Merge commit 'origin/master' into gallium-map-range
[mesa.git] / src / mesa / main / state.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25
26 /**
27 * \file state.c
28 * State management.
29 *
30 * This file manages recalculation of derived values in GLcontext.
31 */
32
33
34 #include "glheader.h"
35 #include "mtypes.h"
36 #include "context.h"
37 #include "debug.h"
38 #include "macros.h"
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
41 #include "light.h"
42 #include "matrix.h"
43 #if FEATURE_pixel_transfer
44 #include "pixel.h"
45 #endif
46 #include "shader/program.h"
47 #include "state.h"
48 #include "stencil.h"
49 #include "texenvprogram.h"
50 #include "texobj.h"
51 #include "texstate.h"
52
53
54 static void
55 update_separate_specular(GLcontext *ctx)
56 {
57 if (NEED_SECONDARY_COLOR(ctx))
58 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
59 else
60 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
61 }
62
63
64 /**
65 * Update state dependent on vertex arrays.
66 */
67 static void
68 update_arrays( GLcontext *ctx )
69 {
70 GLuint i, min;
71
72 /* find min of _MaxElement values for all enabled arrays */
73
74 /* 0 */
75 if (ctx->VertexProgram._Current
76 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
77 min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
78 }
79 else if (ctx->Array.ArrayObj->Vertex.Enabled) {
80 min = ctx->Array.ArrayObj->Vertex._MaxElement;
81 }
82 else {
83 /* can't draw anything without vertex positions! */
84 min = 0;
85 }
86
87 /* 1 */
88 if (ctx->VertexProgram._Enabled
89 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
90 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement);
91 }
92 /* no conventional vertex weight array */
93
94 /* 2 */
95 if (ctx->VertexProgram._Enabled
96 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
97 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement);
98 }
99 else if (ctx->Array.ArrayObj->Normal.Enabled) {
100 min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement);
101 }
102
103 /* 3 */
104 if (ctx->VertexProgram._Enabled
105 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
106 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement);
107 }
108 else if (ctx->Array.ArrayObj->Color.Enabled) {
109 min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement);
110 }
111
112 /* 4 */
113 if (ctx->VertexProgram._Enabled
114 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
115 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement);
116 }
117 else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
118 min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement);
119 }
120
121 /* 5 */
122 if (ctx->VertexProgram._Enabled
123 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
124 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement);
125 }
126 else if (ctx->Array.ArrayObj->FogCoord.Enabled) {
127 min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement);
128 }
129
130 /* 6 */
131 if (ctx->VertexProgram._Enabled
132 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
133 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement);
134 }
135 else if (ctx->Array.ArrayObj->Index.Enabled) {
136 min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement);
137 }
138
139
140 /* 7 */
141 if (ctx->VertexProgram._Enabled
142 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
143 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement);
144 }
145
146 /* 8..15 */
147 for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
148 if (ctx->VertexProgram._Enabled
149 && ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
150 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
151 }
152 else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
153 && ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
154 min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement);
155 }
156 }
157
158 /* 16..31 */
159 if (ctx->VertexProgram._Current) {
160 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
161 if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
162 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
163 }
164 }
165 }
166
167 if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
168 min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement);
169 }
170
171 /* _MaxElement is one past the last legal array element */
172 ctx->Array._MaxElement = min;
173 }
174
175
176 /**
177 * Update the following fields:
178 * ctx->VertexProgram._Enabled
179 * ctx->FragmentProgram._Enabled
180 * ctx->ATIFragmentShader._Enabled
181 * This needs to be done before texture state validation.
182 */
183 static void
184 update_program_enables(GLcontext *ctx)
185 {
186 /* These _Enabled flags indicate if the program is enabled AND valid. */
187 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
188 && ctx->VertexProgram.Current->Base.Instructions;
189 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
190 && ctx->FragmentProgram.Current->Base.Instructions;
191 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
192 && ctx->ATIFragmentShader.Current->Instructions[0];
193 }
194
195
196 /**
197 * Update vertex/fragment program state. In particular, update these fields:
198 * ctx->VertexProgram._Current
199 * ctx->VertexProgram._TnlProgram,
200 * These point to the highest priority enabled vertex/fragment program or are
201 * NULL if fixed-function processing is to be done.
