2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
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.
30 * This file manages recalculation of derived values in struct gl_context.
40 #include "ffvertex_prog.h"
41 #include "framebuffer.h"
45 #include "program/program.h"
46 #include "program/prog_parameter.h"
47 #include "shaderobj.h"
50 #include "texenvprogram.h"
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.
66 update_program_enables(struct gl_context
*ctx
)
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.
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];
82 * Update the ctx->*Program._Current pointers to point to the
83 * current/active programs. Then call ctx->Driver.BindProgram() to
84 * tell the driver which programs to use.
86 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
87 * programs or programs derived from fixed-function state.
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.
92 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
93 * or fragment program is being used.
96 update_program(struct gl_context
*ctx
)
98 const struct gl_shader_program
*vsProg
=
99 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
100 const struct gl_shader_program
*tcsProg
=
101 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_CTRL
];
102 const struct gl_shader_program
*tesProg
=
103 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_EVAL
];
104 const struct gl_shader_program
*gsProg
=
105 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
106 struct gl_shader_program
*fsProg
=
107 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
108 const struct gl_shader_program
*csProg
=
109 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
110 const struct gl_program
*prevVP
= ctx
->VertexProgram
._Current
;
111 const struct gl_program
*prevFP
= ctx
->FragmentProgram
._Current
;
112 const struct gl_program
*prevGP
= ctx
->GeometryProgram
._Current
;
113 const struct gl_program
*prevTCP
= ctx
->TessCtrlProgram
._Current
;
114 const struct gl_program
*prevTEP
= ctx
->TessEvalProgram
._Current
;
115 const struct gl_program
*prevCP
= ctx
->ComputeProgram
._Current
;
116 GLbitfield new_state
= 0x0;
119 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
120 * pointers to the programs that should be used for rendering. If either
121 * is NULL, use fixed-function code paths.
123 * These programs may come from several sources. The priority is as
125 * 1. OpenGL 2.0/ARB vertex/fragment shaders
126 * 2. ARB/NV vertex/fragment programs
127 * 3. ATI fragment shader
128 * 4. Programs derived from fixed-function state.
130 * Note: it's possible for a vertex shader to get used with a fragment
131 * program (and vice versa) here, but in practice that shouldn't ever
132 * come up, or matter.
135 if (fsProg
&& fsProg
->data
->LinkStatus
136 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
137 /* Use GLSL fragment shader */
138 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
139 fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
140 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
141 fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
142 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
145 else if (ctx
->FragmentProgram
._Enabled
) {
146 /* Use user-defined fragment program */
147 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
149 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
150 ctx
->FragmentProgram
.Current
);
151 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
154 else if (ctx
->ATIFragmentShader
._Enabled
&&
155 ctx
->ATIFragmentShader
.Current
->Program
) {
156 /* Use the enabled ATI fragment shader's associated program */
157 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
159 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
160 ctx
->ATIFragmentShader
.Current
->Program
);
161 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
164 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
165 /* Use fragment program generated from fixed-function state */
166 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
168 _mesa_reference_program(ctx
, &ctx
->_Shader
->_CurrentFragmentProgram
,
169 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
170 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
,
171 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
172 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
173 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
176 /* No fragment program */
177 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
178 _mesa_reference_program(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
182 if (gsProg
&& gsProg
->data
->LinkStatus
183 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
184 /* Use GLSL geometry shader */
185 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
,
186 gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
);
188 /* No geometry program */
189 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
192 if (tesProg
&& tesProg
->data
->LinkStatus
193 && tesProg
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]) {
194 /* Use GLSL tessellation evaluation shader */
195 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
,
196 tesProg
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]->Program
);
199 /* No tessellation evaluation program */
200 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, NULL
