3bbe451399f5adea1adad9cc9162eabc4b7255e7
[mesa.git] / src / mesa / program / prog_statevars.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 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 * \file prog_statevars.c
27 * Program state variable management.
28 * \author Brian Paul
29 */
30
31
32 #include <stdio.h>
33 #include "main/glheader.h"
34 #include "main/context.h"
35 #include "main/blend.h"
36 #include "main/imports.h"
37 #include "main/macros.h"
38 #include "main/mtypes.h"
39 #include "main/fbobject.h"
40 #include "prog_statevars.h"
41 #include "prog_parameter.h"
42 #include "main/samplerobj.h"
43 #include "main/framebuffer.h"
44
45
46 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
47
48
49 /**
50 * Use the list of tokens in the state[] array to find global GL state
51 * and return it in <value>. Usually, four values are returned in <value>
52 * but matrix queries may return as many as 16 values.
53 * This function is used for ARB vertex/fragment programs.
54 * The program parser will produce the state[] values.
55 */
56 static void
57 _mesa_fetch_state(struct gl_context *ctx, const gl_state_index16 state[],
58 gl_constant_value *val)
59 {
60 GLfloat *value = &val->f;
61
62 switch (state[0]) {
63 case STATE_MATERIAL:
64 {
65 /* state[1] is either 0=front or 1=back side */
66 const GLuint face = (GLuint) state[1];
67 const struct gl_material *mat = &ctx->Light.Material;
68 assert(face == 0 || face == 1);
69 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
70 assert(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
71 /* XXX we could get rid of this switch entirely with a little
72 * work in arbprogparse.c's parse_state_single_item().
73 */
74 /* state[2] is the material attribute */
75 switch (state[2]) {
76 case STATE_AMBIENT:
77 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
78 return;
79 case STATE_DIFFUSE:
80 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
81 return;
82 case STATE_SPECULAR:
83 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
84 return;
85 case STATE_EMISSION:
86 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
87 return;
88 case STATE_SHININESS:
89 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
90 value[1] = 0.0F;
91 value[2] = 0.0F;
92 value[3] = 1.0F;
93 return;
94 default:
95 _mesa_problem(ctx, "Invalid material state in fetch_state");
96 return;
97 }
98 }
99 case STATE_LIGHT:
100 {
101 /* state[1] is the light number */
102 const GLuint ln = (GLuint) state[1];
103 /* state[2] is the light attribute */
104 switch (state[2]) {
105 case STATE_AMBIENT:
106 COPY_4V(value, ctx->Light.Light[ln].Ambient);
107 return;
108 case STATE_DIFFUSE:
109 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
110 return;
111 case STATE_SPECULAR:
112 COPY_4V(value, ctx->Light.Light[ln].Specular);
113 return;
114 case STATE_POSITION:
115 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
116 return;
117 case STATE_ATTENUATION:
118 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
119 value[1] = ctx->Light.Light[ln].LinearAttenuation;
120 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
121 value[3] = ctx->Light.Light[ln].SpotExponent;
122 return;
123 case STATE_SPOT_DIRECTION:
124 COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
125 value[3] = ctx->Light.Light[ln]._CosCutoff;
126 return;
127 case STATE_SPOT_CUTOFF:
128 value[0] = ctx->Light.Light[ln].SpotCutoff;
129 return;
130 case STATE_HALF_VECTOR:
131 {
132 static const GLfloat eye_z[] = {0, 0, 1};
133 GLfloat p[3];
134 /* Compute infinite half angle vector:
135 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
136 * light.EyePosition.w should be 0 for infinite lights.
