2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 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.
26 * \file prog_statevars.c
27 * Program state variable management.
32 #include "main/glheader.h"
33 #include "main/context.h"
34 #include "main/blend.h"
35 #include "main/imports.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "main/fbobject.h"
39 #include "prog_statevars.h"
40 #include "prog_parameter.h"
41 #include "main/samplerobj.h"
45 * Use the list of tokens in the state[] array to find global GL state
46 * and return it in <value>. Usually, four values are returned in <value>
47 * but matrix queries may return as many as 16 values.
48 * This function is used for ARB vertex/fragment programs.
49 * The program parser will produce the state[] values.
52 _mesa_fetch_state(struct gl_context
*ctx
, const gl_state_index state
[],
58 /* state[1] is either 0=front or 1=back side */
59 const GLuint face
= (GLuint
) state
[1];
60 const struct gl_material
*mat
= &ctx
->Light
.Material
;
61 ASSERT(face
== 0 || face
== 1);
62 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
63 ASSERT(MAT_ATTRIB_FRONT_AMBIENT
+ 1 == MAT_ATTRIB_BACK_AMBIENT
);
64 /* XXX we could get rid of this switch entirely with a little
65 * work in arbprogparse.c's parse_state_single_item().
67 /* state[2] is the material attribute */
70 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
73 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
76 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
79 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
82 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
88 _mesa_problem(ctx
, "Invalid material state in fetch_state");
94 /* state[1] is the light number */
95 const GLuint ln
= (GLuint
) state
[1];
96 /* state[2] is the light attribute */
99 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
102 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
105 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
108 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
110 case STATE_ATTENUATION
:
111 value
[0] = ctx
->Light
.Light
[ln
].ConstantAttenuation
;
112 value
[1] = ctx
->Light
.Light
[ln
].LinearAttenuation
;
113 value
[2] = ctx
->Light
.Light
[ln
].QuadraticAttenuation
;
114 value
[3] = ctx
->Light
.Light
[ln
].SpotExponent
;
116 case STATE_SPOT_DIRECTION
:
117 COPY_3V(value
, ctx
->Light
.Light
[ln
].SpotDirection
);
118 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
120 case STATE_SPOT_CUTOFF
:
121 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
123 case STATE_HALF_VECTOR
:
125 static const GLfloat eye_z
[] = {0, 0, 1};
127 /* Compute infinite half angle vector:
128 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
129 * light.EyePosition.w should be 0 for infinite lights.
131 COPY_3V(p
, ctx
->Light
.Light
[ln
].EyePosition
);
133 ADD_3V(value
, p
, eye_z
);
134 NORMALIZE_3FV(value
);
139 _mesa_problem(ctx
, "Invalid light state in fetch_state");
143 case STATE_LIGHTMODEL_AMBIENT
:
144 COPY_4V(value
, ctx
->Light
.Model
.Ambient
);
146 case STATE_LIGHTMODEL_SCENECOLOR
:
150 for (i
= 0; i
< 3; i
++) {
151 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
152 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
][i
]
153 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_EMISSION
][i
];
155 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3];
160 for (i
= 0; i
< 3; i
++) {
161 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
162 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_AMBIENT
][i
]
163 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_EMISSION
][i
];
165 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_DIFFUSE
][3];
168 case STATE_LIGHTPROD
:
170 const GLuint ln
= (GLuint
) state
[1];
171 const GLuint face
= (GLuint
) state
[2];
173 ASSERT(face
== 0 || face
== 1);
176 for (i
= 0; i
< 3; i
++) {
177 value
[i
] = ctx
->Light
.Light
[ln
].Ambient
[i
] *
178 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][i
