mesa: remove useless check in _mesa_update_pixel()
[mesa.git] / src / mesa / main / state.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 *
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
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
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.
23 */
24
25
26 /**
27 * \file state.c
28 * State management.
29 *
30 * This file manages recalculation of derived values in struct gl_context.
31 */
32
33
34 #include "glheader.h"
35 #include "mtypes.h"
36 #include "arrayobj.h"
37 #include "context.h"
38 #include "debug.h"
39 #include "macros.h"
40 #include "ffvertex_prog.h"
41 #include "framebuffer.h"
42 #include "light.h"
43 #include "matrix.h"
44 #include "pixel.h"
45 #include "program/program.h"
46 #include "program/prog_parameter.h"
47 #include "shaderobj.h"
48 #include "state.h"
49 #include "stencil.h"
50 #include "texenvprogram.h"
51 #include "texobj.h"
52 #include "texstate.h"
53 #include "varray.h"
54 #include "viewport.h"
55 #include "blend.h"
56
57
58 /**
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.
64 */
65 static void
66 update_program_enables(struct gl_context *ctx)
67 {
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.
71 */
72 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
73 && ctx->VertexProgram.Current->arb.Instructions;
74 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
75 && ctx->FragmentProgram.Current->arb.Instructions;
76 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
77 && ctx->ATIFragmentShader.Current->Instructions[0];
78 }
79
80
81 /**
82 * Update the ctx->*Program._Current pointers to point to the
83 * current/active programs.
84 *
85 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
86 * programs or programs derived from fixed-function state.
87 *
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.
90 *
91 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
92 * or fragment program is being used.
93 */
94 static GLbitfield
95 update_program(struct gl_context *ctx)
96 {
97 struct gl_program *vsProg =
98 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
99 struct gl_program *tcsProg =
100 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
101 struct gl_program *tesProg =
102 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
103 struct gl_program *gsProg =
104 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
105 struct gl_program *fsProg =
106 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
107 struct gl_program *csProg =
108 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
109 const struct gl_program *prevVP = ctx->VertexProgram._Current;
110 const struct gl_program *prevFP = ctx->FragmentProgram._Current;
111 const struct gl_program *prevGP = ctx->GeometryProgram._Current;
112 const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
113 const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
114 const struct gl_program *prevCP = ctx->ComputeProgram._Current;
115 GLbitfield new_state = 0x0;
116
117 /*
118 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
119 * pointers to the programs that should be used for rendering. If either
120 * is NULL, use fixed-function code paths.
121 *
122 * These programs may come from several sources. The priority is as
123 * follows:
124 * 1. OpenGL 2.0/ARB vertex/fragment shaders
125 * 2. ARB/NV vertex/fragment programs
126 * 3. ATI fragment shader
127 * 4. Programs derived from fixed-function state.
128 *
129 * Note: it's possible for a vertex shader to get used with a fragment
130 * program (and vice versa) here, but in practice that shouldn't ever
131 * come up, or matter.
132 */
133
134 if (fsProg) {
135 /* Use GLSL fragment shader */
136 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
137 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
138 NULL);
139 }
140 else if (ctx->FragmentProgram._Enabled) {
141 /* Use user-defined fragment program */
142 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
143 ctx->FragmentProgram.Current);
144 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
145 NULL);
146 }
147 else if (ctx->ATIFragmentShader._Enabled &&
148 ctx->ATIFragmentShader.Current->Program) {
149 /* Use the enabled ATI fragment shader's associated program */
150 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
151 ctx->ATIFragmentShader.Current->Program);
152 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
153 NULL);
154 }
155 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
156 /* Use fragment program generated from fixed-function state */
157 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
158
159 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
160 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
161 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
162 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
163 }
164 else {
165 /* No fragment program */
166 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
167 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
168 NULL);
169 }
170
171 if (gsProg) {
172 /* Use GLSL geometry shader */
173 _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
174 } else {
175 /* No geometry program */
176 _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
177 }
178
179 if (tesProg) {
180 /* Use GLSL tessellation evaluation shader */
181 _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
182 }
183 else {
184 /* No tessellation evaluation program */
185 _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
186 }
187
188 if (tcsProg) {
189 /* Use GLSL tessellation control shader */
190 _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
191 }
192 else {
193 /* No tessellation control program */
194 _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
195 }
196
197 /* Examine vertex program after fragment program as
198 * _mesa_get_fixed_func_vertex_program() needs to know active
199 * fragprog inputs.
