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"
45 #include "shader/prog_parameter.h"
48 #include "texenvprogram.h"
55 update_separate_specular(GLcontext
*ctx
)
57 if (NEED_SECONDARY_COLOR(ctx
))
58 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
60 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
65 * Compute the index of the last array element that can be safely accessed
66 * in a vertex array. We can really only do this when the array lives in
68 * The array->_MaxElement field will be updated.
69 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
72 compute_max_element(struct gl_client_array
*array
)
74 assert(array
->Enabled
);
75 if (array
->BufferObj
->Name
) {
76 GLsizeiptrARB offset
= (GLsizeiptrARB
) array
->Ptr
;
77 GLsizeiptrARB obj_size
= (GLsizeiptrARB
) array
->BufferObj
->Size
;
79 if (offset
< obj_size
) {
80 array
->_MaxElement
= (obj_size
- offset
+
82 array
->_ElementSize
) / array
->StrideB
;
84 array
->_MaxElement
= 0;
86 /* Compute the max element we can access in the VBO without going
89 array
->_MaxElement
= ((GLsizeiptrARB
) array
->BufferObj
->Size
90 - (GLsizeiptrARB
) array
->Ptr
+ array
->StrideB
91 - array
->_ElementSize
) / array
->StrideB
;
94 /* user-space array, no idea how big it is */
95 array
->_MaxElement
= 2 * 1000 * 1000 * 1000; /* just a big number */
101 * Helper for update_arrays().
102 * \return min(current min, array->_MaxElement).
105 update_min(GLuint min
, struct gl_client_array
*array
)
107 compute_max_element(array
);
108 return MIN2(min
, array
->_MaxElement
);
113 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
114 * Need to do this upon new array state or new buffer object state.
117 update_arrays( GLcontext
*ctx
)
119 struct gl_array_object
*arrayObj
= ctx
->Array
.ArrayObj
;
122 /* find min of _MaxElement values for all enabled arrays */
125 if (ctx
->VertexProgram
._Current
126 && arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
127 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]);
129 else if (arrayObj
->Vertex
.Enabled
) {
130 min
= update_min(min
, &arrayObj
->Vertex
);
134 if (ctx
->VertexProgram
._Enabled
135 && arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
136 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]);
138 /* no conventional vertex weight array */
141 if (ctx
->VertexProgram
._Enabled
142 && arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
143 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]);
145 else if (arrayObj
->Normal
.Enabled
) {
146 min
= update_min(min
, &arrayObj
->Normal
);
150 if (ctx
->VertexProgram
._Enabled
151 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
152 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]);
154 else if (arrayObj
->Color
.Enabled
) {
155 min
= update_min(min
, &arrayObj
->Color
);
159 if (ctx
->VertexProgram
._Enabled
160 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
161 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]);
163 else if (arrayObj
->SecondaryColor
.Enabled
) {
164 min
= update_min(min
, &arrayObj
->SecondaryColor
);
168 if (ctx
->VertexProgram
._Enabled
169 && arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
170 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]);
172 else if (arrayObj
->FogCoord
.Enabled
) {
173 min
= update_min(min
, &arrayObj
->FogCoord
);
177 if (ctx
->VertexProgram
._Enabled
178 && arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
179 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]);
181 else if (arrayObj
->Index
.Enabled
) {
182 min
= update_min(min
, &arrayObj
->Index
);
186 if (ctx
->VertexProgram
._Enabled
187 && arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
188 min
= update_min(min
, &arrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]);
192 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
193 if (ctx
->VertexProgram
._Enabled
194 && arrayObj
->VertexAttrib
[i
].Enabled
) {
195 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
197 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
198 && arrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
199 min
= update_min(min
, &arrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]);
204 if (ctx
->VertexProgram
._Current
) {
205 for (i
= 0; i
< Elements(arrayObj
->VertexAttrib
); i
++) {
206 if (arrayObj
->VertexAttrib
[i
].Enabled
) {
207 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
212 if (arrayObj
->EdgeFlag
.Enabled
) {
213 min
= update_min(min
, &arrayObj
->EdgeFlag
);
216 /* _MaxElement is one past the last legal array element */
217 arrayObj
->_MaxElement
= min
;
222 * Update the following fields:
223 * ctx->VertexProgram._Enabled
224 * ctx->FragmentProgram._Enabled
225 * ctx->ATIFragmentShader._Enabled
226 * This needs to be done before texture state validation.