137 */
138 COPY_3V(p, ctx->Light.Light[ln].EyePosition);
139 NORMALIZE_3FV(p);
140 ADD_3V(value, p, eye_z);
141 NORMALIZE_3FV(value);
142 value[3] = 1.0;
143 }
144 return;
145 default:
146 _mesa_problem(ctx, "Invalid light state in fetch_state");
147 return;
148 }
149 }
150 case STATE_LIGHTMODEL_AMBIENT:
151 COPY_4V(value, ctx->Light.Model.Ambient);
152 return;
153 case STATE_LIGHTMODEL_SCENECOLOR:
154 if (state[1] == 0) {
155 /* front */
156 GLint i;
157 for (i = 0; i < 3; i++) {
158 value[i] = ctx->Light.Model.Ambient[i]
159 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
160 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
161 }
162 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
163 }
164 else {
165 /* back */
166 GLint i;
167 for (i = 0; i < 3; i++) {
168 value[i] = ctx->Light.Model.Ambient[i]
169 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
170 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
171 }
172 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
173 }
174 return;
175 case STATE_LIGHTPROD:
176 {
177 const GLuint ln = (GLuint) state[1];
178 const GLuint face = (GLuint) state[2];
179 GLint i;
180 assert(face == 0 || face == 1);
181 switch (state[3]) {
182 case STATE_AMBIENT:
183 for (i = 0; i < 3; i++) {
184 value[i] = ctx->Light.Light[ln].Ambient[i] *
185 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
186 }
187 /* [3] = material alpha */
188 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
189 return;
190 case STATE_DIFFUSE:
191 for (i = 0; i < 3; i++) {
192 value[i] = ctx->Light.Light[ln].Diffuse[i] *
193 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
194 }
195 /* [3] = material alpha */
196 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
197 return;
198 case STATE_SPECULAR:
199 for (i = 0; i < 3; i++) {
200 value[i] = ctx->Light.Light[ln].Specular[i] *
201 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
202 }
203 /* [3] = material alpha */
204 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
205 return;
206 default:
207 _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
208 return;
209 }
210 }
211 case STATE_TEXGEN:
212 {
213 /* state[1] is the texture unit */
214 const GLuint unit = (GLuint) state[1];
215 /* state[2] is the texgen attribute */
216 switch (state[2]) {
217 case STATE_TEXGEN_EYE_S:
218 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenS.EyePlane);
219 return;
220 case STATE_TEXGEN_EYE_T:
221 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenT.EyePlane);
222 return;
223 case STATE_TEXGEN_EYE_R:
224 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenR.EyePlane);
225 return;
226 case STATE_TEXGEN_EYE_Q:
227 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenQ.EyePlane);
228 return;
229 case STATE_TEXGEN_OBJECT_S:
230 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenS.ObjectPlane);
231 return;
232 case STATE_TEXGEN_OBJECT_T:
233 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenT.ObjectPlane);
234 return;
235 case STATE_TEXGEN_OBJECT_R:
236 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenR.ObjectPlane);
237 return;
238 case STATE_TEXGEN_OBJECT_Q:
239 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenQ.ObjectPlane);
240 return;
241 default:
242 _mesa_problem(ctx, "Invalid texgen state in fetch_state");
243 return;
244 }
245 }
246 case STATE_TEXENV_COLOR:
247 {
248 /* state[1] is the texture unit */
249 const GLuint unit = (GLuint) state[1];
250 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
251 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].EnvColor);
252 else
253 COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].EnvColorUnclamped);
254 }
255 return;
256 case STATE_FOG_COLOR:
257 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
258 COPY_4V(value, ctx->Fog.Color);
259 else
260 COPY_4V(value, ctx->Fog.ColorUnclamped);
261 return;
262 case STATE_FOG_PARAMS:
263 value[0] = ctx->Fog.Density;
264 value[1] = ctx->Fog.Start;
265 value[2] = ctx->Fog.End;
266 value[3] = 1.0f / (ctx->Fog.End - ctx->Fog.Start);
267 return;
268 case STATE_CLIPPLANE:
269 {
270 const GLuint plane = (GLuint) state[1];
271 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