202 *
203 * This function needs to be called after texture state validation in case
204 * we're generating a fragment program from fixed-function texture state.
205 *
206 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
207 * or fragment program is being used.
208 */
209 static GLbitfield
210 update_program(GLcontext *ctx)
211 {
212 const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
213 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
214 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
215 GLbitfield new_state = 0x0;
216
217 /*
218 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
219 * pointers to the programs that should be used for rendering. If either
220 * is NULL, use fixed-function code paths.
221 *
222 * These programs may come from several sources. The priority is as
223 * follows:
224 * 1. OpenGL 2.0/ARB vertex/fragment shaders
225 * 2. ARB/NV vertex/fragment programs
226 * 3. Programs derived from fixed-function state.
227 *
228 * Note: it's possible for a vertex shader to get used with a fragment
229 * program (and vice versa) here, but in practice that shouldn't ever
230 * come up, or matter.
231 */
232
233 if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
234 /* Use shader programs */
235 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
236 shProg->FragmentProgram);
237 }
238 else if (ctx->FragmentProgram._Enabled) {
239 /* use user-defined vertex program */
240 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
241 ctx->FragmentProgram.Current);
242 }
243 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
244 /* Use fragment program generated from fixed-function state.
245 */
246 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
247 _mesa_get_fixed_func_fragment_program(ctx));
248 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
249 ctx->FragmentProgram._Current);
250 }
251 else {
252 /* no fragment program */
253 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
254 }
255
256 /* Examine vertex program after fragment program as
257 * _mesa_get_fixed_func_vertex_program() needs to know active
258 * fragprog inputs.
259 */
260 if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
261 /* Use shader programs */
262 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
263 shProg->VertexProgram);
264 }
265 else if (ctx->VertexProgram._Enabled) {
266 /* use user-defined vertex program */
267 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
268 ctx->VertexProgram.Current);
269 }
270 else if (ctx->VertexProgram._MaintainTnlProgram) {
271 /* Use vertex program generated from fixed-function state.
272 */
273 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
274 _mesa_get_fixed_func_vertex_program(ctx));
275 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
276 ctx->VertexProgram._Current);
277 }
278 else {
279 /* no vertex program */
280 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
281 }
282
283 /* Let the driver know what's happening:
284 */
285 if (ctx->FragmentProgram._Current != prevFP) {
286 new_state |= _NEW_PROGRAM;
287 if (ctx->Driver.BindProgram) {
288 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
289 (struct gl_program *) ctx->FragmentProgram._Current);
290 }
291 }
292
293 if (ctx->VertexProgram._Current != prevVP) {
294 new_state |= _NEW_PROGRAM;
295 if (ctx->Driver.BindProgram) {
296 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
297 (struct gl_program *) ctx->VertexProgram._Current);
298 }
299 }
300
301 return new_state;
302 }
303
304
305 static void
306 update_viewport_matrix(GLcontext *ctx)
307 {
308 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
309
310 ASSERT(depthMax > 0);
311
312 /* Compute scale and bias values. This is really driver-specific
313 * and should be maintained elsewhere if at all.
314 * NOTE: RasterPos uses this.
315 */
316 _math_matrix_viewport(&ctx->Viewport._WindowMap,
317 ctx->Viewport.X, ctx->Viewport.Y,
318 ctx->Viewport.Width, ctx->Viewport.Height,
319 ctx->Viewport.Near, ctx->Viewport.Far,
320 depthMax);
321 }
322
323
324 /**
325 * Update derived multisample state.
326 */
327 static void
328 update_multisample(GLcontext *ctx)
329 {
330 ctx->Multisample._Enabled = GL_FALSE;
331 if (ctx->Multisample.Enabled &&
332 ctx->DrawBuffer &&
333 ctx->DrawBuffer->Visual.sampleBuffers)
334 ctx->Multisample._Enabled = GL_TRUE;
335 }
336
337
338 /**
339 * Update derived color/blend/logicop state.
340 */
341 static void
342 update_color(GLcontext *ctx)
343 {
344 /* This is needed to support 1.1's RGB logic ops AND
345 * 1.0's blending logicops.
346 */
347 ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
348 }
349
350
351 /*
352 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
353 * in ctx->_TriangleCaps if needed.
