main: Refactor _mesa_update_framebuffer.
[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->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];
78 }
79
80
81 /**
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.
85 *
86 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
87 * programs or programs derived from fixed-function state.
88 *
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.
91 *
92 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
93 * or fragment program is being used.
94 */
95 static GLbitfield
96 update_program(struct gl_context *ctx)
97 {
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_shader_program *csProg =
105 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
106 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
107 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
108 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
109 const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current;
110 GLbitfield new_state = 0x0;
111
112 /*
113 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
114 * pointers to the programs that should be used for rendering. If either
115 * is NULL, use fixed-function code paths.
116 *
117 * These programs may come from several sources. The priority is as
118 * follows:
119 * 1. OpenGL 2.0/ARB vertex/fragment shaders
120 * 2. ARB/NV vertex/fragment programs
121 * 3. Programs derived from fixed-function state.
122 *
123 * Note: it's possible for a vertex shader to get used with a fragment
124 * program (and vice versa) here, but in practice that shouldn't ever
125 * come up, or matter.
126 */
127
128 if (fsProg && fsProg->LinkStatus
129 && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
130 /* Use GLSL fragment shader */
131 _mesa_reference_shader_program(ctx,
132 &ctx->_Shader->_CurrentFragmentProgram,
133 fsProg);
134 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
135 gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
136 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
137 NULL);
138 }
139 else if (ctx->FragmentProgram._Enabled) {
140 /* Use user-defined fragment program */
141 _mesa_reference_shader_program(ctx,
142 &ctx->_Shader->_CurrentFragmentProgram,
143 NULL);
144 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
145 ctx->FragmentProgram.Current);
146 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
147 NULL);
148 }
149 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
150 /* Use fragment program generated from fixed-function state */
151 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
152
153 _mesa_reference_shader_program(ctx,
154 &ctx->_Shader->_CurrentFragmentProgram,
155 f);
156 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
157 gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
158 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
159 gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
160 }
161 else {
162 /* No fragment program */
163 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
164 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
165 NULL);
166 }
167
168 if (gsProg && gsProg->LinkStatus
169 && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
170 /* Use GLSL geometry shader */
171 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
172 gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program));
173 } else {
174 /* No geometry program */
175 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
176 }
177
178 /* Examine vertex program after fragment program as
179 * _mesa_get_fixed_func_vertex_program() needs to know active
180 * fragprog inputs.
181 */
182 if (vsProg && vsProg->LinkStatus
183 && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
184 /* Use GLSL vertex shader */
185 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
186 gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program));
187 }
188 else if (ctx->VertexProgram._Enabled) {
189 /* Use user-defined vertex program */
190 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
191 ctx->VertexProgram.Current);
192 }
193 else if (ctx->VertexProgram._MaintainTnlProgram) {
194 /* Use vertex program generated from fixed-function state */
195 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
196 _mesa_get_fixed_func_vertex_program(ctx));
197 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
198 ctx->VertexProgram._Current);
199 }
200 else {
201 /* no vertex program */
202 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
203 }
204
205 if (csProg && csProg->LinkStatus
206 && csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) {
207 /* Use GLSL compute shader */
208 _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current,
209 gl_compute_program(csProg->_LinkedShaders[MESA_SHADER_COMPUTE]->Program));
210 } else {
211 /* no compute program */
212 _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current, NULL);
213 }
214
215 /* Let the driver know what's happening:
216 */
217 if (ctx->FragmentProgram._Current != prevFP) {
218 new_state |= _NEW_PROGRAM;
219 if (ctx->Driver.BindProgram) {
220 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
221 (struct gl_program *) ctx->FragmentProgram._Current);
222 }
223 }
224
225 if (ctx->GeometryProgram._Current != prevGP) {
226 new_state |= _NEW_PROGRAM;
227 if (ctx->Driver.BindProgram) {