200 */
201 if (vsProg) {
202 /* Use GLSL vertex shader */
203 _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
204 }
205 else if (ctx->VertexProgram._Enabled) {
206 /* Use user-defined vertex program */
207 _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
208 ctx->VertexProgram.Current);
209 }
210 else if (ctx->VertexProgram._MaintainTnlProgram) {
211 /* Use vertex program generated from fixed-function state */
212 _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
213 _mesa_get_fixed_func_vertex_program(ctx));
214 _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
215 ctx->VertexProgram._Current);
216 }
217 else {
218 /* no vertex program */
219 _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
220 }
221
222 if (csProg) {
223 /* Use GLSL compute shader */
224 _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
225 } else {
226 /* no compute program */
227 _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
228 }
229
230 /* Let the driver know what's happening:
231 */
232 if (ctx->FragmentProgram._Current != prevFP ||
233 ctx->VertexProgram._Current != prevVP ||
234 ctx->GeometryProgram._Current != prevGP ||
235 ctx->TessEvalProgram._Current != prevTEP ||
236 ctx->TessCtrlProgram._Current != prevTCP ||
237 ctx->ComputeProgram._Current != prevCP)
238 new_state |= _NEW_PROGRAM;
239
240 return new_state;
241 }
242
243
244 /**
245 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
246 */
247 static GLbitfield
248 update_program_constants(struct gl_context *ctx)
249 {
250 GLbitfield new_state = 0x0;
251
252 if (ctx->FragmentProgram._Current) {
253 const struct gl_program_parameter_list *params =
254 ctx->FragmentProgram._Current->Parameters;
255 if (params && params->StateFlags & ctx->NewState) {
256 new_state |= _NEW_PROGRAM_CONSTANTS;
257 }
258 }
259
260 /* Don't handle tessellation and geometry shaders here. They don't use
261 * any state constants.
262 */
263
264 if (ctx->VertexProgram._Current) {
265 const struct gl_program_parameter_list *params =
266 ctx->VertexProgram._Current->Parameters;
267 if (params && params->StateFlags & ctx->NewState) {
268 new_state |= _NEW_PROGRAM_CONSTANTS;
269 }
270 }
271
272 return new_state;
273 }
274
275
276
277
278 /**
279 * Update the ctx->Polygon._FrontBit flag.
280 */
281 static void
282 update_frontbit(struct gl_context *ctx)
283 {
284 if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
285 ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW);
286 else
287 ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW);
288 }
289
290
291 /**
292 * Update the ctx->VertexProgram._TwoSideEnabled flag.
293 */
294 static void
295 update_twoside(struct gl_context *ctx)
296 {
297 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
298 ctx->VertexProgram._Enabled) {
299 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
300 } else {
301 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
302 ctx->Light.Model.TwoSide);
303 }
304 }
305
306
307 /**
308 * Compute derived GL state.
309 * If __struct gl_contextRec::NewState is non-zero then this function \b must
310 * be called before rendering anything.
311 *
312 * Calls dd_function_table::UpdateState to perform any internal state
313 * management necessary.
314 *
315 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
316 * _mesa_update_buffer_bounds(),
317 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
318 */
319 void
320 _mesa_update_state_locked( struct gl_context *ctx )
321 {
322 GLbitfield new_state = ctx->NewState;
323 GLbitfield prog_flags = _NEW_PROGRAM;
324 GLbitfield new_prog_state = 0x0;
325 const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
326
327 /* we can skip a bunch of state validation checks if the dirty
328 * state matches one or more bits in 'computed_states'.
329 */
330 if ((new_state & computed_states) == 0)
331 goto out;
332
333 if (MESA_VERBOSE & VERBOSE_STATE)
334 _mesa_print_state("_mesa_update_state", new_state);
335
336 /* Determine which state flags effect vertex/fragment program state */
337 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
338 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
339 _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
340 _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
341 _NEW_COLOR | _NEW_TEXTURE_STATE);
342 }
343 if (ctx->VertexProgram._MaintainTnlProgram) {
344 prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
345 _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
346 _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
347 _MESA_NEW_NEED_EYE_COORDS);
348 }
349
350 /*
351 * Now update derived state info
352 */
353
354 if (new_state & prog_flags)
355 update_program_enables( ctx );
356
357 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
358 _mesa_update_modelview_project( ctx, new_state );
359
360 if (new_state & _NEW_TEXTURE_MATRIX)
361 _mesa_update_texture_matrices(ctx);
362
363 if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
364 _mesa_update_texture_state(ctx);
365
366 if (new_state & _NEW_POLYGON)
367 update_frontbit( ctx );
368
369 if (new_state & _NEW_BUFFERS)
370 _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
371
372 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
373 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
374
375 if (new_state & _NEW_LIGHT)
376 _mesa_update_lighting( ctx );
377
378 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
379 update_twoside( ctx );
380
381 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
382 _mesa_update_stencil( ctx );
383
384 if (new_state & _NEW_PIXEL)
385 _mesa_update_pixel( ctx );
386
387 /* ctx->_NeedEyeCoords is now up to date.