];
180 /* [3] = material alpha */
181 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][3];
184 for (i
= 0; i
< 3; i
++) {
185 value
[i
] = ctx
->Light
.Light
[ln
].Diffuse
[i
] *
186 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][i
];
188 /* [3] = material alpha */
189 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][3];
192 for (i
= 0; i
< 3; i
++) {
193 value
[i
] = ctx
->Light
.Light
[ln
].Specular
[i
] *
194 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][i
];
196 /* [3] = material alpha */
197 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][3];
200 _mesa_problem(ctx
, "Invalid lightprod state in fetch_state");
206 /* state[1] is the texture unit */
207 const GLuint unit
= (GLuint
) state
[1];
208 /* state[2] is the texgen attribute */
210 case STATE_TEXGEN_EYE_S
:
211 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.EyePlane
);
213 case STATE_TEXGEN_EYE_T
:
214 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.EyePlane
);
216 case STATE_TEXGEN_EYE_R
:
217 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.EyePlane
);
219 case STATE_TEXGEN_EYE_Q
:
220 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.EyePlane
);
222 case STATE_TEXGEN_OBJECT_S
:
223 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.ObjectPlane
);
225 case STATE_TEXGEN_OBJECT_T
:
226 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.ObjectPlane
);
228 case STATE_TEXGEN_OBJECT_R
:
229 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.ObjectPlane
);
231 case STATE_TEXGEN_OBJECT_Q
:
232 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.ObjectPlane
);
235 _mesa_problem(ctx
, "Invalid texgen state in fetch_state");
239 case STATE_TEXENV_COLOR
:
241 /* state[1] is the texture unit */
242 const GLuint unit
= (GLuint
) state
[1];
243 if (_mesa_get_clamp_fragment_color(ctx
))
244 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColor
);
246 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColorUnclamped
);
249 case STATE_FOG_COLOR
:
250 if (_mesa_get_clamp_fragment_color(ctx
))
251 COPY_4V(value
, ctx
->Fog
.Color
);
253 COPY_4V(value
, ctx
->Fog
.ColorUnclamped
);
255 case STATE_FOG_PARAMS
:
256 value
[0] = ctx
->Fog
.Density
;
257 value
[1] = ctx
->Fog
.Start
;
258 value
[2] = ctx
->Fog
.End
;
259 value
[3] = 1.0f
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
);
261 case STATE_CLIPPLANE
:
263 const GLuint plane
= (GLuint
) state
[1];
264 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
267 case STATE_POINT_SIZE
:
268 value
[0] = ctx
->Point
.Size
;
269 value
[1] = ctx
->Point
.MinSize
;
270 value
[2] = ctx
->Point
.MaxSize
;
271 value
[3] = ctx
->Point
.Threshold
;
273 case STATE_POINT_ATTENUATION
:
274 value
[0] = ctx
->Point
.Params
[0];
275 value
[1] = ctx
->Point
.Params
[1];
276 value
[2] = ctx
->Point
.Params
[2];
279 case STATE_MODELVIEW_MATRIX
:
280 case STATE_PROJECTION_MATRIX
:
281 case STATE_MVP_MATRIX
:
282 case STATE_TEXTURE_MATRIX
:
283 case STATE_PROGRAM_MATRIX
:
285 /* state[0] = modelview, projection, texture, etc. */
286 /* state[1] = which texture matrix or program matrix */
287 /* state[2] = first row to fetch */
288 /* state[3] = last row to fetch */
289 /* state[4] = transpose, inverse or invtrans */
290 const GLmatrix
*matrix
;
291 const gl_state_index mat
= state
[0];
292 const GLuint index
= (GLuint
) state
[1];
293 const GLuint firstRow
= (GLuint
) state
[2];
294 const GLuint lastRow
= (GLuint
) state
[3];
295 const gl_state_index modifier
= state
[4];
298 ASSERT(firstRow
>= 0);
299 ASSERT(firstRow
< 4);
300 ASSERT(lastRow
>= 0);
302 if (mat
== STATE_MODELVIEW_MATRIX
) {
303 matrix
= ctx
->ModelviewMatrixStack
.Top
;
305 else if (mat
== STATE_PROJECTION_MATRIX
) {
306 matrix
= ctx
->ProjectionMatrixStack
.Top
;
308 else if (mat
== STATE_MVP_MATRIX
) {
309 matrix
= &ctx
->_ModelProjectMatrix
;
311 else if (mat
== STATE_TEXTURE_MATRIX
) {
312 ASSERT(index
< Elements(ctx
->TextureMatrixStack
));