228 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
229 (struct gl_program *) ctx->GeometryProgram._Current);
230 }
231 }
232
233 if (ctx->VertexProgram._Current != prevVP) {
234 new_state |= _NEW_PROGRAM;
235 if (ctx->Driver.BindProgram) {
236 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
237 (struct gl_program *) ctx->VertexProgram._Current);
238 }
239 }
240
241 if (ctx->ComputeProgram._Current != prevCP) {
242 new_state |= _NEW_PROGRAM;
243 if (ctx->Driver.BindProgram) {
244 ctx->Driver.BindProgram(ctx, GL_COMPUTE_PROGRAM_NV,
245 (struct gl_program *) ctx->ComputeProgram._Current);
246 }
247 }
248
249 return new_state;
250 }
251
252
253 /**
254 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
255 */
256 static GLbitfield
257 update_program_constants(struct gl_context *ctx)
258 {
259 GLbitfield new_state = 0x0;
260
261 if (ctx->FragmentProgram._Current) {
262 const struct gl_program_parameter_list *params =
263 ctx->FragmentProgram._Current->Base.Parameters;
264 if (params && params->StateFlags & ctx->NewState) {
265 new_state |= _NEW_PROGRAM_CONSTANTS;
266 }
267 }
268
269 if (ctx->GeometryProgram._Current) {
270 const struct gl_program_parameter_list *params =
271 ctx->GeometryProgram._Current->Base.Parameters;
272 /*FIXME: StateFlags is always 0 because we have unnamed constant
273 * not state changes */
274 if (params /*&& params->StateFlags & ctx->NewState*/) {
275 new_state |= _NEW_PROGRAM_CONSTANTS;
276 }
277 }
278
279 if (ctx->VertexProgram._Current) {
280 const struct gl_program_parameter_list *params =
281 ctx->VertexProgram._Current->Base.Parameters;
282 if (params && params->StateFlags & ctx->NewState) {
283 new_state |= _NEW_PROGRAM_CONSTANTS;
284 }
285 }
286
287 return new_state;
288 }
289
290
291
292
293 /**
294 * Update the ctx->Polygon._FrontBit flag.
295 */
296 static void
297 update_frontbit(struct gl_context *ctx)
298 {
299 if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
300 ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW);
301 else
302 ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW);
303 }
304
305
306 /**
307 * Update derived multisample state.
308 */
309 static void
310 update_multisample(struct gl_context *ctx)
311 {
312 ctx->Multisample._Enabled = GL_FALSE;
313 if (ctx->Multisample.Enabled &&
314 ctx->DrawBuffer &&
315 ctx->DrawBuffer->Visual.sampleBuffers)
316 ctx->Multisample._Enabled = GL_TRUE;
317 }
318
319
320 /**
321 * Update the ctx->VertexProgram._TwoSideEnabled flag.
322 */
323 static void
324 update_twoside(struct gl_context *ctx)
325 {
326 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
327 ctx->VertexProgram._Enabled) {
328 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
329 } else {
330 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
331 ctx->Light.Model.TwoSide);
332 }
333 }
334
335
336 /**
337 * Compute derived GL state.
338 * If __struct gl_contextRec::NewState is non-zero then this function \b must
339 * be called before rendering anything.
340 *
341 * Calls dd_function_table::UpdateState to perform any internal state
342 * management necessary.
343 *
344 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
345 * _mesa_update_buffer_bounds(),
346 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
347 */
348 void
349 _mesa_update_state_locked( struct gl_context *ctx )
350 {
351 GLbitfield new_state = ctx->NewState;
352 GLbitfield prog_flags = _NEW_PROGRAM;
353 GLbitfield new_prog_state = 0x0;
354
355 if (new_state == _NEW_CURRENT_ATTRIB)
356 goto out;
357
358 if (MESA_VERBOSE & VERBOSE_STATE)
359 _mesa_print_state("_mesa_update_state", new_state);
360
361 /* Determine which state flags effect vertex/fragment program state */
362 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
363 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
364 _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
365 _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
366 _NEW_COLOR);
367 }
368 if (ctx->VertexProgram._MaintainTnlProgram) {
369 prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE |
370 _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
371 _NEW_FOG | _NEW_LIGHT |
372 _MESA_NEW_NEED_EYE_COORDS);
373 }
374
375 /*
376 * Now update derived state info
377 */
378
379 if (new_state & prog_flags)
380 update_program_enables( ctx );
381
382 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
383 _mesa_update_modelview_project( ctx, new_state );
384
385 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
386 _mesa_update_texture( ctx, new_state );
387
388 if (new_state & _NEW_POLYGON)
389 update_frontbit( ctx );
390
391 if (new_state & _NEW_BUFFERS)
392 _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
393
394 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
395 _mesa_update_draw_buffer_bounds( ctx );
396
397 if (new_state & _NEW_LIGHT)
398 _mesa_update_lighting( ctx );
399
400 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
401 update_twoside( ctx );
402
403 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
404 _mesa_update_stencil( ctx );
405
406 if (new_state & _NEW_PIXEL)
407 _mesa_update_pixel( ctx, new_state );
408
409 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
410 update_multisample( ctx );
411
412 /* ctx->_NeedEyeCoords is now up to date.
