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 struct gl_context.
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
44 #include "program/program.h"
45 #include "program/prog_parameter.h"
48 #include "texenvprogram.h"
55 update_separate_specular(struct gl_context
*ctx
)
57 if (_mesa_need_secondary_color(ctx
))
58 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
60 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
65 * Helper for update_arrays().
66 * \return min(current min, array->_MaxElement).
69 update_min(GLuint min
, struct gl_client_array
*array
)
71 _mesa_update_array_max_element(array
);
72 return MIN2(min
, array
->_MaxElement
);
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.
81 update_arrays( struct gl_context
*ctx
)
83 struct gl_array_object
*arrayObj
= ctx
->Array
.ArrayObj
;
86 /* find min of _MaxElement values for all enabled arrays */
89 if (ctx
->VertexProgram
._Current
90 && arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
91 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]);
93 else if (arrayObj
->Vertex
.Enabled
) {
94 min
= update_min(min
, &arrayObj
->Vertex
);
98 if (ctx
->VertexProgram
._Enabled
99 && arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
100 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]);
102 /* no conventional vertex weight array */
105 if (ctx
->VertexProgram
._Enabled
106 && arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
107 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]);
109 else if (arrayObj
->Normal
.Enabled
) {
110 min
= update_min(min
, &arrayObj
->Normal
);
114 if (ctx
->VertexProgram
._Enabled
115 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
116 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]);
118 else if (arrayObj
->Color
.Enabled
) {
119 min
= update_min(min
, &arrayObj
->Color
);
123 if (ctx
->VertexProgram
._Enabled
124 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
125 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]);
127 else if (arrayObj
->SecondaryColor
.Enabled
) {
128 min
= update_min(min
, &arrayObj
->SecondaryColor
);
132 if (ctx
->VertexProgram
._Enabled
133 && arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
134 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]);
136 else if (arrayObj
->FogCoord
.Enabled
) {
137 min
= update_min(min
, &arrayObj
->FogCoord
);
141 if (ctx
->VertexProgram
._Enabled
142 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
143 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]);
145 else if (arrayObj
->Index
.Enabled
) {
146 min
= update_min(min
, &arrayObj
->Index
);
150 if (ctx
->VertexProgram
._Enabled
151 && arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
152 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]);
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
]);
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
]);
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
]);
176 if (arrayObj
->EdgeFlag
.Enabled
) {
177 min
= update_min(min
, &arrayObj
->EdgeFlag
);
180 /* _MaxElement is one past the last legal array element */
181 arrayObj
->_MaxElement
= min
;
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.
193 update_program_enables(struct gl_context
*ctx
)
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.
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];
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.
213 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
214 * programs or programs derived from fixed-function state.
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.
219 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
220 * or fragment program is being used.
223 update_program(struct gl_context
*ctx
)
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;
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.
238 * These programs may come from several sources. The priority is as
240 * 1. OpenGL 2.0/ARB vertex/fragment shaders
241 * 2. ARB/NV vertex/fragment programs
242 * 3. Programs derived from fixed-function state.
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.
