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"
47 #include "shader/prog_parameter.h"
50 #include "texenvprogram.h"
57 update_separate_specular(GLcontext
*ctx
)
59 if (NEED_SECONDARY_COLOR(ctx
))
60 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
62 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
67 * Compute the index of the last array element that can be safely accessed
68 * in a vertex array. We can really only do this when the array lives in
70 * The array->_MaxElement field will be updated.
71 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
74 compute_max_element(struct gl_client_array
*array
)
76 assert(array
->Enabled
);
77 if (array
->BufferObj
->Name
) {
78 GLsizeiptrARB offset
= (GLsizeiptrARB
) array
->Ptr
;
79 GLsizeiptrARB obj_size
= (GLsizeiptrARB
) array
->BufferObj
->Size
;
81 if (offset
< obj_size
) {
82 array
->_MaxElement
= (obj_size
- offset
+
84 array
->_ElementSize
) / array
->StrideB
;
86 array
->_MaxElement
= 0;
88 /* Compute the max element we can access in the VBO without going
91 array
->_MaxElement
= ((GLsizeiptrARB
) array
->BufferObj
->Size
92 - (GLsizeiptrARB
) array
->Ptr
+ array
->StrideB
93 - array
->_ElementSize
) / array
->StrideB
;
96 /* user-space array, no idea how big it is */
97 array
->_MaxElement
= 2 * 1000 * 1000 * 1000; /* just a big number */
103 * Helper for update_arrays().
104 * \return min(current min, array->_MaxElement).
107 update_min(GLuint min
, struct gl_client_array
*array
)
109 compute_max_element(array
);
110 return MIN2(min
, array
->_MaxElement
);
115 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
116 * Need to do this upon new array state or new buffer object state.
119 update_arrays( GLcontext
*ctx
)
121 struct gl_array_object
*arrayObj
= ctx
->Array
.ArrayObj
;
124 /* find min of _MaxElement values for all enabled arrays */
127 if (ctx
->VertexProgram
._Current
128 && arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
129 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]);
131 else if (arrayObj
->Vertex
.Enabled
) {
132 min
= update_min(min
, &arrayObj
->Vertex
);
136 if (ctx
->VertexProgram
._Enabled
137 && arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
138 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]);
140 /* no conventional vertex weight array */
143 if (ctx
->VertexProgram
._Enabled
144 && arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
145 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]);
147 else if (arrayObj
->Normal
.Enabled
) {
148 min
= update_min(min
, &arrayObj
->Normal
);
152 if (ctx
->VertexProgram
._Enabled
153 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
154 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]);
156 else if (arrayObj
->Color
.Enabled
) {
157 min
= update_min(min
, &arrayObj
->Color
);
161 if (ctx
->VertexProgram
._Enabled
162 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
163 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]);
165 else if (arrayObj
->SecondaryColor
.Enabled
) {
166 min
= update_min(min
, &arrayObj
->SecondaryColor
);
170 if (ctx
->VertexProgram
._Enabled
171 && arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
172 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]);
174 else if (arrayObj
->FogCoord
.Enabled
) {
175 min
= update_min(min
, &arrayObj
->FogCoord
);
179 if (ctx
->VertexProgram
._Enabled
180 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
181 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]);
183 else if (arrayObj
->Index
.Enabled
) {
184 min
= update_min(min
, &arrayObj
->Index
);
188 if (ctx
->VertexProgram
._Enabled
189 && arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
190 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]);
194 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
195 if (ctx
->VertexProgram
._Enabled
196 && arrayObj
->VertexAttrib
[i
].Enabled
) {
197 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
199 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
200 && arrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
201 min
= update_min(min
, &arrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]);
206 if (ctx
->VertexProgram
._Current
) {
207 for (i
= 0; i
< Elements(arrayObj
->VertexAttrib
); i
++) {
208 if (arrayObj
->VertexAttrib
[i
].Enabled
) {
209 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
214 if (arrayObj
->EdgeFlag
.Enabled
) {
215 min
= update_min(min
, &arrayObj
->EdgeFlag
);
218 /* _MaxElement is one past the last legal array element */
219 arrayObj
->_MaxElement
= min
;
224 * Update the following fields:
225 * ctx->VertexProgram._Enabled
226 * ctx->FragmentProgram._Enabled
227 * ctx->ATIFragmentShader._Enabled
228 * This needs to be done before texture state validation.