229 update_program_enables(GLcontext
*ctx
)
231 /* These _Enabled flags indicate if the program is enabled AND valid. */
232 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
233 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
234 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
235 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
236 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
237 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
242 * Update vertex/fragment program state. In particular, update these fields:
243 * ctx->VertexProgram._Current
244 * ctx->VertexProgram._TnlProgram,
245 * These point to the highest priority enabled vertex/fragment program or are
246 * NULL if fixed-function processing is to be done.
248 * This function needs to be called after texture state validation in case
249 * we're generating a fragment program from fixed-function texture state.
251 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
252 * or fragment program is being used.
255 update_program(GLcontext
*ctx
)
257 const struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
258 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
259 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
260 GLbitfield new_state
= 0x0;
263 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
264 * pointers to the programs that should be used for rendering. If either
265 * is NULL, use fixed-function code paths.
267 * These programs may come from several sources. The priority is as
269 * 1. OpenGL 2.0/ARB vertex/fragment shaders
270 * 2. ARB/NV vertex/fragment programs
271 * 3. Programs derived from fixed-function state.
273 * Note: it's possible for a vertex shader to get used with a fragment
274 * program (and vice versa) here, but in practice that shouldn't ever
275 * come up, or matter.
278 if (shProg
&& shProg
->LinkStatus
&& shProg
->FragmentProgram
) {
279 /* Use shader programs */
280 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
281 shProg
->FragmentProgram
);
283 else if (ctx
->FragmentProgram
._Enabled
) {
284 /* use user-defined vertex program */
285 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
286 ctx
->FragmentProgram
.Current
);
288 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
289 /* Use fragment program generated from fixed-function state.
291 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
292 _mesa_get_fixed_func_fragment_program(ctx
));
293 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
294 ctx
->FragmentProgram
._Current
);
297 /* no fragment program */
298 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
301 /* Examine vertex program after fragment program as
302 * _mesa_get_fixed_func_vertex_program() needs to know active
305 if (shProg
&& shProg
->LinkStatus
&& shProg
->VertexProgram
) {
306 /* Use shader programs */
307 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
308 shProg
->VertexProgram
);
310 else if (ctx
->VertexProgram
._Enabled
) {
311 /* use user-defined vertex program */
312 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
313 ctx
->VertexProgram
.Current
);
315 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
316 /* Use vertex program generated from fixed-function state.
318 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
319 _mesa_get_fixed_func_vertex_program(ctx
));
320 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
321 ctx
->VertexProgram
._Current
);
324 /* no vertex program */
325 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
328 /* Let the driver know what's happening:
330 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
331 new_state
|= _NEW_PROGRAM
;
332 if (ctx
->Driver
.BindProgram
) {
333 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
334 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
338 if (ctx
->VertexProgram
._Current
!= prevVP
) {
339 new_state
|= _NEW_PROGRAM
;
340 if (ctx
->Driver
.BindProgram
) {
341 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
342 (struct gl_program
*) ctx
->VertexProgram
._Current
);
351 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
354 update_program_constants(GLcontext
*ctx
)
356 GLbitfield new_state
= 0x0;
358 if (ctx
->FragmentProgram
._Current
) {
359 const struct gl_program_parameter_list
*params
=
360 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
361 if (params
&& params
->StateFlags
& ctx
->NewState
) {
362 new_state
|= _NEW_PROGRAM_CONSTANTS
;
366 if (ctx
->VertexProgram
._Current
) {
367 const struct gl_program_parameter_list
*params
=
368 ctx
->VertexProgram
._Current
->Base
.Parameters
;
369 if (params
&& params
->StateFlags
& ctx
->NewState
) {
370 new_state
|= _NEW_PROGRAM_CONSTANTS
;
381 update_viewport_matrix(GLcontext
*ctx
)
383 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
385 ASSERT(depthMax
> 0);
387 /* Compute scale and bias values. This is really driver-specific
388 * and should be maintained elsewhere if at all.
