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"
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_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
105 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
106 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
107 GLbitfield new_state
= 0x0;
110 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
111 * pointers to the programs that should be used for rendering. If either
112 * is NULL, use fixed-function code paths.
114 * These programs may come from several sources. The priority is as
116 * 1. OpenGL 2.0/ARB vertex/fragment shaders
117 * 2. ARB/NV vertex/fragment programs
118 * 3. Programs derived from fixed-function state.
120 * Note: it's possible for a vertex shader to get used with a fragment
121 * program (and vice versa) here, but in practice that shouldn't ever
122 * come up, or matter.
125 if (fsProg
&& fsProg
->LinkStatus
126 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
127 /* Use GLSL fragment shader */
128 _mesa_reference_shader_program(ctx
,
129 &ctx
->_Shader
->_CurrentFragmentProgram
,
131 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
132 gl_fragment_program(fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
133 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
136 else if (ctx
->FragmentProgram
._Enabled
) {
137 /* Use user-defined fragment program */
138 _mesa_reference_shader_program(ctx
,
139 &ctx
->_Shader
->_CurrentFragmentProgram
,
141 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
142 ctx
->FragmentProgram
.Current
);
143 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
146 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
147 /* Use fragment program generated from fixed-function state */
148 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
150 _mesa_reference_shader_program(ctx
,
151 &ctx
->_Shader
->_CurrentFragmentProgram
,
153 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
154 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
155 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
156 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
159 /* No fragment program */
160 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
161 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
165 if (gsProg
&& gsProg
->LinkStatus
166 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
167 /* Use GLSL geometry shader */
168 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
169 gl_geometry_program(gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
));
171 /* No geometry program */
172 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
175 /* Examine vertex program after fragment program as
176 * _mesa_get_fixed_func_vertex_program() needs to know active
179 if (vsProg
&& vsProg
->LinkStatus
180 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
181 /* Use GLSL vertex shader */
182 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
183 gl_vertex_program(vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
));
185 else if (ctx
->VertexProgram
._Enabled
) {
186 /* Use user-defined vertex program */
187 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
188 ctx
->VertexProgram
.Current
);
190 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
191 /* Use vertex program generated from fixed-function state */
192 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
193 _mesa_get_fixed_func_vertex_program(ctx
));
194 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
195 ctx
->VertexProgram
._Current
);
198 /* no vertex program */
199 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
202 /* Let the driver know what's happening:
204 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
205 new_state
|= _NEW_PROGRAM
;
206 if (ctx
->Driver
.BindProgram
) {
207 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
208 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
212 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
213 new_state
|= _NEW_PROGRAM
;
214 if (ctx
->Driver
.BindProgram
) {
215 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
216 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
220 if (ctx
->VertexProgram
._Current
!= prevVP
) {
221 new_state
|= _NEW_PROGRAM
;
222 if (ctx
->Driver
.BindProgram
) {
223 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
224 (struct gl_program
*) ctx
->VertexProgram
._Current
);
233 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
236 update_program_constants(struct gl_context
*ctx
)
238 GLbitfield new_state
= 0x0;
240 if (ctx
->FragmentProgram
._Current
) {
241 const struct gl_program_parameter_list
*params
=
242 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
243 if (params
&& params
->StateFlags
& ctx
->NewState
) {
244 new_state
|= _NEW_PROGRAM_CONSTANTS
;
248 if (ctx
->GeometryProgram
._Current
) {
249 const struct gl_program_parameter_list
*params
=
250 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
251 /*FIXME: StateFlags is always 0 because we have unnamed constant
252 * not state changes */
253 if (params
/*&& params->StateFlags & ctx->NewState*/) {
254 new_state
|= _NEW_PROGRAM_CONSTANTS
;
258 if (ctx
->VertexProgram
._Current
) {
259 const struct gl_program_parameter_list
*params
=
260 ctx
->VertexProgram
._Current
->Base
.Parameters
;
261 if (params
&& params
->StateFlags
& ctx
->NewState
) {
262 new_state
|= _NEW_PROGRAM_CONSTANTS
;
273 update_viewport_matrix(struct gl_context
*ctx
)
275 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
278 assert(depthMax
> 0);
280 /* Compute scale and bias values. This is really driver-specific
281 * and should be maintained elsewhere if at all.
282 * NOTE: RasterPos uses this.
284 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
285 double scale
[3], translate
[3];
287 _mesa_get_viewport_xform(ctx
, i
, scale
, translate
);
288 _math_matrix_viewport(&ctx
->ViewportArray
[i
]._WindowMap
,
289 scale
, translate
, depthMax
);
295 * Update the ctx->Polygon._FrontBit flag.
298 update_frontbit(struct gl_context
*ctx
)
300 if (ctx
->Transform
.ClipOrigin
== GL_LOWER_LEFT
)
301 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CW
);
303 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CCW
);
308 * Update derived multisample state.
311 update_multisample(struct gl_context
*ctx
)
313 ctx
->Multisample
._Enabled
= GL_FALSE
;
314 if (ctx
->Multisample
.Enabled
&&
316 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
317 ctx
->Multisample
._Enabled
= GL_TRUE
;
322 * Update the ctx->VertexProgram._TwoSideEnabled flag.
325 update_twoside(struct gl_context
*ctx
)
327 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
328 ctx
->VertexProgram
._Enabled
) {
329 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
331 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
332 ctx
->Light
.Model
.TwoSide
);
338 * Compute derived GL state.