249 if (fsProg
&& fsProg
->LinkStatus
&& fsProg
->FragmentProgram
) {
250 /* Use GLSL fragment shader */
251 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
252 fsProg
->FragmentProgram
);
254 else if (ctx
->FragmentProgram
._Enabled
) {
255 /* Use user-defined fragment program */
256 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
257 ctx
->FragmentProgram
.Current
);
259 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
260 /* Use fragment program generated from fixed-function state */
261 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
262 _mesa_get_fixed_func_fragment_program(ctx
));
263 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
264 ctx
->FragmentProgram
._Current
);
267 /* No fragment program */
268 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
271 if (gsProg
&& gsProg
->LinkStatus
&& gsProg
->GeometryProgram
) {
272 /* Use GLSL geometry shader */
273 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
274 gsProg
->GeometryProgram
);
276 /* No geometry program */
277 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
280 /* Examine vertex program after fragment program as
281 * _mesa_get_fixed_func_vertex_program() needs to know active
284 if (vsProg
&& vsProg
->LinkStatus
&& vsProg
->VertexProgram
) {
285 /* Use GLSL vertex shader */
286 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
287 vsProg
->VertexProgram
);
289 else if (ctx
->VertexProgram
._Enabled
) {
290 /* Use user-defined vertex program */
291 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
292 ctx
->VertexProgram
.Current
);
294 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
295 /* Use vertex program generated from fixed-function state */
296 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
297 _mesa_get_fixed_func_vertex_program(ctx
));
298 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
299 ctx
->VertexProgram
._Current
);
302 /* no vertex program */
303 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
306 /* Let the driver know what's happening:
308 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
309 new_state
|= _NEW_PROGRAM
;
310 if (ctx
->Driver
.BindProgram
) {
311 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
312 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
316 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
317 new_state
|= _NEW_PROGRAM
;
318 if (ctx
->Driver
.BindProgram
) {
319 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
320 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
324 if (ctx
->VertexProgram
._Current
!= prevVP
) {
325 new_state
|= _NEW_PROGRAM
;
326 if (ctx
->Driver
.BindProgram
) {
327 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
328 (struct gl_program
*) ctx
->VertexProgram
._Current
);
337 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
340 update_program_constants(struct gl_context
*ctx
)
342 GLbitfield new_state
= 0x0;
344 if (ctx
->FragmentProgram
._Current
) {
345 const struct gl_program_parameter_list
*params
=
346 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
347 if (params
&& params
->StateFlags
& ctx
->NewState
) {
348 new_state
|= _NEW_PROGRAM_CONSTANTS
;
352 if (ctx
->GeometryProgram
._Current
) {
353 const struct gl_program_parameter_list
*params
=
354 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
355 /*FIXME: StateFlags is always 0 because we have unnamed constant
356 * not state changes */
357 if (params
/*&& params->StateFlags & ctx->NewState*/) {
358 new_state
|= _NEW_PROGRAM_CONSTANTS
;
362 if (ctx
->VertexProgram
._Current
) {
363 const struct gl_program_parameter_list
*params
=
364 ctx
->VertexProgram
._Current
->Base
.Parameters
;
365 if (params
&& params
->StateFlags
& ctx
->NewState
) {
366 new_state
|= _NEW_PROGRAM_CONSTANTS
;
377 update_viewport_matrix(struct gl_context
*ctx
)
379 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
381 ASSERT(depthMax
> 0);
383 /* Compute scale and bias values. This is really driver-specific
384 * and should be maintained elsewhere if at all.
385 * NOTE: RasterPos uses this.
387 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
388 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
389 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
390 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
396 * Update derived multisample state.
399 update_multisample(struct gl_context
*ctx
)
401 ctx
->Multisample
._Enabled
= GL_FALSE
;
402 if (ctx
->Multisample
.Enabled
&&
404 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
405 ctx
->Multisample
._Enabled
= GL_TRUE
;
410 * Update the ctx->Color._ClampFragmentColor field
413 update_clamp_fragment_color(struct gl_context
*ctx
)
415 if (ctx
->Color
.ClampFragmentColor
== GL_FIXED_ONLY_ARB
)
416 ctx
->Color
._ClampFragmentColor
=
417 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
419 ctx
->Color
._ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
424 * Update the ctx->Color._ClampVertexColor field
427 update_clamp_vertex_color(struct gl_context
*ctx
)
429 if (ctx
->Light
.ClampVertexColor
== GL_FIXED_ONLY_ARB
)
430 ctx
->Light
._ClampVertexColor
=
431 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
433 ctx
->Light
._ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
438 * Update the ctx->Color._ClampReadColor field
441 update_clamp_read_color(struct gl_context
*ctx
)
443 if (ctx
->Color
.ClampReadColor
== GL_FIXED_ONLY_ARB
)
444 ctx
->Color
._ClampReadColor
=
445 !ctx
->ReadBuffer
|| !ctx
->ReadBuffer
->Visual
.floatMode
;
447 ctx
->Color
._ClampReadColor
= ctx
->Color
.ClampReadColor
;
451 * Update the ctx->VertexProgram._TwoSideEnabled flag.