272 }
273 return;
274 case STATE_POINT_SIZE:
275 value[0] = ctx->Point.Size;
276 value[1] = ctx->Point.MinSize;
277 value[2] = ctx->Point.MaxSize;
278 value[3] = ctx->Point.Threshold;
279 return;
280 case STATE_POINT_ATTENUATION:
281 value[0] = ctx->Point.Params[0];
282 value[1] = ctx->Point.Params[1];
283 value[2] = ctx->Point.Params[2];
284 value[3] = 1.0F;
285 return;
286 case STATE_MODELVIEW_MATRIX:
287 case STATE_PROJECTION_MATRIX:
288 case STATE_MVP_MATRIX:
289 case STATE_TEXTURE_MATRIX:
290 case STATE_PROGRAM_MATRIX:
291 {
292 /* state[0] = modelview, projection, texture, etc. */
293 /* state[1] = which texture matrix or program matrix */
294 /* state[2] = first row to fetch */
295 /* state[3] = last row to fetch */
296 /* state[4] = transpose, inverse or invtrans */
297 const GLmatrix *matrix;
298 const gl_state_index mat = state[0];
299 const GLuint index = (GLuint) state[1];
300 const GLuint firstRow = (GLuint) state[2];
301 const GLuint lastRow = (GLuint) state[3];
302 const gl_state_index modifier = state[4];
303 const GLfloat *m;
304 GLuint row, i;
305 assert(firstRow < 4);
306 assert(lastRow < 4);
307 if (mat == STATE_MODELVIEW_MATRIX) {
308 matrix = ctx->ModelviewMatrixStack.Top;
309 }
310 else if (mat == STATE_PROJECTION_MATRIX) {
311 matrix = ctx->ProjectionMatrixStack.Top;
312 }
313 else if (mat == STATE_MVP_MATRIX) {
314 matrix = &ctx->_ModelProjectMatrix;
315 }
316 else if (mat == STATE_TEXTURE_MATRIX) {
317 assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
318 matrix = ctx->TextureMatrixStack[index].Top;
319 }
320 else if (mat == STATE_PROGRAM_MATRIX) {
321 assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
322 matrix = ctx->ProgramMatrixStack[index].Top;
323 }
324 else {
325 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
326 return;
327 }
328 if (modifier == STATE_MATRIX_INVERSE ||
329 modifier == STATE_MATRIX_INVTRANS) {
330 /* Be sure inverse is up to date:
331 */
332 _math_matrix_analyse( (GLmatrix*) matrix );
333 m = matrix->inv;
334 }
335 else {
336 m = matrix->m;
337 }
338 if (modifier == STATE_MATRIX_TRANSPOSE ||
339 modifier == STATE_MATRIX_INVTRANS) {
340 for (i = 0, row = firstRow; row <= lastRow; row++) {
341 value[i++] = m[row * 4 + 0];
342 value[i++] = m[row * 4 + 1];
343 value[i++] = m[row * 4 + 2];
344 value[i++] = m[row * 4 + 3];
345 }
346 }
347 else {
348 for (i = 0, row = firstRow; row <= lastRow; row++) {
349 value[i++] = m[row + 0];
350 value[i++] = m[row + 4];
351 value[i++] = m[row + 8];
352 value[i++] = m[row + 12];
353 }
354 }
355 }
356 return;
357 case STATE_NUM_SAMPLES:
358 val[0].i = MAX2(1, _mesa_geometric_samples(ctx->DrawBuffer));
359 return;
360 case STATE_DEPTH_RANGE:
361 value[0] = ctx->ViewportArray[0].Near; /* near */
362 value[1] = ctx->ViewportArray[0].Far; /* far */
363 value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
364 value[3] = 1.0;
365 return;
366 case STATE_FRAGMENT_PROGRAM:
367 {
368 /* state[1] = {STATE_ENV, STATE_LOCAL} */
369 /* state[2] = parameter index */
370 const int idx = (int) state[2];
371 switch (state[1]) {
372 case STATE_ENV:
373 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
374 return;
375 case STATE_LOCAL:
376 if (!ctx->FragmentProgram.Current->arb.LocalParams) {
377 ctx->FragmentProgram.Current->arb.LocalParams =
378 rzalloc_array_size(ctx->FragmentProgram.Current,
379 sizeof(float[4]),
380 MAX_PROGRAM_LOCAL_PARAMS);
381 if (!ctx->FragmentProgram.Current->arb.LocalParams)
382 return;
383 }
384
385 COPY_4V(value,
386 ctx->FragmentProgram.Current->arb.LocalParams[idx]);
387 return;
388 default:
389 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
390 return;
391 }
392 }
393 return;
394
395 case STATE_VERTEX_PROGRAM:
396 {
397 /* state[1] = {STATE_ENV, STATE_LOCAL} */
398 /* state[2] = parameter index */
399 const int idx = (int) state[2];
400 switch (state[1]) {
401 case STATE_ENV:
402 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
403 return;
404 case STATE_LOCAL:
405 if (!ctx->VertexProgram.Current->arb.LocalParams) {
406 ctx->VertexProgram.Current->arb.LocalParams =
407 rzalloc_array_size(ctx->VertexProgram.Current,
408 sizeof(float[4]),
409 MAX_PROGRAM_LOCAL_PARAMS);
