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.
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"
45 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
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.
56 _mesa_fetch_state(struct gl_context
*ctx
, const gl_state_index state
[],
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().
71 /* state[2] is the material attribute */
74 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
77 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
80 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
83 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
86 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
92 _mesa_problem(ctx
, "Invalid material state in fetch_state");
98 /* state[1] is the light number */
99 const GLuint ln
= (GLuint
) state
[1];
100 /* state[2] is the light attribute */
103 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
106 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
109 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
112 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
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
;
120 case STATE_SPOT_DIRECTION
:
121 COPY_3V(value
, ctx
->Light
.Light
[ln
].SpotDirection
);
122 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
124 case STATE_SPOT_CUTOFF
:
125 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
127 case STATE_HALF_VECTOR
:
129 static const GLfloat eye_z
[] = {0, 0, 1};
131 /* Compute infinite half angle vector:
132 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
133 * light.EyePosition.w should be 0 for infinite lights.
135 COPY_3V(p
, ctx
->Light
.Light
[ln
].EyePosition
);
137 ADD_3V(value
, p
, eye_z
);
138 NORMALIZE_3FV(value
);
143 _mesa_problem(ctx
, "Invalid light state in fetch_state");
147 case STATE_LIGHTMODEL_AMBIENT
:
148 COPY_4V(value
, ctx
->Light
.Model
.Ambient
);
150 case STATE_LIGHTMODEL_SCENECOLOR
:
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
];
159 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3];
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
];
169 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_DIFFUSE
][3];
172 case STATE_LIGHTPROD
:
174 const GLuint ln
= (GLuint
) state
[1];
175 const GLuint face
= (GLuint
) state
[2];
177 assert(face
== 0 || face
== 1);
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
];
184 /* [3] = material alpha */
185 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][3];
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
];
192 /* [3] = material alpha */
193 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][3];
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
];
200 /* [3] = material alpha */
201 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][3];
204 _mesa_problem(ctx
, "Invalid lightprod state in fetch_state");
210 /* state[1] is the texture unit */
211 const GLuint unit
= (GLuint
) state
[1];
212 /* state[2] is the texgen attribute */
214 case STATE_TEXGEN_EYE_S
:
215 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.EyePlane
);
217 case STATE_TEXGEN_EYE_T
:
218 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.EyePlane
);
220 case STATE_TEXGEN_EYE_R
:
221 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.EyePlane
);
223 case STATE_TEXGEN_EYE_Q
:
224 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.EyePlane
);
226 case STATE_TEXGEN_OBJECT_S
:
227 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.ObjectPlane
);
229 case STATE_TEXGEN_OBJECT_T
:
230 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.ObjectPlane
);
232 case STATE_TEXGEN_OBJECT_R
:
233 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.ObjectPlane
);
235 case STATE_TEXGEN_OBJECT_Q
:
236 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.ObjectPlane
);
239 _mesa_problem(ctx
, "Invalid texgen state in fetch_state");
243 case STATE_TEXENV_COLOR
:
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
);
250 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColorUnclamped
);
253 case STATE_FOG_COLOR
:
254 if (_mesa_get_clamp_fragment_color(ctx
))
255 COPY_4V(value
, ctx
->Fog
.Color
);
257 COPY_4V(value
, ctx
->Fog
.ColorUnclamped
);
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
);
265 case STATE_CLIPPLANE
:
267 const GLuint plane
= (GLuint
) state
[1];
268 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
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
;
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];
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
:
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];
302 assert(firstRow
< 4);
304 if (mat
== STATE_MODELVIEW_MATRIX
) {
305 matrix
= ctx
->ModelviewMatrixStack
.Top
;
307 else if (mat
== STATE_PROJECTION_MATRIX
) {
308 matrix
= ctx
->ProjectionMatrixStack
.Top
;
310 else if (mat
== STATE_MVP_MATRIX
) {