354 */
355 static void
356 update_polygon(GLcontext *ctx)
357 {
358 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
359
360 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
361 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
362
363 if ( ctx->Polygon.OffsetPoint
364 || ctx->Polygon.OffsetLine
365 || ctx->Polygon.OffsetFill)
366 ctx->_TriangleCaps |= DD_TRI_OFFSET;
367 }
368
369
370 /**
371 * Update the ctx->_TriangleCaps bitfield.
372 * XXX that bitfield should really go away someday!
373 * This function must be called after other update_*() functions since
374 * there are dependencies on some other derived values.
375 */
376 #if 0
377 static void
378 update_tricaps(GLcontext *ctx, GLbitfield new_state)
379 {
380 ctx->_TriangleCaps = 0;
381
382 /*
383 * Points
384 */
385 if (1/*new_state & _NEW_POINT*/) {
386 if (ctx->Point.SmoothFlag)
387 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
388 if (ctx->Point.Size != 1.0F)
389 ctx->_TriangleCaps |= DD_POINT_SIZE;
390 if (ctx->Point._Attenuated)
391 ctx->_TriangleCaps |= DD_POINT_ATTEN;
392 }
393
394 /*
395 * Lines
396 */
397 if (1/*new_state & _NEW_LINE*/) {
398 if (ctx->Line.SmoothFlag)
399 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
400 if (ctx->Line.StippleFlag)
401 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
402 if (ctx->Line.Width != 1.0)
403 ctx->_TriangleCaps |= DD_LINE_WIDTH;
404 }
405
406 /*
407 * Polygons
408 */
409 if (1/*new_state & _NEW_POLYGON*/) {
410 if (ctx->Polygon.SmoothFlag)
411 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
412 if (ctx->Polygon.StippleFlag)
413 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
414 if (ctx->Polygon.FrontMode != GL_FILL
415 || ctx->Polygon.BackMode != GL_FILL)
416 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
417 if (ctx->Polygon.CullFlag
418 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
419 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
420 if (ctx->Polygon.OffsetPoint ||
421 ctx->Polygon.OffsetLine ||
422 ctx->Polygon.OffsetFill)
423 ctx->_TriangleCaps |= DD_TRI_OFFSET;
424 }
425
426 /*
427 * Lighting and shading
428 */
429 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
430 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
431 if (ctx->Light.ShadeModel == GL_FLAT)
432 ctx->_TriangleCaps |= DD_FLATSHADE;
433 if (NEED_SECONDARY_COLOR(ctx))
434 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
435
436 /*
437 * Stencil
438 */
439 if (ctx->Stencil._TestTwoSide)
440 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
441 }
442 #endif
443
444
445 /**
446 * Compute derived GL state.
447 * If __GLcontextRec::NewState is non-zero then this function \b must
448 * be called before rendering anything.
449 *
450 * Calls dd_function_table::UpdateState to perform any internal state
451 * management necessary.
452 *
453 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
454 * _mesa_update_buffer_bounds(),
455 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
456 */
457 void
458 _mesa_update_state_locked( GLcontext *ctx )
459 {
460 GLbitfield new_state = ctx->NewState;
461 GLbitfield prog_flags = _NEW_PROGRAM;
462 GLbitfield new_prog_state = 0x0;
463
464 if (new_state == _NEW_CURRENT_ATTRIB)
465 goto out;
466
467 if (MESA_VERBOSE & VERBOSE_STATE)
468 _mesa_print_state("_mesa_update_state", new_state);
469
470 /* Determine which state flags effect vertex/fragment program state */
471 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
472 prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
473 }
474 if (ctx->VertexProgram._MaintainTnlProgram) {
475 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
476 _NEW_TRANSFORM | _NEW_POINT |
477 _NEW_FOG | _NEW_LIGHT |
478 _MESA_NEW_NEED_EYE_COORDS);
479 }
480
481 /*
482 * Now update derived state info
483 */
484
485 if (new_state & prog_flags)
486 update_program_enables( ctx );
487
488 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
489 _mesa_update_modelview_project( ctx, new_state );
490
491 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
492 _mesa_update_texture( ctx, new_state );
493
494 if (new_state & _NEW_BUFFERS)
495 _mesa_update_framebuffer(ctx);
496
497 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
498 _mesa_update_draw_buffer_bounds( ctx );
499
500 if (new_state & _NEW_POLYGON)
501 update_polygon( ctx );
502
503 if (new_state & _NEW_LIGHT)
504 _mesa_update_lighting( ctx );
505
506 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
507 _mesa_update_stencil( ctx );
508
509 #if FEATURE_pixel_transfer
510 if (new_state & _MESA_NEW_TRANSFER_STATE)
511 _mesa_update_pixel( ctx, new_state );
512 #endif
513
514 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
515 update_separate_specular( ctx );
516
517 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
518 update_arrays( ctx );
519
520 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
521 update_viewport_matrix(ctx);
522
523 if (new_state & _NEW_MULTISAMPLE)
524 update_multisample( ctx );
525
526 if (new_state & _NEW_COLOR)
527 update_color( ctx );
528
529 #if 0
530 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
531 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
532 update_tricaps( ctx, new_state );
533 #endif
534
535 /* ctx->_NeedEyeCoords is now up to date.