410 if (!ctx->VertexProgram.Current->arb.LocalParams)
411 return;
412 }
413
414 COPY_4V(value,
415 ctx->VertexProgram.Current->arb.LocalParams[idx]);
416 return;
417 default:
418 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
419 return;
420 }
421 }
422 return;
423
424 case STATE_NORMAL_SCALE:
425 ASSIGN_4V(value, ctx->_ModelViewInvScaleEyespace, 0, 0, 1);
426 return;
427
428 case STATE_INTERNAL:
429 switch (state[1]) {
430 case STATE_CURRENT_ATTRIB:
431 {
432 const GLuint idx = (GLuint) state[2];
433 COPY_4V(value, ctx->Current.Attrib[idx]);
434 }
435 return;
436
437 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
438 {
439 const GLuint idx = (GLuint) state[2];
440 if(ctx->Light._ClampVertexColor &&
441 (idx == VERT_ATTRIB_COLOR0 ||
442 idx == VERT_ATTRIB_COLOR1)) {
443 value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
444 value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
445 value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
446 value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
447 }
448 else
449 COPY_4V(value, ctx->Current.Attrib[idx]);
450 }
451 return;
452
453 case STATE_NORMAL_SCALE:
454 ASSIGN_4V(value,
455 ctx->_ModelViewInvScale,
456 ctx->_ModelViewInvScale,
457 ctx->_ModelViewInvScale,
458 1);
459 return;
460
461 case STATE_FOG_PARAMS_OPTIMIZED:
462 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
463 * might be more expensive than EX2 on some hw, plus it needs
464 * another constant (e) anyway. Linear fog can now be done with a
465 * single MAD.
466 * linear: fogcoord * -1/(end-start) + end/(end-start)
467 * exp: 2^-(density/ln(2) * fogcoord)
468 * exp2: 2^-((density/(sqrt(ln(2))) * fogcoord)^2)
469 */
470 value[0] = (ctx->Fog.End == ctx->Fog.Start)
471 ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
472 value[1] = ctx->Fog.End * -value[0];
473 value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
474 value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
475 return;
476
477 case STATE_POINT_SIZE_CLAMPED:
478 {
479 /* this includes implementation dependent limits, to avoid
480 * another potentially necessary clamp.
481 * Note: for sprites, point smooth (point AA) is ignored
482 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
483 * expect drivers will want to say their minimum for AA size is 0.0
484 * but for non-AA it's 1.0 (because normal points with size below 1.0
485 * need to get rounded up to 1.0, hence never disappear). GL does
486 * not specify max clamp size for sprites, other than it needs to be
487 * at least as large as max AA size, hence use non-AA size there.
488 */
489 GLfloat minImplSize;
490 GLfloat maxImplSize;
491 if (ctx->Point.PointSprite) {
492 minImplSize = ctx->Const.MinPointSizeAA;
493 maxImplSize = ctx->Const.MaxPointSize;
494 }
495 else if (ctx->Point.SmoothFlag || _mesa_is_multisample_enabled(ctx)) {
496 minImplSize = ctx->Const.MinPointSizeAA;
497 maxImplSize = ctx->Const.MaxPointSizeAA;
498 }
499 else {
500 minImplSize = ctx->Const.MinPointSize;
501 maxImplSize = ctx->Const.MaxPointSize;
502 }
503 value[0] = ctx->Point.Size;
504 value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
505 value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
506 value[3] = ctx->Point.Threshold;
507 }
508 return;
509 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
510 {
511 /* here, state[2] is the light number */
512 /* pre-normalize spot dir */
513 const GLuint ln = (GLuint) state[2];
514 COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
515 value[3] = ctx->Light.Light[ln]._CosCutoff;
516 }
517 return;
518
519 case STATE_LIGHT_POSITION:
520 {
521 const GLuint ln = (GLuint) state[2];
522 COPY_4V(value, ctx->Light.Light[ln]._Position);
523 }
524 return;
525
526 case STATE_LIGHT_POSITION_NORMALIZED:
527 {
528 const GLuint ln = (GLuint) state[2];
529 COPY_4V(value, ctx->Light.Light[ln]._Position);
530 NORMALIZE_3FV( value );
531 }
532 return;
533
534 case STATE_LIGHT_HALF_VECTOR:
535 {
536 const GLuint ln = (GLuint) state[2];
537 GLfloat p[3];
538 /* Compute infinite half angle vector:
539 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
540 * light.EyePosition.w should be 0 for infinite lights.
