 if (ctx
->Polygon
.StippleFlag
)
414 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
415 if (ctx
->Polygon
.FrontMode
!= GL_FILL
416 || ctx
->Polygon
.BackMode
!= GL_FILL
)
417 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
418 if (ctx
->Polygon
.CullFlag
419 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
420 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
421 if (ctx
->Polygon
.OffsetPoint
||
422 ctx
->Polygon
.OffsetLine
||
423 ctx
->Polygon
.OffsetFill
)
424 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
428 * Lighting and shading
430 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
431 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
432 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
433 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
434 if (NEED_SECONDARY_COLOR(ctx
))
435 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
440 if (ctx
->Stencil
._TestTwoSide
)
441 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
447 * Compute derived GL state.
448 * If __GLcontextRec::NewState is non-zero then this function \b must
449 * be called before rendering anything.
451 * Calls dd_function_table::UpdateState to perform any internal state
452 * management necessary.
454 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
455 * _mesa_update_buffer_bounds(),
456 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
459 _mesa_update_state_locked( GLcontext
*ctx
)
461 GLbitfield new_state
= ctx
->NewState
;
462 GLbitfield prog_flags
= _NEW_PROGRAM
;
463 GLbitfield new_prog_state
= 0x0;
465 if (new_state
== _NEW_CURRENT_ATTRIB
)
468 if (MESA_VERBOSE
& VERBOSE_STATE
)
469 _mesa_print_state("_mesa_update_state", new_state
);
471 /* Determine which state flags effect vertex/fragment program state */
472 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
473 prog_flags
|= (_NEW_TEXTURE
| _NEW_FOG
| _DD_NEW_SEPARATE_SPECULAR
);
475 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
476 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
477 _NEW_TRANSFORM
| _NEW_POINT
|
478 _NEW_FOG
| _NEW_LIGHT
|
479 _MESA_NEW_NEED_EYE_COORDS
);
483 * Now update derived state info
486 if (new_state
& prog_flags
)
487 update_program_enables( ctx
);
489 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
490 _mesa_update_modelview_project( ctx
, new_state
);
492 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
493 _mesa_update_texture( ctx
, new_state
);
495 if (new_state
& _NEW_BUFFERS
)
496 _mesa_update_framebuffer(ctx
);
498 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
499 _mesa_update_draw_buffer_bounds( ctx
);
501 if (new_state
& _NEW_POLYGON
)
502 update_polygon( ctx
);
504 if (new_state
& _NEW_LIGHT
)
505 _mesa_update_lighting( ctx
);
507 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
508 _mesa_update_stencil( ctx
);
510 #if FEATURE_pixel_transfer
511 if (new_state
& _MESA_NEW_TRANSFER_STATE
)
512 _mesa_update_pixel( ctx
, new_state
);
515 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
516 update_separate_specular( ctx
);
518 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
))
519 update_arrays( ctx
);
521 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
522 update_viewport_matrix(ctx
);
524 if (new_state
& _NEW_MULTISAMPLE
)
525 update_multisample( ctx
);
527 if (new_state
& _NEW_COLOR
)
531 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
532 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
533 update_tricaps( ctx
, new_state
);
536 /* ctx->_NeedEyeCoords is now up to date.
538 * If the truth value of this variable has changed, update for the
539 * new lighting space and recompute the positions of lights and the
542 * If the lighting space hasn't changed, may still need to recompute
543 * light positions & normal transforms for other reasons.
545 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
546 _mesa_update_tnl_spaces( ctx
, new_state
);
548 if (new_state
& prog_flags
) {
549 /* When we generate programs from fixed-function vertex/fragment state
550 * this call may generate/bind a new program. If so, we need to
551 * propogate the _NEW_PROGRAM flag to the driver.
553 new_prog_state
|= update_program( ctx
);
557 * Give the driver a chance to act upon the new_state flags.
558 * The driver might plug in different span functions, for example.
559 * Also, this is where the driver can invalidate the state of any
560 * active modules (such as swrast_setup, swrast, tnl, etc).
562 * Set ctx->NewState to zero to avoid recursion if
563 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
566 new_state
= ctx
->NewState
| new_prog_state
;
568 ctx
->Driver
.UpdateState(ctx
, new_state
);
569 ctx
->Array
.NewState
= 0;
573 /* This is the usual entrypoint for state updates:
576 _mesa_update_state( GLcontext
*ctx
)
578 _mesa_lock_context_textures(ctx
);
579 _mesa_update_state_locked(ctx
);
580 _mesa_unlock_context_textures(ctx
);
587 * Want to figure out which fragment program inputs are actually
588 * constant/current values from ctx->Current. These should be
589 * referenced as a tracked state variable rather than a fragment
590 * program input, to save the overhead of putting a constant value in
591 * every submitted vertex, transferring it to hardware, interpolating
592 * it across the triangle, etc...
594 * When there is a VP bound, just use vp->outputs. But when we're
595 * generating vp from fixed function state, basically want to
598 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
599 * potential_vp_outputs )
601 * Where potential_vp_outputs is calculated by looking at enabled
604 * The generated fragment program should then only declare inputs that
605 * may vary or otherwise differ from the ctx->Current values.
606 * Otherwise, the fp should track them as state values instead.
609 _mesa_set_varying_vp_inputs( GLcontext
*ctx
,
610 GLbitfield varying_inputs
)
612 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
613 ctx
->varying_vp_inputs
= varying_inputs
;
614 ctx
->NewState
|= _NEW_ARRAY
;
615 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
621 * Used by drivers to tell core Mesa that the driver is going to
622 * install/ use its own vertex program. In particular, this will
623 * prevent generated fragment programs from using state vars instead
624 * of ordinary varyings/inputs.
627 _mesa_set_vp_override(GLcontext
*ctx
, GLboolean flag
)
629 if (ctx
->VertexProgram
._Overriden
!= flag
) {
630 ctx
->VertexProgram
._Overriden
= flag
;
632 /* Set one of the bits which will trigger fragment program
635 ctx
->NewState
|= _NEW_ARRAY
;