536 *
537 * If the truth value of this variable has changed, update for the
538 * new lighting space and recompute the positions of lights and the
539 * normal transform.
540 *
541 * If the lighting space hasn't changed, may still need to recompute
542 * light positions & normal transforms for other reasons.
543 */
544 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
545 _mesa_update_tnl_spaces( ctx, new_state );
546
547 if (new_state & prog_flags) {
548 /* When we generate programs from fixed-function vertex/fragment state
549 * this call may generate/bind a new program. If so, we need to
550 * propogate the _NEW_PROGRAM flag to the driver.
551 */
552 new_prog_state |= update_program( ctx );
553 }
554
555 /*
556 * Give the driver a chance to act upon the new_state flags.
557 * The driver might plug in different span functions, for example.
558 * Also, this is where the driver can invalidate the state of any
559 * active modules (such as swrast_setup, swrast, tnl, etc).
560 *
561 * Set ctx->NewState to zero to avoid recursion if
562 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
563 */
564 out:
565 new_state = ctx->NewState | new_prog_state;
566 ctx->NewState = 0;
567 ctx->Driver.UpdateState(ctx, new_state);
568 ctx->Array.NewState = 0;
569 }
570
571
572 /* This is the usual entrypoint for state updates:
573 */
574 void
575 _mesa_update_state( GLcontext *ctx )
576 {
577 _mesa_lock_context_textures(ctx);
578 _mesa_update_state_locked(ctx);
579 _mesa_unlock_context_textures(ctx);
580 }
581
582
583
584
585 /**
586 * Want to figure out which fragment program inputs are actually
587 * constant/current values from ctx->Current. These should be
588 * referenced as a tracked state variable rather than a fragment
589 * program input, to save the overhead of putting a constant value in
590 * every submitted vertex, transferring it to hardware, interpolating
591 * it across the triangle, etc...
592 *
593 * When there is a VP bound, just use vp->outputs. But when we're
594 * generating vp from fixed function state, basically want to
595 * calculate:
596 *
597 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
598 * potential_vp_outputs )
599 *
600 * Where potential_vp_outputs is calculated by looking at enabled
601 * texgen, etc.
602 *
603 * The generated fragment program should then only declare inputs that
604 * may vary or otherwise differ from the ctx->Current values.
605 * Otherwise, the fp should track them as state values instead.
606 */
607 void
608 _mesa_set_varying_vp_inputs( GLcontext *ctx,
609 GLbitfield varying_inputs )
610 {
611 if (ctx->varying_vp_inputs != varying_inputs) {
612 ctx->varying_vp_inputs = varying_inputs;
613 ctx->NewState |= _NEW_ARRAY;
614 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
615 }
616 }
617
618
619 /**
620 * Used by drivers to tell core Mesa that the driver is going to
621 * install/ use its own vertex program. In particular, this will
622 * prevent generated fragment programs from using state vars instead
623 * of ordinary varyings/inputs.
624 */
625 void
626 _mesa_set_vp_override(GLcontext *ctx, GLboolean flag)
627 {
628 if (ctx->VertexProgram._Overriden != flag) {
629 ctx->VertexProgram._Overriden = flag;
630
631 /* Set one of the bits which will trigger fragment program
632 * regeneration:
633 */
634 ctx->NewState |= _NEW_ARRAY;
635 }
636 }