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"
44 #include "shader/program.h"
47 #include "texenvprogram.h"
53 * Update state dependent on vertex arrays.
56 update_arrays( GLcontext
*ctx
)
60 /* find min of _MaxElement values for all enabled arrays */
63 if (ctx
->VertexProgram
._Current
64 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
65 min
= ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]._MaxElement
;
67 else if (ctx
->Array
.ArrayObj
->Vertex
.Enabled
) {
68 min
= ctx
->Array
.ArrayObj
->Vertex
._MaxElement
;
71 /* can't draw anything without vertex positions! */
76 if (ctx
->VertexProgram
._Enabled
77 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
78 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]._MaxElement
);
80 /* no conventional vertex weight array */
83 if (ctx
->VertexProgram
._Enabled
84 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
85 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]._MaxElement
);
87 else if (ctx
->Array
.ArrayObj
->Normal
.Enabled
) {
88 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Normal
._MaxElement
);
92 if (ctx
->VertexProgram
._Enabled
93 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
94 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]._MaxElement
);
96 else if (ctx
->Array
.ArrayObj
->Color
.Enabled
) {
97 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Color
._MaxElement
);
101 if (ctx
->VertexProgram
._Enabled
102 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
103 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]._MaxElement
);
105 else if (ctx
->Array
.ArrayObj
->SecondaryColor
.Enabled
) {
106 min
= MIN2(min
, ctx
->Array
.ArrayObj
->SecondaryColor
._MaxElement
);
110 if (ctx
->VertexProgram
._Enabled
111 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
112 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]._MaxElement
);
114 else if (ctx
->Array
.ArrayObj
->FogCoord
.Enabled
) {
115 min
= MIN2(min
, ctx
->Array
.ArrayObj
->FogCoord
._MaxElement
);
119 if (ctx
->VertexProgram
._Enabled
120 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
121 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]._MaxElement
);
123 else if (ctx
->Array
.ArrayObj
->Index
.Enabled
) {
124 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Index
._MaxElement
);
129 if (ctx
->VertexProgram
._Enabled
130 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
131 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]._MaxElement
);
135 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
136 if (ctx
->VertexProgram
._Enabled
137 && ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
138 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
140 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
141 && ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
142 min
= MIN2(min
, ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]._MaxElement
);
147 if (ctx
->VertexProgram
._Current
) {
148 for (i
= VERT_ATTRIB_GENERIC0
; i
< VERT_ATTRIB_MAX
; i
++) {
149 if (ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
150 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
155 if (ctx
->Array
.ArrayObj
->EdgeFlag
.Enabled
) {
156 min
= MIN2(min
, ctx
->Array
.ArrayObj
->EdgeFlag
._MaxElement
);
159 /* _MaxElement is one past the last legal array element */
160 ctx
->Array
._MaxElement
= min
;
165 update_program(GLcontext
*ctx
)
167 const struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
168 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
169 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
171 /* These _Enabled flags indicate if the program is enabled AND valid. */
172 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
173 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
174 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
175 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
176 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
177 && ctx
->ATIFragmentShader
.Current
->Instructions
;
180 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
181 * pointers to the programs that should be enabled/used. These will only
182 * be NULL if we need to use the fixed-function code.
184 * These programs may come from several sources. The priority is as
186 * 1. OpenGL 2.0/ARB vertex/fragment shaders
187 * 2. ARB/NV vertex/fragment programs
188 * 3. Programs derived from fixed-function state.
190 * Note: it's possible for a vertex shader to get used with a fragment
191 * program (and vice versa) here, but in practice that shouldn't ever
192 * come up, or matter.
199 /* XXX get rid of this someday? */
200 ctx
->FragmentProgram
._Active
= GL_FALSE
;
202 if (shProg
&& shProg
->LinkStatus
&& shProg
->FragmentProgram
) {
203 /* user-defined fragment shader */
204 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
205 shProg
->FragmentProgram
);
207 else if (ctx
->FragmentProgram
._Enabled
) {
208 /* use user-defined fragment program */
209 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
210 ctx
->FragmentProgram
.Current
);
212 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
213 /* fragment program generated from fixed-function state */
214 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
215 _mesa_get_fixed_func_fragment_program(ctx
));
216 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
217 ctx
->FragmentProgram
._Current
);
219 /* XXX get rid of this confusing stuff someday? */
220 ctx
->FragmentProgram
._Active
= ctx
->FragmentProgram
._Enabled
;
221 if (ctx
->FragmentProgram
._UseTexEnvProgram
)
222 ctx
->FragmentProgram
._Active
= GL_TRUE
;
225 /* no fragment program */
226 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
229 if (ctx
->FragmentProgram
._Current
!= prevFP
&& ctx
->Driver
.BindProgram
) {
230 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
231 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
238 /* XXX get rid of this someday? */
239 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
241 if (shProg
&& shProg
->LinkStatus
&& shProg
->VertexProgram
) {
242 /* user-defined vertex shader */
243 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
244 shProg
->VertexProgram
);
246 else if (ctx
->VertexProgram
._Enabled
) {
247 /* use user-defined vertex program */
248 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
249 ctx
->VertexProgram
.Current
);
251 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
252 /* vertex program generated from fixed-function state */
253 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
254 _mesa_get_fixed_func_vertex_program(ctx
));
255 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
256 ctx
->VertexProgram
._Current
);
259 /* no vertex program / used fixed-function code */
260 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
263 if (ctx
->VertexProgram
._Current
!= prevVP
&& ctx
->Driver
.BindProgram
) {
264 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
265 (struct gl_program
*) ctx
->VertexProgram
._Current
);
271 update_viewport_matrix(GLcontext
*ctx
)
273 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
275 ASSERT(depthMax
> 0);
277 /* Compute scale and bias values. This is really driver-specific
278 * and should be maintained elsewhere if at all.