389 * NOTE: RasterPos uses this.
391 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
392 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
393 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
394 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
400 * Update derived multisample state.
403 update_multisample(GLcontext
*ctx
)
405 ctx
->Multisample
._Enabled
= GL_FALSE
;
406 if (ctx
->Multisample
.Enabled
&&
408 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
409 ctx
->Multisample
._Enabled
= GL_TRUE
;
414 * Update derived color/blend/logicop state.
417 update_color(GLcontext
*ctx
)
419 /* This is needed to support 1.1's RGB logic ops AND
420 * 1.0's blending logicops.
422 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
427 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
428 * in ctx->_TriangleCaps if needed.
431 update_polygon(GLcontext
*ctx
)
433 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
435 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
436 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
438 if ( ctx
->Polygon
.OffsetPoint
439 || ctx
->Polygon
.OffsetLine
440 || ctx
->Polygon
.OffsetFill
)
441 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
446 * Update the ctx->_TriangleCaps bitfield.
447 * XXX that bitfield should really go away someday!
448 * This function must be called after other update_*() functions since
449 * there are dependencies on some other derived values.
453 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
455 ctx
->_TriangleCaps
= 0;
460 if (1/*new_state & _NEW_POINT*/) {
461 if (ctx
->Point
.SmoothFlag
)
462 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
463 if (ctx
->Point
.Size
!= 1.0F
)
464 ctx
->_TriangleCaps
|= DD_POINT_SIZE
;
465 if (ctx
->Point
._Attenuated
)
466 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
472 if (1/*new_state & _NEW_LINE*/) {
473 if (ctx
->Line
.SmoothFlag
)
474 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
475 if (ctx
->Line
.StippleFlag
)
476 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
477 if (ctx
->Line
.Width
!= 1.0)
478 ctx
->_TriangleCaps
|= DD_LINE_WIDTH
;
484 if (1/*new_state & _NEW_POLYGON*/) {
485 if (ctx
->Polygon
.SmoothFlag
)
486 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
487 if (ctx
->Polygon
.StippleFlag
)
488 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
489 if (ctx
->Polygon
.FrontMode
!= GL_FILL
490 || ctx
->Polygon
.BackMode
!= GL_FILL
)
491 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
492 if (ctx
->Polygon
.CullFlag
493 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
494 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
495 if (ctx
->Polygon
.OffsetPoint
||
496 ctx
->Polygon
.OffsetLine
||
497 ctx
->Polygon
.OffsetFill
)
498 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
502 * Lighting and shading
504 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
505 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
506 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
507 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
508 if (NEED_SECONDARY_COLOR(ctx
))
509 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
514 if (ctx
->Stencil
._TestTwoSide
)
515 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
521 * Compute derived GL state.
522 * If __GLcontextRec::NewState is non-zero then this function \b must
523 * be called before rendering anything.
525 * Calls dd_function_table::UpdateState to perform any internal state
526 * management necessary.