541 */
542 COPY_3V(p, ctx->Light.Light[ln]._Position);
543 NORMALIZE_3FV(p);
544 ADD_3V(value, p, ctx->_EyeZDir);
545 NORMALIZE_3FV(value);
546 value[3] = 1.0;
547 }
548 return;
549
550 case STATE_PT_SCALE:
551 value[0] = ctx->Pixel.RedScale;
552 value[1] = ctx->Pixel.GreenScale;
553 value[2] = ctx->Pixel.BlueScale;
554 value[3] = ctx->Pixel.AlphaScale;
555 return;
556
557 case STATE_PT_BIAS:
558 value[0] = ctx->Pixel.RedBias;
559 value[1] = ctx->Pixel.GreenBias;
560 value[2] = ctx->Pixel.BlueBias;
561 value[3] = ctx->Pixel.AlphaBias;
562 return;
563
564 case STATE_FB_SIZE:
565 value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
566 value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
567 value[2] = 0.0F;
568 value[3] = 0.0F;
569 return;
570
571 case STATE_FB_WPOS_Y_TRANSFORM:
572 /* A driver may negate this conditional by using ZW swizzle
573 * instead of XY (based on e.g. some other state). */
574 if (!ctx->DrawBuffer->FlipY) {
575 /* Identity (XY) followed by flipping Y upside down (ZW). */
576 value[0] = 1.0F;
577 value[1] = 0.0F;
578 value[2] = -1.0F;
579 value[3] = (GLfloat) ctx->DrawBuffer->Height;
580 } else {
581 /* Flipping Y upside down (XY) followed by identity (ZW). */
582 value[0] = -1.0F;
583 value[1] = (GLfloat) ctx->DrawBuffer->Height;
584 value[2] = 1.0F;
585 value[3] = 0.0F;
586 }
587 return;
588
589 case STATE_TCS_PATCH_VERTICES_IN:
590 val[0].i = ctx->TessCtrlProgram.patch_vertices;
591 return;
592
593 case STATE_TES_PATCH_VERTICES_IN:
594 if (ctx->TessCtrlProgram._Current)
595 val[0].i = ctx->TessCtrlProgram._Current->info.tess.tcs_vertices_out;
596 else
597 val[0].i = ctx->TessCtrlProgram.patch_vertices;
598 return;
599
600 case STATE_ADVANCED_BLENDING_MODE:
601 val[0].i = _mesa_get_advanced_blend_sh_constant(
602 ctx->Color.BlendEnabled, ctx->Color._AdvancedBlendMode);
603 return;
604
605 /* XXX: make sure new tokens added here are also handled in the
606 * _mesa_program_state_flags() switch, below.
607 */
608 default:
609 /* Unknown state indexes are silently ignored here.
610 * Drivers may do something special.
611 */
612 return;
613 }
614 return;
615
616 default:
617 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
618 return;
619 }
620 }
621
622
623 /**
624 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
625 * indicate that the given context state may have changed.
626 * The bitmask is used during validation to determine if we need to update
627 * vertex/fragment program parameters (like "state.material.color") when
628 * some GL state has changed.
629 */
630 GLbitfield
631 _mesa_program_state_flags(const gl_state_index16 state[STATE_LENGTH])
632 {
633 switch (state[0]) {
634 case STATE_MATERIAL:
635 case STATE_LIGHTPROD:
636 case STATE_LIGHTMODEL_SCENECOLOR:
637 /* these can be effected by glColor when colormaterial mode is used */
638 return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
639
640 case STATE_LIGHT:
641 case STATE_LIGHTMODEL_AMBIENT:
642 return _NEW_LIGHT;
643
644 case STATE_TEXGEN:
645 return _NEW_TEXTURE_STATE;
646 case STATE_TEXENV_COLOR:
647 return _NEW_TEXTURE_STATE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
648
649 case STATE_FOG_COLOR:
650 return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
651 case STATE_FOG_PARAMS:
652 return _NEW_FOG;
653
654 case STATE_CLIPPLANE:
655 return _NEW_TRANSFORM;
656
657 case STATE_POINT_SIZE:
658 case STATE_POINT_ATTENUATION:
659 return _NEW_POINT;
660
661 case STATE_MODELVIEW_MATRIX:
662 return _NEW_MODELVIEW;
663 case STATE_PROJECTION_MATRIX:
664 return _NEW_PROJECTION;
665 case STATE_MVP_MATRIX:
666 return _NEW_MODELVIEW | _NEW_PROJECTION;
667 case STATE_TEXTURE_MATRIX:
668 return _NEW_TEXTURE_MATRIX;
669 case STATE_PROGRAM_MATRIX:
670 return _NEW_TRACK_MATRIX;
671
672 case STATE_NUM_SAMPLES:
673 return _NEW_BUFFERS;
674
675 case STATE_DEPTH_RANGE:
676 return _NEW_VIEWPORT;
677
678 case STATE_FRAGMENT_PROGRAM:
679 case STATE_VERTEX_PROGRAM:
680 return _NEW_PROGRAM;
681
682 case STATE_NORMAL_SCALE:
683 return _NEW_MODELVIEW;
684
685 case STATE_INTERNAL:
686 switch (state[1]) {
687 case STATE_CURRENT_ATTRIB:
688 return _NEW_CURRENT_ATTRIB;
689 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
690 return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
691
692 case STATE_NORMAL_SCALE:
693 return _NEW_MODELVIEW;
694
695 case STATE_FOG_PARAMS_OPTIMIZED:
696 return _NEW_FOG;
697 case STATE_POINT_SIZE_CLAMPED:
698 return _NEW_POINT | _NEW_MULTISAMPLE;
699 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
700 case STATE_LIGHT_POSITION:
701 case STATE_LIGHT_POSITION_NORMALIZED:
702 case STATE_LIGHT_HALF_VECTOR:
703 return _NEW_LIGHT;
704
705 case STATE_PT_SCALE:
706 case STATE_PT_BIAS:
707 return _NEW_PIXEL;
708
709 case STATE_FB_SIZE:
710 case STATE_FB_WPOS_Y_TRANSFORM:
711 return _NEW_BUFFERS;
712
713 case STATE_ADVANCED_BLENDING_MODE:
714 return _NEW_COLOR;
715
716 default:
717 /* unknown state indexes are silently ignored and
718 * no flag set, since it is handled by the driver.
719 */
720 return 0;
721 }
722
723 default:
724 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
725 return 0;
726 }
727 }
728
729
730 static void
731 append(char *dst, const char *src)
732 {
733 while (*dst)
734 dst++;
735 while (*src)
736 *dst++ = *src++;
737 *dst = 0;
738 }
739
740
741 /**
742 * Convert token 'k' to a string, append it onto 'dst' string.
743 */
744 static void
745 append_token(char *dst, gl_state_index k)
746 {
747 switch (k) {
748 case STATE_MATERIAL:
749 append(dst, "material");
750 break;
751 case STATE_LIGHT:
752 append(dst, "light");
753 break;
754 case STATE_LIGHTMODEL_AMBIENT:
755 append(dst, "lightmodel.ambient");
756 break;
757 case STATE_LIGHTMODEL_SCENECOLOR:
758 break;
759 case STATE_LIGHTPROD:
760 append(dst, "lightprod");
761 break;
762 case STATE_TEXGEN:
763 append(dst, "texgen");
764 break;
765 case STATE_FOG_COLOR:
766 append(dst, "fog.color");
767 break;
768 case STATE_FOG_PARAMS:
769 append(dst, "fog.params");
770 break;
771 case STATE_CLIPPLANE:
772 append(dst, "clip");
773 break;
774 case STATE_POINT_SIZE:
775 append(dst, "point.size");
776 break;
777 case STATE_POINT_ATTENUATION:
778 append(dst, "point.attenuation");
779 break;
780 case STATE_MODELVIEW_MATRIX:
781 append(dst, "matrix.modelview");
782 break;
783 case STATE_PROJECTION_MATRIX:
784 append(dst, "matrix.projection");
785 break;
786 case STATE_MVP_MATRIX:
787 append(dst, "matrix.mvp");
788 break;
789 case STATE_TEXTURE_MATRIX:
790 append(dst, "matrix.texture");
791 break;
792 case STATE_PROGRAM_MATRIX:
793 append(dst, "matrix.program");
794 break;
795 case STATE_MATRIX_INVERSE:
796 append(dst, ".inverse");
797 break;
798 case STATE_MATRIX_TRANSPOSE:
799 append(dst, ".transpose");
800 break;
801 case STATE_MATRIX_INVTRANS:
802 append(dst, ".invtrans");
803 break;
804 case STATE_AMBIENT:
805 append(dst, ".ambient");