231 update_program_enables(GLcontext
*ctx
)
233 /* These _Enabled flags indicate if the program is enabled AND valid. */
234 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
235 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
236 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
237 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
238 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
239 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
244 * Update vertex/fragment program state. In particular, update these fields:
245 * ctx->VertexProgram._Current
246 * ctx->VertexProgram._TnlProgram,
247 * These point to the highest priority enabled vertex/fragment program or are
248 * NULL if fixed-function processing is to be done.
250 * This function needs to be called after texture state validation in case
251 * we're generating a fragment program from fixed-function texture state.
253 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
254 * or fragment program is being used.
257 update_program(GLcontext
*ctx
)
259 const struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
260 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
261 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
262 GLbitfield new_state
= 0x0;
265 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
266 * pointers to the programs that should be used for rendering. If either
267 * is NULL, use fixed-function code paths.
269 * These programs may come from several sources. The priority is as
271 * 1. OpenGL 2.0/ARB vertex/fragment shaders
272 * 2. ARB/NV vertex/fragment programs
273 * 3. Programs derived from fixed-function state.
275 * Note: it's possible for a vertex shader to get used with a fragment
276 * program (and vice versa) here, but in practice that shouldn't ever
277 * come up, or matter.
280 if (shProg
&& shProg
->LinkStatus
&& shProg
->FragmentProgram
) {
281 /* Use shader programs */
282 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
283 shProg
->FragmentProgram
);
285 else if (ctx
->FragmentProgram
._Enabled
) {
286 /* use user-defined vertex program */
287 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
288 ctx
->FragmentProgram
.Current
);
290 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
291 /* Use fragment program generated from fixed-function state.
293 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
294 _mesa_get_fixed_func_fragment_program(ctx
));
295 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
296 ctx
->FragmentProgram
._Current
);
299 /* no fragment program */
300 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
303 /* Examine vertex program after fragment program as
304 * _mesa_get_fixed_func_vertex_program() needs to know active
307 if (shProg
&& shProg
->LinkStatus
&& shProg
->VertexProgram
) {
308 /* Use shader programs */
309 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
310 shProg
->VertexProgram
);
312 else if (ctx
->VertexProgram
._Enabled
) {
313 /* use user-defined vertex program */
314 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
315 ctx
->VertexProgram
.Current
);
317 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
318 /* Use vertex program generated from fixed-function state.
320 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
321 _mesa_get_fixed_func_vertex_program(ctx
));
322 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
323 ctx
->VertexProgram
._Current
);
326 /* no vertex program */
327 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
330 /* Let the driver know what's happening:
332 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
333 new_state
|= _NEW_PROGRAM
;
334 if (ctx
->Driver
.BindProgram
) {
335 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
336 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
340 if (ctx
->VertexProgram
._Current
!= prevVP
) {
341 new_state
|= _NEW_PROGRAM
;
342 if (ctx
->Driver
.BindProgram
) {
343 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
344 (struct gl_program
*) ctx
->VertexProgram
._Current
);
353 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
356 update_program_constants(GLcontext
*ctx
)
358 GLbitfield new_state
= 0x0;
360 if (ctx
->FragmentProgram
._Current
) {
361 const struct gl_program_parameter_list
*params
=
362 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
363 if (params
&& params
->StateFlags
& ctx
->NewState
) {
364 new_state
|= _NEW_PROGRAM_CONSTANTS
;
368 if (ctx
->VertexProgram
._Current
) {
369 const struct gl_program_parameter_list
*params
=
370 ctx
->VertexProgram
._Current
->Base
.Parameters
;
371 if (params
&& params
->StateFlags
& ctx
->NewState
) {
372 new_state
|= _NEW_PROGRAM_CONSTANTS
;
383 update_viewport_matrix(GLcontext
*ctx
)
385 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
387 ASSERT(depthMax
> 0);
389 /* Compute scale and bias values. This is really driver-specific
390 * and should be maintained elsewhere if at all.