313 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
315 else if (mat
== STATE_PROGRAM_MATRIX
) {
316 ASSERT(index
< Elements(ctx
->ProgramMatrixStack
));
317 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
320 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
323 if (modifier
== STATE_MATRIX_INVERSE
||
324 modifier
== STATE_MATRIX_INVTRANS
) {
325 /* Be sure inverse is up to date:
327 _math_matrix_analyse( (GLmatrix
*) matrix
);
333 if (modifier
== STATE_MATRIX_TRANSPOSE
||
334 modifier
== STATE_MATRIX_INVTRANS
) {
335 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
336 value
[i
++] = m
[row
* 4 + 0];
337 value
[i
++] = m
[row
* 4 + 1];
338 value
[i
++] = m
[row
* 4 + 2];
339 value
[i
++] = m
[row
* 4 + 3];
343 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
344 value
[i
++] = m
[row
+ 0];
345 value
[i
++] = m
[row
+ 4];
346 value
[i
++] = m
[row
+ 8];
347 value
[i
++] = m
[row
+ 12];
352 case STATE_DEPTH_RANGE
:
353 value
[0] = ctx
->Viewport
.Near
; /* near */
354 value
[1] = ctx
->Viewport
.Far
; /* far */
355 value
[2] = ctx
->Viewport
.Far
- ctx
->Viewport
.Near
; /* far - near */
358 case STATE_FRAGMENT_PROGRAM
:
360 /* state[1] = {STATE_ENV, STATE_LOCAL} */
361 /* state[2] = parameter index */
362 const int idx
= (int) state
[2];
365 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
368 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
371 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
377 case STATE_VERTEX_PROGRAM
:
379 /* state[1] = {STATE_ENV, STATE_LOCAL} */
380 /* state[2] = parameter index */
381 const int idx
= (int) state
[2];
384 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
387 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
390 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
396 case STATE_NORMAL_SCALE
:
397 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
402 case STATE_CURRENT_ATTRIB
:
404 const GLuint idx
= (GLuint
) state
[2];
405 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
409 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
411 const GLuint idx
= (GLuint
) state
[2];
412 if(ctx
->Light
._ClampVertexColor
&&
413 (idx
== VERT_ATTRIB_COLOR0
||
414 idx
== VERT_ATTRIB_COLOR1
)) {
415 value
[0] = CLAMP(ctx
->Current
.Attrib
[idx
][0], 0.0f
, 1.0f
);
416 value
[1] = CLAMP(ctx
->Current
.Attrib
[idx
][1], 0.0f
, 1.0f
);
417 value
[2] = CLAMP(ctx
->Current
.Attrib
[idx
][2], 0.0f
, 1.0f
);
418 value
[3] = CLAMP(ctx
->Current
.Attrib
[idx
][3], 0.0f
, 1.0f
);
421 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
425 case STATE_NORMAL_SCALE
:
427 ctx
->_ModelViewInvScale
,
428 ctx
->_ModelViewInvScale
,
429 ctx
->_ModelViewInvScale
,
433 case STATE_TEXRECT_SCALE
:
434 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
435 * Used to convert unnormalized texcoords to normalized texcoords.
438 const int unit
= (int) state
[2];
439 const struct gl_texture_object
*texObj
440 = ctx
->Texture
.Unit
[unit
]._Current
;
442 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
444 (GLfloat
) (1.0 / texImage
->Width
),
445 (GLfloat
) (1.0 / texImage
->Height
),
451 case STATE_FOG_PARAMS_OPTIMIZED
:
452 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
453 * might be more expensive than EX2 on some hw, plus it needs
454 * another constant (e) anyway. Linear fog can now be done with a
456 * linear: fogcoord * -1/(end-start) + end/(end-start)
457 * exp: 2^-(density/ln(2) * fogcoord)
458 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
460 value
[0] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
461 ? 1.0f
: (GLfloat
)(-1.0F
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
));
462 value
[1] = ctx
->Fog
.End
* -value
[0];
463 value
[2] = (GLfloat
)(ctx
->Fog
.Density
* M_LOG2E
); /* M_LOG2E == 1/ln(2) */
464 value
[3] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_SQRT_LN2
);
467 case STATE_POINT_SIZE_CLAMPED
:
469 /* this includes implementation dependent limits, to avoid
470 * another potentially necessary clamp.