806 break;
807 case STATE_DIFFUSE:
808 append(dst, ".diffuse");
809 break;
810 case STATE_SPECULAR:
811 append(dst, ".specular");
812 break;
813 case STATE_EMISSION:
814 append(dst, ".emission");
815 break;
816 case STATE_SHININESS:
817 append(dst, "lshininess");
818 break;
819 case STATE_HALF_VECTOR:
820 append(dst, ".half");
821 break;
822 case STATE_POSITION:
823 append(dst, ".position");
824 break;
825 case STATE_ATTENUATION:
826 append(dst, ".attenuation");
827 break;
828 case STATE_SPOT_DIRECTION:
829 append(dst, ".spot.direction");
830 break;
831 case STATE_SPOT_CUTOFF:
832 append(dst, ".spot.cutoff");
833 break;
834 case STATE_TEXGEN_EYE_S:
835 append(dst, ".eye.s");
836 break;
837 case STATE_TEXGEN_EYE_T:
838 append(dst, ".eye.t");
839 break;
840 case STATE_TEXGEN_EYE_R:
841 append(dst, ".eye.r");
842 break;
843 case STATE_TEXGEN_EYE_Q:
844 append(dst, ".eye.q");
845 break;
846 case STATE_TEXGEN_OBJECT_S:
847 append(dst, ".object.s");
848 break;
849 case STATE_TEXGEN_OBJECT_T:
850 append(dst, ".object.t");
851 break;
852 case STATE_TEXGEN_OBJECT_R:
853 append(dst, ".object.r");
854 break;
855 case STATE_TEXGEN_OBJECT_Q:
856 append(dst, ".object.q");
857 break;
858 case STATE_TEXENV_COLOR:
859 append(dst, "texenv");
860 break;
861 case STATE_NUM_SAMPLES:
862 append(dst, "numsamples");
863 break;
864 case STATE_DEPTH_RANGE:
865 append(dst, "depth.range");
866 break;
867 case STATE_VERTEX_PROGRAM:
868 case STATE_FRAGMENT_PROGRAM:
869 break;
870 case STATE_ENV:
871 append(dst, "env");
872 break;
873 case STATE_LOCAL:
874 append(dst, "local");
875 break;
876 /* BEGIN internal state vars */
877 case STATE_INTERNAL:
878 append(dst, ".internal.");
879 break;
880 case STATE_CURRENT_ATTRIB:
881 append(dst, "current");
882 break;
883 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
884 append(dst, "currentAttribMaybeVPClamped");
885 break;
886 case STATE_NORMAL_SCALE:
887 append(dst, "normalScale");
888 break;
889 case STATE_FOG_PARAMS_OPTIMIZED:
890 append(dst, "fogParamsOptimized");
891 break;
892 case STATE_POINT_SIZE_CLAMPED:
893 append(dst, "pointSizeClamped");
894 break;
895 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
896 append(dst, "lightSpotDirNormalized");
897 break;
898 case STATE_LIGHT_POSITION:
899 append(dst, "lightPosition");
900 break;
901 case STATE_LIGHT_POSITION_NORMALIZED:
902 append(dst, "light.position.normalized");
903 break;
904 case STATE_LIGHT_HALF_VECTOR:
905 append(dst, "lightHalfVector");
906 break;
907 case STATE_PT_SCALE:
908 append(dst, "PTscale");
909 break;
910 case STATE_PT_BIAS:
911 append(dst, "PTbias");
912 break;
913 case STATE_FB_SIZE:
914 append(dst, "FbSize");
915 break;
916 case STATE_FB_WPOS_Y_TRANSFORM:
917 append(dst, "FbWposYTransform");
918 break;
919 case STATE_ADVANCED_BLENDING_MODE:
920 append(dst, "AdvancedBlendingMode");
921 break;
922 default:
923 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
924 append(dst, "driverState");
925 }
926 }
927
928 static void
929 append_face(char *dst, GLint face)
930 {
931 if (face == 0)
932 append(dst, "front.");
933 else
934 append(dst, "back.");
935 }
936
937 static void
938 append_index(char *dst, GLint index)
939 {
940 char s[20];
941 sprintf(s, "[%d]", index);
942 append(dst, s);
943 }
944
945 /**
946 * Make a string from the given state vector.
947 * For example, return "state.matrix.texture[2].inverse".
948 * Use free() to deallocate the string.