279 * NOTE: RasterPos uses this.
281 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
282 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
283 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
284 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
290 * Update derived color/blend/logicop state.
293 update_color(GLcontext
*ctx
)
295 /* This is needed to support 1.1's RGB logic ops AND
296 * 1.0's blending logicops.
298 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
304 * Update the ctx->_TriangleCaps bitfield.
305 * XXX that bitfield should really go away someday!
306 * This function must be called after other update_*() functions since
307 * there are dependencies on some other derived values.
310 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
312 ctx
->_TriangleCaps
= 0;
317 if (1/*new_state & _NEW_POINT*/) {
318 if (ctx
->Point
.SmoothFlag
)
319 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
320 if (ctx
->Point
.Size
!= 1.0F
)
321 ctx
->_TriangleCaps
|= DD_POINT_SIZE
;
322 if (ctx
->Point
._Attenuated
)
323 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
329 if (1/*new_state & _NEW_LINE*/) {
330 if (ctx
->Line
.SmoothFlag
)
331 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
332 if (ctx
->Line
.StippleFlag
)
333 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
334 if (ctx
->Line
.Width
!= 1.0)
335 ctx
->_TriangleCaps
|= DD_LINE_WIDTH
;
341 if (1/*new_state & _NEW_POLYGON*/) {
342 if (ctx
->Polygon
.SmoothFlag
)
343 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
344 if (ctx
->Polygon
.StippleFlag
)
345 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
346 if (ctx
->Polygon
.FrontMode
!= GL_FILL
347 || ctx
->Polygon
.BackMode
!= GL_FILL
)
348 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
349 if (ctx
->Polygon
.CullFlag
350 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
351 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
352 if (ctx
->Polygon
.OffsetPoint
||
353 ctx
->Polygon
.OffsetLine
||
354 ctx
->Polygon
.OffsetFill
)
355 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
359 * Lighting and shading
361 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
362 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
363 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
364 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
365 if (NEED_SECONDARY_COLOR(ctx
))
366 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
371 if (ctx
->Stencil
._TestTwoSide
)
372 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
377 * Compute derived GL state.
378 * If __GLcontextRec::NewState is non-zero then this function \b must
379 * be called before rendering anything.
381 * Calls dd_function_table::UpdateState to perform any internal state
382 * management necessary.
384 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
385 * _mesa_update_buffer_bounds(),
386 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
389 _mesa_update_state_locked( GLcontext
*ctx
)
391 GLbitfield new_state
= ctx
->NewState
;
392 GLbitfield prog_flags
= _NEW_PROGRAM
;
394 if (MESA_VERBOSE
& VERBOSE_STATE
)
395 _mesa_print_state("_mesa_update_state", new_state
);
397 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
398 _mesa_update_modelview_project( ctx
, new_state
);
400 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
401 _mesa_update_texture( ctx
, new_state
);
403 if (new_state
& _NEW_BUFFERS
)
404 _mesa_update_framebuffer(ctx
);
406 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
407 _mesa_update_draw_buffer_bounds( ctx
);
409 if (new_state
& _NEW_LIGHT
)
410 _mesa_update_lighting( ctx
);
412 if (new_state
& _NEW_STENCIL
)
413 _mesa_update_stencil( ctx
);
415 if (new_state
& _IMAGE_NEW_TRANSFER_STATE
)
416 _mesa_update_pixel( ctx
, new_state
);
418 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
))
419 update_arrays( ctx
);
421 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
422 update_viewport_matrix(ctx
);
424 if (new_state
& _NEW_COLOR
)
427 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
428 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
429 update_tricaps( ctx
, new_state
);
431 /* ctx->_NeedEyeCoords is now up to date.
433 * If the truth value of this variable has changed, update for the
434 * new lighting space and recompute the positions of lights and the
437 * If the lighting space hasn't changed, may still need to recompute
438 * light positions & normal transforms for other reasons.
440 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
441 _mesa_update_tnl_spaces( ctx
, new_state
);
443 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
444 prog_flags
|= (_NEW_TEXTURE
| _NEW_FOG
| _DD_NEW_SEPARATE_SPECULAR
);
446 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
447 prog_flags
|= (_NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
448 _NEW_TRANSFORM
| _NEW_POINT
|
449 _NEW_FOG
| _NEW_LIGHT
|
450 _MESA_NEW_NEED_EYE_COORDS
);
452 if (new_state
& prog_flags
)
453 update_program( ctx
);
458 * Give the driver a chance to act upon the new_state flags.
459 * The driver might plug in different span functions, for example.
460 * Also, this is where the driver can invalidate the state of any
461 * active modules (such as swrast_setup, swrast, tnl, etc).
463 * Set ctx->NewState to zero to avoid recursion if
464 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
466 new_state
= ctx
->NewState
;
468 ctx
->Driver
.UpdateState(ctx
, new_state
);
469 ctx
->Array
.NewState
= 0;
473 /* This is the usual entrypoint for state updates:
476 _mesa_update_state( GLcontext
*ctx
)
478 _mesa_lock_context_textures(ctx
);
479 _mesa_update_state_locked(ctx
);
480 _mesa_unlock_context_textures(ctx
);