388 *
389 * If the truth value of this variable has changed, update for the
390 * new lighting space and recompute the positions of lights and the
391 * normal transform.
392 *
393 * If the lighting space hasn't changed, may still need to recompute
394 * light positions & normal transforms for other reasons.
395 */
396 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
397 _mesa_update_tnl_spaces( ctx, new_state );
398
399 if (new_state & prog_flags) {
400 /* When we generate programs from fixed-function vertex/fragment state
401 * this call may generate/bind a new program. If so, we need to
402 * propogate the _NEW_PROGRAM flag to the driver.
403 */
404 new_prog_state |= update_program( ctx );
405 }
406
407 if (new_state & _NEW_ARRAY)
408 _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
409
410 out:
411 new_prog_state |= update_program_constants(ctx);
412
413 /*
414 * Give the driver a chance to act upon the new_state flags.
415 * The driver might plug in different span functions, for example.
416 * Also, this is where the driver can invalidate the state of any
417 * active modules (such as swrast_setup, swrast, tnl, etc).
418 *
419 * Set ctx->NewState to zero to avoid recursion if
420 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
421 */
422 new_state = ctx->NewState | new_prog_state;
423 ctx->NewState = 0;
424 ctx->Driver.UpdateState(ctx, new_state);
425 ctx->Array.VAO->NewArrays = 0x0;
426 }
427
428
429 /* This is the usual entrypoint for state updates:
430 */
431 void
432 _mesa_update_state( struct gl_context *ctx )
433 {
434 _mesa_lock_context_textures(ctx);
435 _mesa_update_state_locked(ctx);
436 _mesa_unlock_context_textures(ctx);
437 }
438
439
440
441
442 /**
443 * Want to figure out which fragment program inputs are actually
444 * constant/current values from ctx->Current. These should be
445 * referenced as a tracked state variable rather than a fragment
446 * program input, to save the overhead of putting a constant value in
447 * every submitted vertex, transferring it to hardware, interpolating
448 * it across the triangle, etc...
449 *
450 * When there is a VP bound, just use vp->outputs. But when we're
451 * generating vp from fixed function state, basically want to
452 * calculate:
453 *
454 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
455 * potential_vp_outputs )
456 *
457 * Where potential_vp_outputs is calculated by looking at enabled
458 * texgen, etc.
459 *
460 * The generated fragment program should then only declare inputs that
461 * may vary or otherwise differ from the ctx->Current values.
462 * Otherwise, the fp should track them as state values instead.
463 */
464 void
465 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
466 GLbitfield64 varying_inputs )
467 {
468 if (ctx->varying_vp_inputs != varying_inputs) {
469 ctx->varying_vp_inputs = varying_inputs;
470
471 /* Only the fixed-func generated programs need to use the flag
472 * and the fixed-func fragment program uses it only if there is also
473 * a fixed-func vertex program, so this only depends on the latter.
474 *
475 * It's okay to check the VP pointer here, because this is called after
476 * _mesa_update_state in the vbo module. */
477 if (ctx->VertexProgram._TnlProgram ||
478 ctx->FragmentProgram._TexEnvProgram) {
479 ctx->NewState |= _NEW_VARYING_VP_INPUTS;
480 }
481 /*printf("%s %x\n", __func__, varying_inputs);*/
482 }
483 }
484
485
486 /**
487 * Used by drivers to tell core Mesa that the driver is going to
488 * install/ use its own vertex program. In particular, this will
489 * prevent generated fragment programs from using state vars instead
490 * of ordinary varyings/inputs.
491 */
492 void
493 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
494 {
495 if (ctx->VertexProgram._Overriden != flag) {
496 ctx->VertexProgram._Overriden = flag;
497
498 /* Set one of the bits which will trigger fragment program
499 * regeneration:
500 */
501 ctx->NewState |= _NEW_PROGRAM;
502 }
503 }