413 *
414 * If the truth value of this variable has changed, update for the
415 * new lighting space and recompute the positions of lights and the
416 * normal transform.
417 *
418 * If the lighting space hasn't changed, may still need to recompute
419 * light positions & normal transforms for other reasons.
420 */
421 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
422 _mesa_update_tnl_spaces( ctx, new_state );
423
424 if (new_state & prog_flags) {
425 /* When we generate programs from fixed-function vertex/fragment state
426 * this call may generate/bind a new program. If so, we need to
427 * propogate the _NEW_PROGRAM flag to the driver.
428 */
429 new_prog_state |= update_program( ctx );
430 }
431
432 if (new_state & _NEW_ARRAY)
433 _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
434
435 out:
436 new_prog_state |= update_program_constants(ctx);
437
438 /*
439 * Give the driver a chance to act upon the new_state flags.
440 * The driver might plug in different span functions, for example.
441 * Also, this is where the driver can invalidate the state of any
442 * active modules (such as swrast_setup, swrast, tnl, etc).
443 *
444 * Set ctx->NewState to zero to avoid recursion if
445 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
446 */
447 new_state = ctx->NewState | new_prog_state;
448 ctx->NewState = 0;
449 ctx->Driver.UpdateState(ctx, new_state);
450 ctx->Array.VAO->NewArrays = 0x0;
451 }
452
453
454 /* This is the usual entrypoint for state updates:
455 */
456 void
457 _mesa_update_state( struct gl_context *ctx )
458 {
459 _mesa_lock_context_textures(ctx);
460 _mesa_update_state_locked(ctx);
461 _mesa_unlock_context_textures(ctx);
462 }
463
464
465
466
467 /**
468 * Want to figure out which fragment program inputs are actually
469 * constant/current values from ctx->Current. These should be
470 * referenced as a tracked state variable rather than a fragment
471 * program input, to save the overhead of putting a constant value in
472 * every submitted vertex, transferring it to hardware, interpolating
473 * it across the triangle, etc...
474 *
475 * When there is a VP bound, just use vp->outputs. But when we're
476 * generating vp from fixed function state, basically want to
477 * calculate:
478 *
479 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
480 * potential_vp_outputs )
481 *
482 * Where potential_vp_outputs is calculated by looking at enabled
483 * texgen, etc.
484 *
485 * The generated fragment program should then only declare inputs that
486 * may vary or otherwise differ from the ctx->Current values.
487 * Otherwise, the fp should track them as state values instead.
488 */
489 void
490 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
491 GLbitfield64 varying_inputs )
492 {
493 if (ctx->varying_vp_inputs != varying_inputs) {
494 ctx->varying_vp_inputs = varying_inputs;
495
496 /* Only the fixed-func generated programs need to use the flag
497 * and the fixed-func fragment program uses it only if there is also
498 * a fixed-func vertex program, so this only depends on the latter.
499 *
500 * It's okay to check the VP pointer here, because this is called after
501 * _mesa_update_state in the vbo module. */
502 if (ctx->VertexProgram._TnlProgram ||
503 ctx->FragmentProgram._TexEnvProgram) {
504 ctx->NewState |= _NEW_VARYING_VP_INPUTS;
505 }
506 /*printf("%s %x\n", __func__, varying_inputs);*/
507 }
508 }
509
510
511 /**
512 * Used by drivers to tell core Mesa that the driver is going to
513 * install/ use its own vertex program. In particular, this will
514 * prevent generated fragment programs from using state vars instead
515 * of ordinary varyings/inputs.
516 */
517 void
518 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
519 {
520 if (ctx->VertexProgram._Overriden != flag) {
521 ctx->VertexProgram._Overriden = flag;
522
523 /* Set one of the bits which will trigger fragment program
524 * regeneration:
525 */
526 ctx->NewState |= _NEW_PROGRAM;
527 }
528 }