391 * NOTE: RasterPos uses this.
393 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
394 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
395 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
396 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
402 * Update derived multisample state.
405 update_multisample(GLcontext
*ctx
)
407 ctx
->Multisample
._Enabled
= GL_FALSE
;
408 if (ctx
->Multisample
.Enabled
&&
410 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
411 ctx
->Multisample
._Enabled
= GL_TRUE
;
416 * Update derived color/blend/logicop state.
419 update_color(GLcontext
*ctx
)
421 /* This is needed to support 1.1's RGB logic ops AND
422 * 1.0's blending logicops.
424 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
429 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
430 * in ctx->_TriangleCaps if needed.
433 update_polygon(GLcontext
*ctx
)
435 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
437 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
438 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
440 if ( ctx
->Polygon
.OffsetPoint
441 || ctx
->Polygon
.OffsetLine
442 || ctx
->Polygon
.OffsetFill
)
443 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
448 * Update the ctx->_TriangleCaps bitfield.
449 * XXX that bitfield should really go away someday!
450 * This function must be called after other update_*() functions since
451 * there are dependencies on some other derived values.
455 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
457 ctx
->_TriangleCaps
= 0;
462 if (1/*new_state & _NEW_POINT*/) {
463 if (ctx
->Point
.SmoothFlag
)
464 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
465 if (ctx
->Point
.Size
!= 1.0F
)
466 ctx
->_TriangleCaps
|= DD_POINT_SIZE
;
467 if (ctx
->Point
._Attenuated
)
468 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
474 if (1/*new_state & _NEW_LINE*/) {
475 if (ctx
->Line
.SmoothFlag
)
476 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
477 if (ctx
->Line
.StippleFlag
)
478 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
479 if (ctx
->Line
.Width
!= 1.0)
480 ctx
->_TriangleCaps
|= DD_LINE_WIDTH
;
486 if (1/*new_state & _NEW_POLYGON*/) {
487 if (ctx
->Polygon
.SmoothFlag
)
488 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
489 if (ctx
->Polygon
.StippleFlag
)
490 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
491 if (ctx
->Polygon
.FrontMode
!= GL_FILL
492 || ctx
->Polygon
.BackMode
!= GL_FILL
)
493 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
494 if (ctx
->Polygon
.CullFlag
495 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
496 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
497 if (ctx
->Polygon
.OffsetPoint
||
498 ctx
->Polygon
.OffsetLine
||
499 ctx
->Polygon
.OffsetFill
)
500 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
504 * Lighting and shading
506 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
507 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
508 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
509 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
510 if (NEED_SECONDARY_COLOR(ctx
))
511 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
516 if (ctx
->Stencil
._TestTwoSide
)
517 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
523 * Compute derived GL state.
524 * If __GLcontextRec::NewState is non-zero then this function \b must
525 * be called before rendering anything.
527 * Calls dd_function_table::UpdateState to perform any internal state
528 * management necessary.