311 matrix
= &ctx
->_ModelProjectMatrix
;
313 else if (mat
== STATE_TEXTURE_MATRIX
) {
314 assert(index
< ARRAY_SIZE(ctx
->TextureMatrixStack
));
315 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
317 else if (mat
== STATE_PROGRAM_MATRIX
) {
318 assert(index
< ARRAY_SIZE(ctx
->ProgramMatrixStack
));
319 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
322 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
325 if (modifier
== STATE_MATRIX_INVERSE
||
326 modifier
== STATE_MATRIX_INVTRANS
) {
327 /* Be sure inverse is up to date:
329 _math_matrix_analyse( (GLmatrix
*) matrix
);
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];
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];
354 case STATE_NUM_SAMPLES
:
355 ((int *)value
)[0] = ctx
->DrawBuffer
->Visual
.samples
;
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 */
363 case STATE_FRAGMENT_PROGRAM
:
365 /* state[1] = {STATE_ENV, STATE_LOCAL} */
366 /* state[2] = parameter index */
367 const int idx
= (int) state
[2];
370 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
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
)
380 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
383 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
389 case STATE_VERTEX_PROGRAM
:
391 /* state[1] = {STATE_ENV, STATE_LOCAL} */
392 /* state[2] = parameter index */
393 const int idx
= (int) state
[2];
396 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
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
)
406 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
409 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
415 case STATE_NORMAL_SCALE
:
416 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
421 case STATE_CURRENT_ATTRIB
:
423 const GLuint idx
= (GLuint
) state
[2];
424 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
428 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
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
);
440 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
444 case STATE_NORMAL_SCALE
:
446 ctx
->_ModelViewInvScale
,
447 ctx
->_ModelViewInvScale
,
448 ctx
->_ModelViewInvScale
,
452 case STATE_TEXRECT_SCALE
:
453 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
454 * Used to convert unnormalized texcoords to normalized texcoords.
457 const int unit
= (int) state
[2];
458 const struct gl_texture_object
*texObj
459 = ctx
->Texture
.Unit
[unit
]._Current
;
461 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
463 (GLfloat
) (1.0 / texImage
->Width
),
464 (GLfloat
) (1.0 / texImage
->Height
),
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
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)
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
);
486 case STATE_POINT_SIZE_CLAMPED
:
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.
500 if (ctx
->Point
.PointSprite
) {
501 minImplSize
= ctx
->Const
.MinPointSizeAA
;
502 maxImplSize
= ctx
->Const
.MaxPointSize
;
504 else if (ctx
->Point
.SmoothFlag
|| ctx
->Multisample
._Enabled
) {
505 minImplSize
= ctx
->Const
.MinPointSizeAA
;
506 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
509 minImplSize
= ctx
->Const
.MinPointSize
;
510 maxImplSize
= ctx
->Const
.MaxPointSize
;
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
;
518 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
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
;
528 case STATE_LIGHT_POSITION
:
530 const GLuint ln
= (GLuint
) state
[2];
531 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
535 case STATE_LIGHT_POSITION_NORMALIZED
:
537 const GLuint ln
= (GLuint
) state
[2];
538 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
539 NORMALIZE_3FV( value
);
543 case STATE_LIGHT_HALF_VECTOR
:
545 const GLuint ln
= (GLuint
) state
[2];
547 /* Compute infinite half angle vector:
548 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
549 * light.EyePosition.w should be 0 for infinite lights.
551 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
553 ADD_3V(value
, p
, ctx
->_EyeZDir
);
554 NORMALIZE_3FV(value
);
560 value
[0] = ctx
->Pixel
.RedScale
;
561 value
[1] = ctx
->Pixel
.GreenScale
;
562 value
[2] = ctx
->Pixel
.BlueScale
;
563 value
[3] = ctx
->Pixel
.AlphaScale
;
567 value
[0] = ctx
->Pixel
.RedBias
;
568 value
[1] = ctx
->Pixel
.GreenBias
;
569 value
[2] = ctx
->Pixel
.BlueBias
;
570 value
[3] = ctx
->Pixel
.AlphaBias
;
574 value
[0] = (GLfloat
) (ctx
->DrawBuffer
->Width
- 1);
575 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
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). */
588 value
[3] = (GLfloat
) ctx
->DrawBuffer
->Height
;
590 /* Flipping Y upside down (XY) followed by identity (ZW). */
592 value
[1] = (GLfloat
) ctx
->DrawBuffer
->Height
;
598 /* XXX: make sure new tokens added here are also handled in the
599 * _mesa_program_state_flags() switch, below.