471 * Note: for sprites, point smooth (point AA) is ignored
472 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
473 * expect drivers will want to say their minimum for AA size is 0.0
474 * but for non-AA it's 1.0 (because normal points with size below 1.0
475 * need to get rounded up to 1.0, hence never disappear). GL does
476 * not specify max clamp size for sprites, other than it needs to be
477 * at least as large as max AA size, hence use non-AA size there.
481 if (ctx
->Point
.PointSprite
) {
482 minImplSize
= ctx
->Const
.MinPointSizeAA
;
483 maxImplSize
= ctx
->Const
.MaxPointSize
;
485 else if (ctx
->Point
.SmoothFlag
|| ctx
->Multisample
._Enabled
) {
486 minImplSize
= ctx
->Const
.MinPointSizeAA
;
487 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
490 minImplSize
= ctx
->Const
.MinPointSize
;
491 maxImplSize
= ctx
->Const
.MaxPointSize
;
493 value
[0] = ctx
->Point
.Size
;
494 value
[1] = ctx
->Point
.MinSize
>= minImplSize
? ctx
->Point
.MinSize
: minImplSize
;
495 value
[2] = ctx
->Point
.MaxSize
<= maxImplSize
? ctx
->Point
.MaxSize
: maxImplSize
;
496 value
[3] = ctx
->Point
.Threshold
;
499 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
501 /* here, state[2] is the light number */
502 /* pre-normalize spot dir */
503 const GLuint ln
= (GLuint
) state
[2];
504 COPY_3V(value
, ctx
->Light
.Light
[ln
]._NormSpotDirection
);
505 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
509 case STATE_LIGHT_POSITION
:
511 const GLuint ln
= (GLuint
) state
[2];
512 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
516 case STATE_LIGHT_POSITION_NORMALIZED
:
518 const GLuint ln
= (GLuint
) state
[2];
519 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
520 NORMALIZE_3FV( value
);
524 case STATE_LIGHT_HALF_VECTOR
:
526 const GLuint ln
= (GLuint
) state
[2];
528 /* Compute infinite half angle vector:
529 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
530 * light.EyePosition.w should be 0 for infinite lights.
532 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
534 ADD_3V(value
, p
, ctx
->_EyeZDir
);
535 NORMALIZE_3FV(value
);
541 value
[0] = ctx
->Pixel
.RedScale
;
542 value
[1] = ctx
->Pixel
.GreenScale
;
543 value
[2] = ctx
->Pixel
.BlueScale
;
544 value
[3] = ctx
->Pixel
.AlphaScale
;
548 value
[0] = ctx
->Pixel
.RedBias
;
549 value
[1] = ctx
->Pixel
.GreenBias
;
550 value
[2] = ctx
->Pixel
.BlueBias
;
551 value
[3] = ctx
->Pixel
.AlphaBias
;
555 value
[0] = (GLfloat
) (ctx
->DrawBuffer
->Width
- 1);
556 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
561 case STATE_FB_WPOS_Y_TRANSFORM
:
562 /* A driver may negate this conditional by using ZW swizzle
563 * instead of XY (based on e.g. some other state). */
564 if (_mesa_is_user_fbo(ctx
->DrawBuffer
)) {
565 /* Identity (XY) followed by flipping Y upside down (ZW). */
569 value
[3] = (GLfloat
) ctx
->DrawBuffer
->Height
;
571 /* Flipping Y upside down (XY) followed by identity (ZW). */
573 value
[1] = (GLfloat
) ctx
->DrawBuffer
->Height
;
579 case STATE_ROT_MATRIX_0
:
581 const int unit
= (int) state
[2];
582 GLfloat
*rotMat22
= ctx
->Texture
.Unit
[unit
].RotMatrix
;
583 value
[0] = rotMat22
[0];
584 value
[1] = rotMat22
[2];
590 case STATE_ROT_MATRIX_1
:
592 const int unit
= (int) state
[2];
593 GLfloat
*rotMat22
= ctx
->Texture
.Unit
[unit
].RotMatrix
;
594 value
[0] = rotMat22
[1];
595 value
[1] = rotMat22
[3];
601 /* XXX: make sure new tokens added here are also handled in the
602 * _mesa_program_state_flags() switch, below.