949 */
950 char *
951 _mesa_program_state_string(const gl_state_index16 state[STATE_LENGTH])
952 {
953 char str[1000] = "";
954 char tmp[30];
955
956 append(str, "state.");
957 append_token(str, state[0]);
958
959 switch (state[0]) {
960 case STATE_MATERIAL:
961 append_face(str, state[1]);
962 append_token(str, state[2]);
963 break;
964 case STATE_LIGHT:
965 append_index(str, state[1]); /* light number [i]. */
966 append_token(str, state[2]); /* coefficients */
967 break;
968 case STATE_LIGHTMODEL_AMBIENT:
969 append(str, "lightmodel.ambient");
970 break;
971 case STATE_LIGHTMODEL_SCENECOLOR:
972 if (state[1] == 0) {
973 append(str, "lightmodel.front.scenecolor");
974 }
975 else {
976 append(str, "lightmodel.back.scenecolor");
977 }
978 break;
979 case STATE_LIGHTPROD:
980 append_index(str, state[1]); /* light number [i]. */
981 append_face(str, state[2]);
982 append_token(str, state[3]);
983 break;
984 case STATE_TEXGEN:
985 append_index(str, state[1]); /* tex unit [i] */
986 append_token(str, state[2]); /* plane coef */
987 break;
988 case STATE_TEXENV_COLOR:
989 append_index(str, state[1]); /* tex unit [i] */
990 append(str, "color");
991 break;
992 case STATE_CLIPPLANE:
993 append_index(str, state[1]); /* plane [i] */
994 append(str, ".plane");
995 break;
996 case STATE_MODELVIEW_MATRIX:
997 case STATE_PROJECTION_MATRIX:
998 case STATE_MVP_MATRIX:
999 case STATE_TEXTURE_MATRIX:
1000 case STATE_PROGRAM_MATRIX:
1001 {
1002 /* state[0] = modelview, projection, texture, etc. */
1003 /* state[1] = which texture matrix or program matrix */
1004 /* state[2] = first row to fetch */
1005 /* state[3] = last row to fetch */
1006 /* state[4] = transpose, inverse or invtrans */
1007 const gl_state_index mat = state[0];
1008 const GLuint index = (GLuint) state[1];
1009 const GLuint firstRow = (GLuint) state[2];
1010 const GLuint lastRow = (GLuint) state[3];
1011 const gl_state_index modifier = state[4];
1012 if (index ||
1013 mat == STATE_TEXTURE_MATRIX ||
1014 mat == STATE_PROGRAM_MATRIX)
1015 append_index(str, index);
1016 if (modifier)
1017 append_token(str, modifier);
1018 if (firstRow == lastRow)
1019 sprintf(tmp, ".row[%d]", firstRow);
1020 else
1021 sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1022 append(str, tmp);
1023 }
1024 break;
1025 case STATE_POINT_SIZE:
1026 break;
1027 case STATE_POINT_ATTENUATION:
1028 break;
1029 case STATE_FOG_PARAMS:
1030 break;
1031 case STATE_FOG_COLOR:
1032 break;
1033 case STATE_NUM_SAMPLES:
1034 break;
1035 case STATE_DEPTH_RANGE:
1036 break;
1037 case STATE_FRAGMENT_PROGRAM:
1038 case STATE_VERTEX_PROGRAM:
1039 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1040 /* state[2] = parameter index */
1041 append_token(str, state[1]);
1042 append_index(str, state[2]);
1043 break;
1044 case STATE_NORMAL_SCALE:
1045 break;
1046 case STATE_INTERNAL:
1047 append_token(str, state[1]);
1048 if (state[1] == STATE_CURRENT_ATTRIB)
1049 append_index(str, state[2]);
1050 break;
1051 default:
1052 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1053 break;
1054 }
1055
1056 return strdup(str);
1057 }
1058
1059
1060 /**
1061 * Loop over all the parameters in a parameter list. If the parameter
1062 * is a GL state reference, look up the current value of that state
1063 * variable and put it into the parameter's Value[4] array.
1064 * Other parameter types never change or are explicitly set by the user
1065 * with glUniform() or glProgramParameter(), etc.
1066 * This would be called at glBegin time.
1067 */
1068 void
1069 _mesa_load_state_parameters(struct gl_context *ctx,
1070 struct gl_program_parameter_list *paramList)
1071 {
1072 GLuint i;
1073
1074 if (!paramList)
1075 return;
1076
1077 for (i = 0; i < paramList->NumParameters; i++) {
1078 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1079 unsigned pvo = paramList->ParameterValueOffset[i];
1080 _mesa_fetch_state(ctx,
1081 paramList->Parameters[i].StateIndexes,
1082 paramList->ParameterValues + pvo);
1083 }
1084 }
1085 }