602 /* Unknown state indexes are silently ignored here.
603 * Drivers may do something special.
610 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
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.
624 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
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
;
634 case STATE_LIGHTMODEL_AMBIENT
:
639 case STATE_TEXENV_COLOR
:
640 return _NEW_TEXTURE
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
642 case STATE_FOG_COLOR
:
643 return _NEW_FOG
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
644 case STATE_FOG_PARAMS
:
647 case STATE_CLIPPLANE
:
648 return _NEW_TRANSFORM
;
650 case STATE_POINT_SIZE
:
651 case STATE_POINT_ATTENUATION
:
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
;
665 case STATE_NUM_SAMPLES
:
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
:
690 case STATE_FOG_PARAMS_OPTIMIZED
:
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
:
705 case STATE_FB_WPOS_Y_TRANSFORM
:
709 /* unknown state indexes are silently ignored and
710 * no flag set, since it is handled by the driver.
716 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
723 append(char *dst
, const char *src
)
734 * Convert token 'k' to a string, append it onto 'dst' string.
737 append_token(char *dst
, gl_state_index k
)
741 append(dst
, "material");
744 append(dst
, "light");
746 case STATE_LIGHTMODEL_AMBIENT
:
747 append(dst
, "lightmodel.ambient");
749 case STATE_LIGHTMODEL_SCENECOLOR
:
751 case STATE_LIGHTPROD
:
752 append(dst
, "lightprod");
755 append(dst
, "texgen");
757 case STATE_FOG_COLOR
:
758 append(dst
, "fog.color");
760 case STATE_FOG_PARAMS
:
761 append(dst
, "fog.params");
763 case STATE_CLIPPLANE
:
766 case STATE_POINT_SIZE
:
767 append(dst
, "point.size");
769 case STATE_POINT_ATTENUATION
:
770 append(dst
, "point.attenuation");
772 case STATE_MODELVIEW_MATRIX
:
773 append(dst
, "matrix.modelview");
775 case STATE_PROJECTION_MATRIX
:
776 append(dst
, "matrix.projection");
778 case STATE_MVP_MATRIX
:
779 append(dst
, "matrix.mvp");
781 case STATE_TEXTURE_MATRIX
:
782 append(dst
, "matrix.texture");
784 case STATE_PROGRAM_MATRIX
:
785 append(dst
, "matrix.program");
787 case STATE_MATRIX_INVERSE
:
788 append(dst
, ".inverse");
790 case STATE_MATRIX_TRANSPOSE
:
791 append(dst
, ".transpose");
793 case STATE_MATRIX_INVTRANS
:
794 append(dst
, ".invtrans");
797 append(dst
, ".ambient");
800 append(dst
, ".diffuse");
803 append(dst
, ".specular");
806 append(dst
, ".emission");
808 case STATE_SHININESS
:
809 append(dst
, "lshininess");
811 case STATE_HALF_VECTOR
:
812 append(dst
, ".half");
815 append(dst
, ".position");
817 case STATE_ATTENUATION
:
818 append(dst
, ".attenuation");
820 case STATE_SPOT_DIRECTION
:
821 append(dst
, ".spot.direction");
823 case STATE_SPOT_CUTOFF
:
824 append(dst
, ".spot.cutoff");
826 case STATE_TEXGEN_EYE_S
:
827 append(dst
, ".eye.s");
829 case STATE_TEXGEN_EYE_T
:
830 append(dst
, ".eye.t");
832 case STATE_TEXGEN_EYE_R
:
833 append(dst
, ".eye.r");
835 case STATE_TEXGEN_EYE_Q
:
836 append(dst
, ".eye.q");
838 case STATE_TEXGEN_OBJECT_S
:
839 append(dst
, ".object.s");
841 case STATE_TEXGEN_OBJECT_T
:
842 append(dst
, ".object.t");
844 case STATE_TEXGEN_OBJECT_R
:
845 append(dst
, ".object.r");
847 case STATE_TEXGEN_OBJECT_Q
:
848 append(dst
, ".object.q");
850 case STATE_TEXENV_COLOR
:
851 append(dst
, "texenv");
853 case STATE_NUM_SAMPLES
:
854 append(dst
, "numsamples");
856 case STATE_DEPTH_RANGE
:
857 append(dst
, "depth.range");
859 case STATE_VERTEX_PROGRAM
:
860 case STATE_FRAGMENT_PROGRAM
:
866 append(dst
, "local");
868 /* BEGIN internal state vars */
870 append(dst
, ".internal.");
872 case STATE_CURRENT_ATTRIB
:
873 append(dst
, "current");
875 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
876 append(dst
, "currentAttribMaybeVPClamped");
878 case STATE_NORMAL_SCALE
:
879 append(dst
, "normalScale");
881 case STATE_TEXRECT_SCALE
:
882 append(dst
, "texrectScale");
884 case STATE_FOG_PARAMS_OPTIMIZED
:
885 append(dst
, "fogParamsOptimized");
887 case STATE_POINT_SIZE_CLAMPED
:
888 append(dst
, "pointSizeClamped");
890 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
891 append(dst
, "lightSpotDirNormalized");
893 case STATE_LIGHT_POSITION
:
894 append(dst
, "lightPosition");
896 case STATE_LIGHT_POSITION_NORMALIZED
:
897 append(dst
, "light.position.normalized");
899 case STATE_LIGHT_HALF_VECTOR
:
900 append(dst
, "lightHalfVector");
903 append(dst
, "PTscale");
906 append(dst
, "PTbias");
909 append(dst
, "FbSize");
911 case STATE_FB_WPOS_Y_TRANSFORM
:
912 append(dst
, "FbWposYTransform");
915 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
916 append(dst
, "driverState");
921 append_face(char *dst
, GLint face
)
924 append(dst
, "front.");
926 append(dst
, "back.");
930 append_index(char *dst
, GLint index
)
933 sprintf(s
, "[%d]", index
);
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.
943 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
948 append(str
, "state.");
949 append_token(str
, state
[0]);
953 append_face(str
, state
[1]);
954 append_token(str
, state
[2]);
957 append_index(str
, state
[1]); /* light number [i]. */
958 append_token(str
, state
[2]); /* coefficients */
960 case STATE_LIGHTMODEL_AMBIENT
:
961 append(str
, "lightmodel.ambient");
963 case STATE_LIGHTMODEL_SCENECOLOR
:
965 append(str
, "lightmodel.front.scenecolor");
968 append(str
, "lightmodel.back.scenecolor");
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]);
977 append_index(str
, state
[1]); /* tex unit [i] */
978 append_token(str
, state
[2]); /* plane coef */
980 case STATE_TEXENV_COLOR
:
981 append_index(str
, state
[1]); /* tex unit [i] */
982 append(str
, "color");
984 case STATE_CLIPPLANE
:
985 append_index(str
, state
[1]); /* plane [i] */
986 append(str
, ".plane");
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
:
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];
1005 mat
== STATE_TEXTURE_MATRIX
||
1006 mat
== STATE_PROGRAM_MATRIX
)
1007 append_index(str
, index
);
1009 append_token(str
, modifier
);
1010 if (firstRow
== lastRow
)
1011 sprintf(tmp
, ".row[%d]", firstRow
);
1013 sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
1017 case STATE_POINT_SIZE
:
1019 case STATE_POINT_ATTENUATION
:
1021 case STATE_FOG_PARAMS
:
1023 case STATE_FOG_COLOR
:
1025 case STATE_NUM_SAMPLES
:
1027 case STATE_DEPTH_RANGE
:
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]);
1036 case STATE_NORMAL_SCALE
:
1038 case STATE_INTERNAL
:
1039 append_token(str
, state
[1]);
1040 if (state
[1] == STATE_CURRENT_ATTRIB
)
1041 append_index(str
, state
[2]);
1044 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
1048 return _mesa_strdup(str
);
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.
1061 _mesa_load_state_parameters(struct gl_context
*ctx
,
1062 struct gl_program_parameter_list
*paramList
)
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 ¶mList
->ParameterValues
[i
][0].f
);