530 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
531 * _mesa_update_buffer_bounds(),
532 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
535 _mesa_update_state_locked( GLcontext
*ctx
)
537 GLbitfield new_state
= ctx
->NewState
;
538 GLbitfield prog_flags
= _NEW_PROGRAM
;
539 GLbitfield new_prog_state
= 0x0;
541 if (new_state
== _NEW_CURRENT_ATTRIB
)
544 if (MESA_VERBOSE
& VERBOSE_STATE
)
545 _mesa_print_state("_mesa_update_state", new_state
);
547 /* Determine which state flags effect vertex/fragment program state */
548 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
549 prog_flags
|= (_NEW_TEXTURE
| _NEW_FOG
|
550 _NEW_ARRAY
| _NEW_LIGHT
| _NEW_POINT
| _NEW_RENDERMODE
|
553 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
554 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
555 _NEW_TRANSFORM
| _NEW_POINT
|
556 _NEW_FOG
| _NEW_LIGHT
|
557 _MESA_NEW_NEED_EYE_COORDS
);
561 * Now update derived state info
564 if (new_state
& prog_flags
)
565 update_program_enables( ctx
);
567 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
568 _mesa_update_modelview_project( ctx
, new_state
);
570 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
571 _mesa_update_texture( ctx
, new_state
);
573 if (new_state
& _NEW_BUFFERS
)
574 _mesa_update_framebuffer(ctx
);
576 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
577 _mesa_update_draw_buffer_bounds( ctx
);
579 if (new_state
& _NEW_POLYGON
)
580 update_polygon( ctx
);
582 if (new_state
& _NEW_LIGHT
)
583 _mesa_update_lighting( ctx
);
585 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
586 _mesa_update_stencil( ctx
);
588 #if FEATURE_pixel_transfer
589 if (new_state
& _MESA_NEW_TRANSFER_STATE
)
590 _mesa_update_pixel( ctx
, new_state
);
593 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
594 update_separate_specular( ctx
);
596 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
597 update_arrays( ctx
);
599 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
600 update_viewport_matrix(ctx
);
602 if (new_state
& _NEW_MULTISAMPLE
)
603 update_multisample( ctx
);
605 if (new_state
& _NEW_COLOR
)
609 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
610 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
611 update_tricaps( ctx
, new_state
);
614 /* ctx->_NeedEyeCoords is now up to date.
616 * If the truth value of this variable has changed, update for the
617 * new lighting space and recompute the positions of lights and the
620 * If the lighting space hasn't changed, may still need to recompute
621 * light positions & normal transforms for other reasons.
623 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
624 _mesa_update_tnl_spaces( ctx
, new_state
);
626 if (new_state
& prog_flags
) {
627 /* When we generate programs from fixed-function vertex/fragment state
628 * this call may generate/bind a new program. If so, we need to
629 * propogate the _NEW_PROGRAM flag to the driver.
631 new_prog_state
|= update_program( ctx
);
636 new_prog_state
|= update_program_constants(ctx
);
639 * Give the driver a chance to act upon the new_state flags.
640 * The driver might plug in different span functions, for example.
641 * Also, this is where the driver can invalidate the state of any
642 * active modules (such as swrast_setup, swrast, tnl, etc).
644 * Set ctx->NewState to zero to avoid recursion if
645 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
647 new_state
= ctx
->NewState
| new_prog_state
;
649 ctx
->Driver
.UpdateState(ctx
, new_state
);
650 ctx
->Array
.NewState
= 0;
654 /* This is the usual entrypoint for state updates:
657 _mesa_update_state( GLcontext
*ctx
)
659 _mesa_lock_context_textures(ctx
);
660 _mesa_update_state_locked(ctx
);
661 _mesa_unlock_context_textures(ctx
);
668 * Want to figure out which fragment program inputs are actually
669 * constant/current values from ctx->Current. These should be
670 * referenced as a tracked state variable rather than a fragment
671 * program input, to save the overhead of putting a constant value in
672 * every submitted vertex, transferring it to hardware, interpolating
673 * it across the triangle, etc...
675 * When there is a VP bound, just use vp->outputs. But when we're
676 * generating vp from fixed function state, basically want to
679 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
680 * potential_vp_outputs )
682 * Where potential_vp_outputs is calculated by looking at enabled
685 * The generated fragment program should then only declare inputs that
686 * may vary or otherwise differ from the ctx->Current values.
687 * Otherwise, the fp should track them as state values instead.
690 _mesa_set_varying_vp_inputs( GLcontext
*ctx
,
691 GLbitfield varying_inputs
)
693 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
694 ctx
->varying_vp_inputs
= varying_inputs
;
695 ctx
->NewState
|= _NEW_ARRAY
;
696 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
702 * Used by drivers to tell core Mesa that the driver is going to
703 * install/ use its own vertex program. In particular, this will
704 * prevent generated fragment programs from using state vars instead
705 * of ordinary varyings/inputs.
708 _mesa_set_vp_override(GLcontext
*ctx
, GLboolean flag
)
710 if (ctx
->VertexProgram
._Overriden
!= flag
) {
711 ctx
->VertexProgram
._Overriden
= flag
;
713 /* Set one of the bits which will trigger fragment program
716 ctx
->NewState
|= _NEW_ARRAY
;