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