);
203 if (tcsProg
&& tcsProg
->data
->LinkStatus
204 && tcsProg
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
]) {
205 /* Use GLSL tessellation control shader */
206 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
,
207 tcsProg
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
]->Program
);
210 /* No tessellation control program */
211 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, NULL
);
214 /* Examine vertex program after fragment program as
215 * _mesa_get_fixed_func_vertex_program() needs to know active
218 if (vsProg
&& vsProg
->data
->LinkStatus
219 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
220 /* Use GLSL vertex shader */
221 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
222 vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
);
224 else if (ctx
->VertexProgram
._Enabled
) {
225 /* Use user-defined vertex program */
226 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
227 ctx
->VertexProgram
.Current
);
229 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
230 /* Use vertex program generated from fixed-function state */
231 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
,
232 _mesa_get_fixed_func_vertex_program(ctx
));
233 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._TnlProgram
,
234 ctx
->VertexProgram
._Current
);
237 /* no vertex program */
238 _mesa_reference_program(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
241 if (csProg
&& csProg
->data
->LinkStatus
242 && csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]) {
243 /* Use GLSL compute shader */
244 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
,
245 csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]->Program
);
247 /* no compute program */
248 _mesa_reference_program(ctx
, &ctx
->ComputeProgram
._Current
, NULL
);
251 /* Let the driver know what's happening:
253 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
254 new_state
|= _NEW_PROGRAM
;
255 if (ctx
->Driver
.BindProgram
) {
256 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
257 ctx
->FragmentProgram
._Current
);
261 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
262 new_state
|= _NEW_PROGRAM
;
263 if (ctx
->Driver
.BindProgram
) {
264 ctx
->Driver
.BindProgram(ctx
, GL_GEOMETRY_PROGRAM_NV
,
265 ctx
->GeometryProgram
._Current
);
269 if (ctx
->TessEvalProgram
._Current
!= prevTEP
) {
270 new_state
|= _NEW_PROGRAM
;
271 if (ctx
->Driver
.BindProgram
) {
272 ctx
->Driver
.BindProgram(ctx
, GL_TESS_EVALUATION_PROGRAM_NV
,
273 ctx
->TessEvalProgram
._Current
);
277 if (ctx
->TessCtrlProgram
._Current
!= prevTCP
) {
278 new_state
|= _NEW_PROGRAM
;
279 if (ctx
->Driver
.BindProgram
) {
280 ctx
->Driver
.BindProgram(ctx
, GL_TESS_CONTROL_PROGRAM_NV
,
281 ctx
->TessCtrlProgram
._Current
);
285 if (ctx
->VertexProgram
._Current
!= prevVP
) {
286 new_state
|= _NEW_PROGRAM
;
287 if (ctx
->Driver
.BindProgram
) {
288 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
289 ctx
->VertexProgram
._Current
);
293 if (ctx
->ComputeProgram
._Current
!= prevCP
) {
294 new_state
|= _NEW_PROGRAM
;
295 if (ctx
->Driver
.BindProgram
) {
296 ctx
->Driver
.BindProgram(ctx
, GL_COMPUTE_PROGRAM_NV
,
297 ctx
->ComputeProgram
._Current
);
306 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
309 update_program_constants(struct gl_context
*ctx
)
311 GLbitfield new_state
= 0x0;
313 if (ctx
->FragmentProgram
._Current
) {
314 const struct gl_program_parameter_list
*params
=
315 ctx
->FragmentProgram
._Current
->Parameters
;
316 if (params
&& params
->StateFlags
& ctx
->NewState
) {
317 new_state
|= _NEW_PROGRAM_CONSTANTS
;
321 /* Don't handle tessellation and geometry shaders here. They don't use
322 * any state constants.
325 if (ctx
->VertexProgram
._Current
) {
326 const struct gl_program_parameter_list
*params
=
327 ctx
->VertexProgram
._Current
->Parameters
;
328 if (params
&& params
->StateFlags
& ctx
->NewState
) {
329 new_state
|= _NEW_PROGRAM_CONSTANTS
;
340 * Update the ctx->Polygon._FrontBit flag.
343 update_frontbit(struct gl_context
*ctx
)
345 if (ctx
->Transform
.ClipOrigin
== GL_LOWER_LEFT
)
346 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CW
);
348 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CCW
);
353 * Update the ctx->VertexProgram._TwoSideEnabled flag.
356 update_twoside(struct gl_context
*ctx
)
358 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
359 ctx
->VertexProgram
._Enabled
) {
360 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
362 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
363 ctx
->Light
.Model
.TwoSide
);
369 * Compute derived GL state.
370 * If __struct gl_contextRec::NewState is non-zero then this function \b must
371 * be called before rendering anything.
373 * Calls dd_function_table::UpdateState to perform any internal state
374 * management necessary.
376 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
377 * _mesa_update_buffer_bounds(),
378 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
381 _mesa_update_state_locked( struct gl_context
*ctx
)
383 GLbitfield new_state
= ctx
->NewState
;
384 GLbitfield prog_flags
= _NEW_PROGRAM
;
385 GLbitfield new_prog_state
= 0x0;
386 const GLbitfield computed_states
= ~(_NEW_CURRENT_ATTRIB
| _NEW_LINE
);
388 /* we can skip a bunch of state validation checks if the dirty
389 * state matches one or more bits in 'computed_states'.