454 update_twoside(struct gl_context
*ctx
)
456 if (ctx
->Shader
.CurrentVertexProgram
||
457 ctx
->VertexProgram
.Current
) {
458 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
460 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
461 ctx
->Light
.Model
.TwoSide
);
467 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
468 * in ctx->_TriangleCaps if needed.
471 update_polygon(struct gl_context
*ctx
)
473 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
475 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
476 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
478 if ( ctx
->Polygon
.OffsetPoint
479 || ctx
->Polygon
.OffsetLine
480 || ctx
->Polygon
.OffsetFill
)
481 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
486 * Update the ctx->_TriangleCaps bitfield.
487 * XXX that bitfield should really go away someday!
488 * This function must be called after other update_*() functions since
489 * there are dependencies on some other derived values.
493 update_tricaps(struct gl_context
*ctx
, GLbitfield new_state
)
495 ctx
->_TriangleCaps
= 0;
500 if (1/*new_state & _NEW_POINT*/) {
501 if (ctx
->Point
.SmoothFlag
)
502 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
503 if (ctx
->Point
._Attenuated
)
504 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
510 if (1/*new_state & _NEW_LINE*/) {
511 if (ctx
->Line
.SmoothFlag
)
512 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
513 if (ctx
->Line
.StippleFlag
)
514 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
520 if (1/*new_state & _NEW_POLYGON*/) {
521 if (ctx
->Polygon
.SmoothFlag
)
522 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
523 if (ctx
->Polygon
.StippleFlag
)
524 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
525 if (ctx
->Polygon
.FrontMode
!= GL_FILL
526 || ctx
->Polygon
.BackMode
!= GL_FILL
)
527 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
528 if (ctx
->Polygon
.CullFlag
529 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
530 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
531 if (ctx
->Polygon
.OffsetPoint
||
532 ctx
->Polygon
.OffsetLine
||
533 ctx
->Polygon
.OffsetFill
)
534 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
538 * Lighting and shading
540 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
541 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
542 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
543 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
544 if (_mesa_need_secondary_color(ctx
))
545 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
550 if (ctx
->Stencil
._TestTwoSide
)
551 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
557 * Compute derived GL state.
558 * If __struct gl_contextRec::NewState is non-zero then this function \b must
559 * be called before rendering anything.
561 * Calls dd_function_table::UpdateState to perform any internal state
562 * management necessary.
564 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
565 * _mesa_update_buffer_bounds(),
566 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
569 _mesa_update_state_locked( struct gl_context
*ctx
)
571 GLbitfield new_state
= ctx
->NewState
;
572 GLbitfield prog_flags
= _NEW_PROGRAM
;
573 GLbitfield new_prog_state
= 0x0;
575 if (new_state
== _NEW_CURRENT_ATTRIB
)
578 if (MESA_VERBOSE
& VERBOSE_STATE
)
579 _mesa_print_state("_mesa_update_state", new_state
);
581 /* Determine which state flags effect vertex/fragment program state */
582 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
583 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
584 _NEW_ARRAY
| _NEW_LIGHT
| _NEW_POINT
| _NEW_RENDERMODE
|
585 _NEW_PROGRAM
| _NEW_FRAG_CLAMP
);
587 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
588 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
589 _NEW_TRANSFORM
| _NEW_POINT
|
590 _NEW_FOG
| _NEW_LIGHT
|
591 _MESA_NEW_NEED_EYE_COORDS
);
595 * Now update derived state info
598 if (new_state
& prog_flags
)
599 update_program_enables( ctx
);
601 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
602 _mesa_update_modelview_project( ctx
, new_state
);
604 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
605 _mesa_update_texture( ctx
, new_state
);
607 if (new_state
& _NEW_BUFFERS
)
608 _mesa_update_framebuffer(ctx
);
610 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
611 _mesa_update_draw_buffer_bounds( ctx
);
613 if (new_state
& _NEW_POLYGON
)
614 update_polygon( ctx
);
616 if (new_state
& _NEW_LIGHT
)
617 _mesa_update_lighting( ctx
);
619 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
620 update_twoside( ctx
);
622 if (new_state
& (_NEW_LIGHT
| _NEW_BUFFERS
))
623 update_clamp_vertex_color(ctx
);
625 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
626 _mesa_update_stencil( ctx
);
628 if (new_state
& _NEW_PIXEL
)
629 _mesa_update_pixel( ctx
, new_state
);
631 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
632 update_separate_specular( ctx
);
634 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
635 update_viewport_matrix(ctx
);
637 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
638 update_multisample( ctx
);
640 if (new_state
& (_NEW_COLOR
| _NEW_BUFFERS
))
641 update_clamp_read_color(ctx
);
643 if(new_state
& (_NEW_FRAG_CLAMP
| _NEW_BUFFERS
))
644 update_clamp_fragment_color(ctx
);
647 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
648 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
649 update_tricaps( ctx
, new_state
);
652 /* ctx->_NeedEyeCoords is now up to date.