605 /* Unknown state indexes are silently ignored here.
606 * Drivers may do something special.
613 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
620 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
621 * indicate that the given context state may have changed.
622 * The bitmask is used during validation to determine if we need to update
623 * vertex/fragment program parameters (like "state.material.color") when
624 * some GL state has changed.
627 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
631 case STATE_LIGHTPROD
:
632 case STATE_LIGHTMODEL_SCENECOLOR
:
633 /* these can be effected by glColor when colormaterial mode is used */
634 return _NEW_LIGHT
| _NEW_CURRENT_ATTRIB
;
637 case STATE_LIGHTMODEL_AMBIENT
:
642 case STATE_TEXENV_COLOR
:
643 return _NEW_TEXTURE
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
645 case STATE_FOG_COLOR
:
646 return _NEW_FOG
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
647 case STATE_FOG_PARAMS
:
650 case STATE_CLIPPLANE
:
651 return _NEW_TRANSFORM
;
653 case STATE_POINT_SIZE
:
654 case STATE_POINT_ATTENUATION
:
657 case STATE_MODELVIEW_MATRIX
:
658 return _NEW_MODELVIEW
;
659 case STATE_PROJECTION_MATRIX
:
660 return _NEW_PROJECTION
;
661 case STATE_MVP_MATRIX
:
662 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
663 case STATE_TEXTURE_MATRIX
:
664 return _NEW_TEXTURE_MATRIX
;
665 case STATE_PROGRAM_MATRIX
:
666 return _NEW_TRACK_MATRIX
;
668 case STATE_DEPTH_RANGE
:
669 return _NEW_VIEWPORT
;
671 case STATE_FRAGMENT_PROGRAM
:
672 case STATE_VERTEX_PROGRAM
:
675 case STATE_NORMAL_SCALE
:
676 return _NEW_MODELVIEW
;
680 case STATE_CURRENT_ATTRIB
:
681 return _NEW_CURRENT_ATTRIB
;
682 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
683 return _NEW_CURRENT_ATTRIB
| _NEW_LIGHT
| _NEW_BUFFERS
;
685 case STATE_NORMAL_SCALE
:
686 return _NEW_MODELVIEW
;
688 case STATE_TEXRECT_SCALE
:
689 case STATE_ROT_MATRIX_0
:
690 case STATE_ROT_MATRIX_1
:
692 case STATE_FOG_PARAMS_OPTIMIZED
:
694 case STATE_POINT_SIZE_CLAMPED
:
695 return _NEW_POINT
| _NEW_MULTISAMPLE
;
696 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
697 case STATE_LIGHT_POSITION
:
698 case STATE_LIGHT_POSITION_NORMALIZED
:
699 case STATE_LIGHT_HALF_VECTOR
:
707 case STATE_FB_WPOS_Y_TRANSFORM
:
711 /* unknown state indexes are silently ignored and
712 * no flag set, since it is handled by the driver.
718 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
725 append(char *dst
, const char *src
)
736 * Convert token 'k' to a string, append it onto 'dst' string.