339 * If __struct gl_contextRec::NewState is non-zero then this function \b must
340 * be called before rendering anything.
342 * Calls dd_function_table::UpdateState to perform any internal state
343 * management necessary.
345 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
346 * _mesa_update_buffer_bounds(),
347 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
350 _mesa_update_state_locked( struct gl_context
*ctx
)
352 GLbitfield new_state
= ctx
->NewState
;
353 GLbitfield prog_flags
= _NEW_PROGRAM
;
354 GLbitfield new_prog_state
= 0x0;
356 if (new_state
== _NEW_CURRENT_ATTRIB
)
359 if (MESA_VERBOSE
& VERBOSE_STATE
)
360 _mesa_print_state("_mesa_update_state", new_state
);
362 /* Determine which state flags effect vertex/fragment program state */
363 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
364 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
365 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
366 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
369 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
370 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
371 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
372 _NEW_FOG
| _NEW_LIGHT
|
373 _MESA_NEW_NEED_EYE_COORDS
);
377 * Now update derived state info
380 if (new_state
& prog_flags
)
381 update_program_enables( ctx
);
383 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
384 _mesa_update_modelview_project( ctx
, new_state
);
386 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
387 _mesa_update_texture( ctx
, new_state
);
389 if (new_state
& _NEW_POLYGON
)
390 update_frontbit( ctx
);
392 if (new_state
& _NEW_BUFFERS
)
393 _mesa_update_framebuffer(ctx
);
395 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
396 _mesa_update_draw_buffer_bounds( ctx
);
398 if (new_state
& _NEW_LIGHT
)
399 _mesa_update_lighting( ctx
);
401 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
402 update_twoside( ctx
);
404 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
405 _mesa_update_stencil( ctx
);
407 if (new_state
& _NEW_PIXEL
)
408 _mesa_update_pixel( ctx
, new_state
);
410 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
411 update_viewport_matrix(ctx
);
413 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
414 update_multisample( ctx
);
416 /* ctx->_NeedEyeCoords is now up to date.
418 * If the truth value of this variable has changed, update for the
419 * new lighting space and recompute the positions of lights and the
422 * If the lighting space hasn't changed, may still need to recompute
423 * light positions & normal transforms for other reasons.
425 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
426 _mesa_update_tnl_spaces( ctx
, new_state
);
428 if (new_state
& prog_flags
) {
429 /* When we generate programs from fixed-function vertex/fragment state
430 * this call may generate/bind a new program. If so, we need to
431 * propogate the _NEW_PROGRAM flag to the driver.
433 new_prog_state
|= update_program( ctx
);
436 if (new_state
& _NEW_ARRAY
)
437 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
440 new_prog_state
|= update_program_constants(ctx
);
443 * Give the driver a chance to act upon the new_state flags.
444 * The driver might plug in different span functions, for example.
445 * Also, this is where the driver can invalidate the state of any
446 * active modules (such as swrast_setup, swrast, tnl, etc).
448 * Set ctx->NewState to zero to avoid recursion if
449 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
451 new_state
= ctx
->NewState
| new_prog_state
;
453 ctx
->Driver
.UpdateState(ctx
, new_state
);
454 ctx
->Array
.VAO
->NewArrays
= 0x0;
458 /* This is the usual entrypoint for state updates:
461 _mesa_update_state( struct gl_context
*ctx
)
463 _mesa_lock_context_textures(ctx
);
464 _mesa_update_state_locked(ctx
);
465 _mesa_unlock_context_textures(ctx
);
472 * Want to figure out which fragment program inputs are actually
473 * constant/current values from ctx->Current. These should be
474 * referenced as a tracked state variable rather than a fragment
475 * program input, to save the overhead of putting a constant value in
476 * every submitted vertex, transferring it to hardware, interpolating
477 * it across the triangle, etc...
479 * When there is a VP bound, just use vp->outputs. But when we're
480 * generating vp from fixed function state, basically want to
483 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
484 * potential_vp_outputs )
486 * Where potential_vp_outputs is calculated by looking at enabled
489 * The generated fragment program should then only declare inputs that
490 * may vary or otherwise differ from the ctx->Current values.
491 * Otherwise, the fp should track them as state values instead.
494 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
495 GLbitfield64 varying_inputs
)
497 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
498 ctx
->varying_vp_inputs
= varying_inputs
;
500 /* Only the fixed-func generated programs need to use the flag
501 * and the fixed-func fragment program uses it only if there is also
502 * a fixed-func vertex program, so this only depends on the latter.
504 * It's okay to check the VP pointer here, because this is called after
505 * _mesa_update_state in the vbo module. */
506 if (ctx
->VertexProgram
._TnlProgram
||
507 ctx
->FragmentProgram
._TexEnvProgram
) {
508 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
510 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
516 * Used by drivers to tell core Mesa that the driver is going to
517 * install/ use its own vertex program. In particular, this will
518 * prevent generated fragment programs from using state vars instead
519 * of ordinary varyings/inputs.
522 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
524 if (ctx
->VertexProgram
._Overriden
!= flag
) {
525 ctx
->VertexProgram
._Overriden
= flag
;
527 /* Set one of the bits which will trigger fragment program
530 ctx
->NewState
|= _NEW_PROGRAM
;