654 * If the truth value of this variable has changed, update for the
655 * new lighting space and recompute the positions of lights and the
658 * If the lighting space hasn't changed, may still need to recompute
659 * light positions & normal transforms for other reasons.
661 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
662 _mesa_update_tnl_spaces( ctx
, new_state
);
664 if (new_state
& prog_flags
) {
665 /* When we generate programs from fixed-function vertex/fragment state
666 * this call may generate/bind a new program. If so, we need to
667 * propogate the _NEW_PROGRAM flag to the driver.
669 new_prog_state
|= update_program( ctx
);
672 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
673 update_arrays( ctx
);
676 new_prog_state
|= update_program_constants(ctx
);
679 * Give the driver a chance to act upon the new_state flags.
680 * The driver might plug in different span functions, for example.
681 * Also, this is where the driver can invalidate the state of any
682 * active modules (such as swrast_setup, swrast, tnl, etc).
684 * Set ctx->NewState to zero to avoid recursion if
685 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
687 new_state
= ctx
->NewState
| new_prog_state
;
689 ctx
->Driver
.UpdateState(ctx
, new_state
);
690 ctx
->Array
.NewState
= 0;
691 if (!ctx
->Array
.RebindArrays
)
692 ctx
->Array
.RebindArrays
= (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
)) != 0;
696 /* This is the usual entrypoint for state updates:
699 _mesa_update_state( struct gl_context
*ctx
)
701 _mesa_lock_context_textures(ctx
);
702 _mesa_update_state_locked(ctx
);
703 _mesa_unlock_context_textures(ctx
);
710 * Want to figure out which fragment program inputs are actually
711 * constant/current values from ctx->Current. These should be
712 * referenced as a tracked state variable rather than a fragment
713 * program input, to save the overhead of putting a constant value in
714 * every submitted vertex, transferring it to hardware, interpolating
715 * it across the triangle, etc...
717 * When there is a VP bound, just use vp->outputs. But when we're
718 * generating vp from fixed function state, basically want to
721 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
722 * potential_vp_outputs )
724 * Where potential_vp_outputs is calculated by looking at enabled
727 * The generated fragment program should then only declare inputs that
728 * may vary or otherwise differ from the ctx->Current values.
729 * Otherwise, the fp should track them as state values instead.
732 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
733 GLbitfield varying_inputs
)
735 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
736 ctx
->varying_vp_inputs
= varying_inputs
;
737 ctx
->NewState
|= _NEW_ARRAY
;
738 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
744 * Used by drivers to tell core Mesa that the driver is going to
745 * install/ use its own vertex program. In particular, this will
746 * prevent generated fragment programs from using state vars instead
747 * of ordinary varyings/inputs.
750 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
752 if (ctx
->VertexProgram
._Overriden
!= flag
) {
753 ctx
->VertexProgram
._Overriden
= flag
;
755 /* Set one of the bits which will trigger fragment program
758 ctx
->NewState
|= _NEW_PROGRAM
;