739 append_token(char *dst
, gl_state_index k
)
743 append(dst
, "material");
746 append(dst
, "light");
748 case STATE_LIGHTMODEL_AMBIENT
:
749 append(dst
, "lightmodel.ambient");
751 case STATE_LIGHTMODEL_SCENECOLOR
:
753 case STATE_LIGHTPROD
:
754 append(dst
, "lightprod");
757 append(dst
, "texgen");
759 case STATE_FOG_COLOR
:
760 append(dst
, "fog.color");
762 case STATE_FOG_PARAMS
:
763 append(dst
, "fog.params");
765 case STATE_CLIPPLANE
:
768 case STATE_POINT_SIZE
:
769 append(dst
, "point.size");
771 case STATE_POINT_ATTENUATION
:
772 append(dst
, "point.attenuation");
774 case STATE_MODELVIEW_MATRIX
:
775 append(dst
, "matrix.modelview");
777 case STATE_PROJECTION_MATRIX
:
778 append(dst
, "matrix.projection");
780 case STATE_MVP_MATRIX
:
781 append(dst
, "matrix.mvp");
783 case STATE_TEXTURE_MATRIX
:
784 append(dst
, "matrix.texture");
786 case STATE_PROGRAM_MATRIX
:
787 append(dst
, "matrix.program");
789 case STATE_MATRIX_INVERSE
:
790 append(dst
, ".inverse");
792 case STATE_MATRIX_TRANSPOSE
:
793 append(dst
, ".transpose");
795 case STATE_MATRIX_INVTRANS
:
796 append(dst
, ".invtrans");
799 append(dst
, ".ambient");
802 append(dst
, ".diffuse");
805 append(dst
, ".specular");
808 append(dst
, ".emission");
810 case STATE_SHININESS
:
811 append(dst
, "lshininess");
813 case STATE_HALF_VECTOR
:
814 append(dst
, ".half");
817 append(dst
, ".position");
819 case STATE_ATTENUATION
:
820 append(dst
, ".attenuation");
822 case STATE_SPOT_DIRECTION
:
823 append(dst
, ".spot.direction");
825 case STATE_SPOT_CUTOFF
:
826 append(dst
, ".spot.cutoff");
828 case STATE_TEXGEN_EYE_S
:
829 append(dst
, ".eye.s");
831 case STATE_TEXGEN_EYE_T
:
832 append(dst
, ".eye.t");
834 case STATE_TEXGEN_EYE_R
:
835 append(dst
, ".eye.r");
837 case STATE_TEXGEN_EYE_Q
:
838 append(dst
, ".eye.q");
840 case STATE_TEXGEN_OBJECT_S
:
841 append(dst
, ".object.s");
843 case STATE_TEXGEN_OBJECT_T
:
844 append(dst
, ".object.t");
846 case STATE_TEXGEN_OBJECT_R
:
847 append(dst
, ".object.r");
849 case STATE_TEXGEN_OBJECT_Q
:
850 append(dst
, ".object.q");
852 case STATE_TEXENV_COLOR
:
853 append(dst
, "texenv");
855 case STATE_DEPTH_RANGE
:
856 append(dst
, "depth.range");
858 case STATE_VERTEX_PROGRAM
:
859 case STATE_FRAGMENT_PROGRAM
:
865 append(dst
, "local");
867 /* BEGIN internal state vars */
869 append(dst
, ".internal.");
871 case STATE_CURRENT_ATTRIB
:
872 append(dst
, "current");
874 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
875 append(dst
, "currentAttribMaybeVPClamped");
877 case STATE_NORMAL_SCALE
:
878 append(dst
, "normalScale");
880 case STATE_TEXRECT_SCALE
:
881 append(dst
, "texrectScale");
883 case STATE_FOG_PARAMS_OPTIMIZED
:
884 append(dst
, "fogParamsOptimized");
886 case STATE_POINT_SIZE_CLAMPED
:
887 append(dst
, "pointSizeClamped");
889 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
890 append(dst
, "lightSpotDirNormalized");
892 case STATE_LIGHT_POSITION
:
893 append(dst
, "lightPosition");
895 case STATE_LIGHT_POSITION_NORMALIZED
:
896 append(dst
, "light.position.normalized");
898 case STATE_LIGHT_HALF_VECTOR
:
899 append(dst
, "lightHalfVector");
902 append(dst
, "PTscale");
905 append(dst
, "PTbias");
908 append(dst
, "FbSize");
910 case STATE_FB_WPOS_Y_TRANSFORM
:
911 append(dst
, "FbWposYTransform");
913 case STATE_ROT_MATRIX_0
:
914 append(dst
, "rotMatrixRow0");
916 case STATE_ROT_MATRIX_1
:
917 append(dst
, "rotMatrixRow1");
920 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
921 append(dst
, "driverState");
926 append_face(char *dst
, GLint face
)
929 append(dst
, "front.");
931 append(dst
, "back.");
935 append_index(char *dst
, GLint index
)
938 sprintf(s
, "[%d]", index
);
943 * Make a string from the given state vector.