391 if ((new_state
& computed_states
) == 0)
394 if (MESA_VERBOSE
& VERBOSE_STATE
)
395 _mesa_print_state("_mesa_update_state", new_state
);
397 /* Determine which state flags effect vertex/fragment program state */
398 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
399 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
400 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
401 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
404 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
405 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
406 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
407 _NEW_FOG
| _NEW_LIGHT
|
408 _MESA_NEW_NEED_EYE_COORDS
);
412 * Now update derived state info
415 if (new_state
& prog_flags
)
416 update_program_enables( ctx
);
418 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
419 _mesa_update_modelview_project( ctx
, new_state
);
421 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
422 _mesa_update_texture( ctx
, new_state
);
424 if (new_state
& _NEW_POLYGON
)
425 update_frontbit( ctx
);
427 if (new_state
& _NEW_BUFFERS
)
428 _mesa_update_framebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
);
430 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
431 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
433 if (new_state
& _NEW_LIGHT
)
434 _mesa_update_lighting( ctx
);
436 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
437 update_twoside( ctx
);
439 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
440 _mesa_update_stencil( ctx
);
442 if (new_state
& _NEW_PIXEL
)
443 _mesa_update_pixel( ctx
, new_state
);
445 /* ctx->_NeedEyeCoords is now up to date.
447 * If the truth value of this variable has changed, update for the
448 * new lighting space and recompute the positions of lights and the
451 * If the lighting space hasn't changed, may still need to recompute
452 * light positions & normal transforms for other reasons.
454 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
455 _mesa_update_tnl_spaces( ctx
, new_state
);
457 if (new_state
& prog_flags
) {
458 /* When we generate programs from fixed-function vertex/fragment state
459 * this call may generate/bind a new program. If so, we need to
460 * propogate the _NEW_PROGRAM flag to the driver.
462 new_prog_state
|= update_program( ctx
);
465 if (new_state
& _NEW_ARRAY
)
466 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
469 new_prog_state
|= update_program_constants(ctx
);
472 * Give the driver a chance to act upon the new_state flags.
473 * The driver might plug in different span functions, for example.
474 * Also, this is where the driver can invalidate the state of any
475 * active modules (such as swrast_setup, swrast, tnl, etc).
477 * Set ctx->NewState to zero to avoid recursion if
478 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
480 new_state
= ctx
->NewState
| new_prog_state
;
482 ctx
->Driver
.UpdateState(ctx
, new_state
);
483 ctx
->Array
.VAO
->NewArrays
= 0x0;
487 /* This is the usual entrypoint for state updates:
490 _mesa_update_state( struct gl_context
*ctx
)
492 _mesa_lock_context_textures(ctx
);
493 _mesa_update_state_locked(ctx
);
494 _mesa_unlock_context_textures(ctx
);
501 * Want to figure out which fragment program inputs are actually
502 * constant/current values from ctx->Current. These should be
503 * referenced as a tracked state variable rather than a fragment
504 * program input, to save the overhead of putting a constant value in
505 * every submitted vertex, transferring it to hardware, interpolating
506 * it across the triangle, etc...
508 * When there is a VP bound, just use vp->outputs. But when we're
509 * generating vp from fixed function state, basically want to
512 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
513 * potential_vp_outputs )
515 * Where potential_vp_outputs is calculated by looking at enabled
518 * The generated fragment program should then only declare inputs that
519 * may vary or otherwise differ from the ctx->Current values.
520 * Otherwise, the fp should track them as state values instead.
523 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
524 GLbitfield64 varying_inputs
)
526 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
527 ctx
->varying_vp_inputs
= varying_inputs
;
529 /* Only the fixed-func generated programs need to use the flag
530 * and the fixed-func fragment program uses it only if there is also
531 * a fixed-func vertex program, so this only depends on the latter.
533 * It's okay to check the VP pointer here, because this is called after
534 * _mesa_update_state in the vbo module. */
535 if (ctx
->VertexProgram
._TnlProgram
||
536 ctx
->FragmentProgram
._TexEnvProgram
) {
537 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
539 /*printf("%s %x\n", __func__, varying_inputs);*/
545 * Used by drivers to tell core Mesa that the driver is going to
546 * install/ use its own vertex program. In particular, this will
547 * prevent generated fragment programs from using state vars instead
548 * of ordinary varyings/inputs.
551 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
553 if (ctx
->VertexProgram
._Overriden
!= flag
) {
554 ctx
->VertexProgram
._Overriden
= flag
;
556 /* Set one of the bits which will trigger fragment program
559 ctx
->NewState
|= _NEW_PROGRAM
;