528 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
529 * _mesa_update_buffer_bounds(),
530 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
533 _mesa_update_state_locked( GLcontext
*ctx
)
535 GLbitfield new_state
= ctx
->NewState
;
536 GLbitfield prog_flags
= _NEW_PROGRAM
;
537 GLbitfield new_prog_state
= 0x0;
539 if (new_state
== _NEW_CURRENT_ATTRIB
)
542 if (MESA_VERBOSE
& VERBOSE_STATE
)
543 _mesa_print_state("_mesa_update_state", new_state
);
545 /* Determine which state flags effect vertex/fragment program state */
546 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
547 prog_flags
|= (_NEW_TEXTURE
| _NEW_FOG
|
548 _NEW_ARRAY
| _NEW_LIGHT
| _NEW_POINT
| _NEW_RENDERMODE
|
551 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
552 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
553 _NEW_TRANSFORM
| _NEW_POINT
|
554 _NEW_FOG
| _NEW_LIGHT
|
555 _MESA_NEW_NEED_EYE_COORDS
);
559 * Now update derived state info
562 if (new_state
& prog_flags
)
563 update_program_enables( ctx
);
565 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
566 _mesa_update_modelview_project( ctx
, new_state
);
568 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
569 _mesa_update_texture( ctx
, new_state
);
571 if (new_state
& _NEW_BUFFERS
)
572 _mesa_update_framebuffer(ctx
);
574 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
575 _mesa_update_draw_buffer_bounds( ctx
);
577 if (new_state
& _NEW_POLYGON
)
578 update_polygon( ctx
);
580 if (new_state
& _NEW_LIGHT
)
581 _mesa_update_lighting( ctx
);
583 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
584 _mesa_update_stencil( ctx
);
586 if (new_state
& _MESA_NEW_TRANSFER_STATE
)
587 _mesa_update_pixel( ctx
, new_state
);
589 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
590 update_separate_specular( ctx
);
592 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
593 update_arrays( ctx
);
595 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
596 update_viewport_matrix(ctx
);
598 if (new_state
& _NEW_MULTISAMPLE
)
599 update_multisample( ctx
);
601 if (new_state
& _NEW_COLOR
)
605 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
606 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
607 update_tricaps( ctx
, new_state
);
610 /* ctx->_NeedEyeCoords is now up to date.
612 * If the truth value of this variable has changed, update for the
613 * new lighting space and recompute the positions of lights and the
616 * If the lighting space hasn't changed, may still need to recompute
617 * light positions & normal transforms for other reasons.
619 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
620 _mesa_update_tnl_spaces( ctx
, new_state
);
622 if (new_state
& prog_flags
) {
623 /* When we generate programs from fixed-function vertex/fragment state
624 * this call may generate/bind a new program. If so, we need to
625 * propogate the _NEW_PROGRAM flag to the driver.
627 new_prog_state
|= update_program( ctx
);
632 new_prog_state
|= update_program_constants(ctx
);
635 * Give the driver a chance to act upon the new_state flags.
636 * The driver might plug in different span functions, for example.
637 * Also, this is where the driver can invalidate the state of any
638 * active modules (such as swrast_setup, swrast, tnl, etc).
640 * Set ctx->NewState to zero to avoid recursion if
641 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
643 new_state
= ctx
->NewState
| new_prog_state
;
645 ctx
->Driver
.UpdateState(ctx
, new_state
);
646 ctx
->Array
.NewState
= 0;
650 /* This is the usual entrypoint for state updates:
653 _mesa_update_state( GLcontext
*ctx
)
655 _mesa_lock_context_textures(ctx
);
656 _mesa_update_state_locked(ctx
);
657 _mesa_unlock_context_textures(ctx
);
664 * Want to figure out which fragment program inputs are actually
665 * constant/current values from ctx->Current. These should be
666 * referenced as a tracked state variable rather than a fragment
667 * program input, to save the overhead of putting a constant value in
668 * every submitted vertex, transferring it to hardware, interpolating
669 * it across the triangle, etc...
671 * When there is a VP bound, just use vp->outputs. But when we're
672 * generating vp from fixed function state, basically want to
675 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
676 * potential_vp_outputs )
678 * Where potential_vp_outputs is calculated by looking at enabled
681 * The generated fragment program should then only declare inputs that
682 * may vary or otherwise differ from the ctx->Current values.
683 * Otherwise, the fp should track them as state values instead.
686 _mesa_set_varying_vp_inputs( GLcontext
*ctx
,
687 GLbitfield varying_inputs
)
689 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
690 ctx
->varying_vp_inputs
= varying_inputs
;
691 ctx
->NewState
|= _NEW_ARRAY
;
692 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
698 * Used by drivers to tell core Mesa that the driver is going to
699 * install/ use its own vertex program. In particular, this will
700 * prevent generated fragment programs from using state vars instead
701 * of ordinary varyings/inputs.
704 _mesa_set_vp_override(GLcontext
*ctx
, GLboolean flag
)
706 if (ctx
->VertexProgram
._Overriden
!= flag
) {
707 ctx
->VertexProgram
._Overriden
= flag
;
709 /* Set one of the bits which will trigger fragment program
712 ctx
->NewState
|= _NEW_PROGRAM
;