944 * For example, return "state.matrix.texture[2].inverse".
945 * Use free() to deallocate the string.
948 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
953 append(str
, "state.");
954 append_token(str
, state
[0]);
958 append_face(str
, state
[1]);
959 append_token(str
, state
[2]);
962 append_index(str
, state
[1]); /* light number [i]. */
963 append_token(str
, state
[2]); /* coefficients */
965 case STATE_LIGHTMODEL_AMBIENT
:
966 append(str
, "lightmodel.ambient");
968 case STATE_LIGHTMODEL_SCENECOLOR
:
970 append(str
, "lightmodel.front.scenecolor");
973 append(str
, "lightmodel.back.scenecolor");
976 case STATE_LIGHTPROD
:
977 append_index(str
, state
[1]); /* light number [i]. */
978 append_face(str
, state
[2]);
979 append_token(str
, state
[3]);
982 append_index(str
, state
[1]); /* tex unit [i] */
983 append_token(str
, state
[2]); /* plane coef */
985 case STATE_TEXENV_COLOR
:
986 append_index(str
, state
[1]); /* tex unit [i] */
987 append(str
, "color");
989 case STATE_CLIPPLANE
:
990 append_index(str
, state
[1]); /* plane [i] */
991 append(str
, ".plane");
993 case STATE_MODELVIEW_MATRIX
:
994 case STATE_PROJECTION_MATRIX
:
995 case STATE_MVP_MATRIX
:
996 case STATE_TEXTURE_MATRIX
:
997 case STATE_PROGRAM_MATRIX
:
999 /* state[0] = modelview, projection, texture, etc. */
1000 /* state[1] = which texture matrix or program matrix */
1001 /* state[2] = first row to fetch */
1002 /* state[3] = last row to fetch */
1003 /* state[4] = transpose, inverse or invtrans */
1004 const gl_state_index mat
= state
[0];
1005 const GLuint index
= (GLuint
) state
[1];
1006 const GLuint firstRow
= (GLuint
) state
[2];
1007 const GLuint lastRow
= (GLuint
) state
[3];
1008 const gl_state_index modifier
= state
[4];
1010 mat
== STATE_TEXTURE_MATRIX
||
1011 mat
== STATE_PROGRAM_MATRIX
)
1012 append_index(str
, index
);
1014 append_token(str
, modifier
);
1015 if (firstRow
== lastRow
)
1016 sprintf(tmp
, ".row[%d]", firstRow
);
1018 sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
1022 case STATE_POINT_SIZE
:
1024 case STATE_POINT_ATTENUATION
:
1026 case STATE_FOG_PARAMS
:
1028 case STATE_FOG_COLOR
:
1030 case STATE_DEPTH_RANGE
:
1032 case STATE_FRAGMENT_PROGRAM
:
1033 case STATE_VERTEX_PROGRAM
:
1034 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1035 /* state[2] = parameter index */
1036 append_token(str
, state
[1]);
1037 append_index(str
, state
[2]);
1039 case STATE_NORMAL_SCALE
:
1041 case STATE_INTERNAL
:
1042 append_token(str
, state
[1]);
1043 if (state
[1] == STATE_CURRENT_ATTRIB
)
1044 append_index(str
, state
[2]);
1047 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
1051 return _mesa_strdup(str
);
1056 * Loop over all the parameters in a parameter list. If the parameter
1057 * is a GL state reference, look up the current value of that state
1058 * variable and put it into the parameter's Value[4] array.
1059 * Other parameter types never change or are explicitly set by the user
1060 * with glUniform() or glProgramParameter(), etc.
1061 * This would be called at glBegin time.
1064 _mesa_load_state_parameters(struct gl_context
*ctx
,
1065 struct gl_program_parameter_list
*paramList
)
1072 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
1073 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
1074 _mesa_fetch_state(ctx
,
1075 paramList
->Parameters
[i
].StateIndexes
,
1076 ¶mList
->ParameterValues
[i
][0].f
);