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"
43 #include "main/framebuffer.h"
46 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
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.
57 _mesa_fetch_state(struct gl_context
*ctx
, const gl_state_index state
[],
58 gl_constant_value
*val
)
60 GLfloat
*value
= &val
->f
;
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().
74 /* state[2] is the material attribute */
77 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
80 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
83 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
86 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
89 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
95 _mesa_problem(ctx
, "Invalid material state in fetch_state");
101 /* state[1] is the light number */
102 const GLuint ln
= (GLuint
) state
[1];
103 /* state[2] is the light attribute */
106 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
109 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
112 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
115 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
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
;
123 case STATE_SPOT_DIRECTION
:
124 COPY_3V(value
, ctx
->Light
.Light
[ln
].SpotDirection
);
125 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
127 case STATE_SPOT_CUTOFF
:
128 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
130 case STATE_HALF_VECTOR
:
132 static const GLfloat eye_z
[] = {0, 0, 1};
134 /* Compute infinite half angle vector:
135 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
136 * light.EyePosition.w should be 0 for infinite lights.
138 COPY_3V(p
, ctx
->Light
.Light
[ln
].EyePosition
);
140 ADD_3V(value
, p
, eye_z
);
141 NORMALIZE_3FV(value
);
146 _mesa_problem(ctx
, "Invalid light state in fetch_state");
150 case STATE_LIGHTMODEL_AMBIENT
:
151 COPY_4V(value
, ctx
->Light
.Model
.Ambient
);
153 case STATE_LIGHTMODEL_SCENECOLOR
:
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
];
162 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3];
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
];
172 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_DIFFUSE
][3];
175 case STATE_LIGHTPROD
:
177 const GLuint ln
= (GLuint
) state
[1];
178 const GLuint face
= (GLuint
) state
[2];
180 assert(face
== 0 || face
== 1);
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
];
187 /* [3] = material alpha */
188 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][3];
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
];
195 /* [3] = material alpha */
196 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][3];
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
];
203 /* [3] = material alpha */
204 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][3];
207 _mesa_problem(ctx
, "Invalid lightprod state in fetch_state");
213 /* state[1] is the texture unit */
214 const GLuint unit
= (GLuint
) state
[1];
215 /* state[2] is the texgen attribute */
217 case STATE_TEXGEN_EYE_S
:
218 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.EyePlane
);
220 case STATE_TEXGEN_EYE_T
:
221 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.EyePlane
);
223 case STATE_TEXGEN_EYE_R
:
224 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.EyePlane
);
226 case STATE_TEXGEN_EYE_Q
:
227 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.EyePlane
);
229 case STATE_TEXGEN_OBJECT_S
:
230 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.ObjectPlane
);
232 case STATE_TEXGEN_OBJECT_T
:
233 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.ObjectPlane
);
235 case STATE_TEXGEN_OBJECT_R
:
236 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.ObjectPlane
);
238 case STATE_TEXGEN_OBJECT_Q
:
239 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.ObjectPlane
);
242 _mesa_problem(ctx
, "Invalid texgen state in fetch_state");
246 case STATE_TEXENV_COLOR
:
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
.Unit
[unit
].EnvColor
);
253 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColorUnclamped
);
256 case STATE_FOG_COLOR
:
257 if (_mesa_get_clamp_fragment_color(ctx
, ctx
->DrawBuffer
))
258 COPY_4V(value
, ctx
->Fog
.Color
);
260 COPY_4V(value
, ctx
->Fog
.ColorUnclamped
);
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
);
268 case STATE_CLIPPLANE
:
270 const GLuint plane
= (GLuint
) state
[1];
271 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
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
;
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];
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
:
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];
305 assert(firstRow
< 4);
307 if (mat
== STATE_MODELVIEW_MATRIX
) {
308 matrix
= ctx
->ModelviewMatrixStack
.Top
;
310 else if (mat
== STATE_PROJECTION_MATRIX
) {
311 matrix
= ctx
->ProjectionMatrixStack
.Top
;
313 else if (mat
== STATE_MVP_MATRIX
) {
314 matrix
= &ctx
->_ModelProjectMatrix
;
316 else if (mat
== STATE_TEXTURE_MATRIX
) {
317 assert(index
< ARRAY_SIZE(ctx
->TextureMatrixStack
));
318 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
320 else if (mat
== STATE_PROGRAM_MATRIX
) {
321 assert(index
< ARRAY_SIZE(ctx
->ProgramMatrixStack
));
322 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
325 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
328 if (modifier
== STATE_MATRIX_INVERSE
||
329 modifier
== STATE_MATRIX_INVTRANS
) {
330 /* Be sure inverse is up to date:
332 _math_matrix_analyse( (GLmatrix
*) matrix
);
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];
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];
357 case STATE_NUM_SAMPLES
:
358 val
[0].i
= MAX2(1, _mesa_geometric_samples(ctx
->DrawBuffer
));
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 */
366 case STATE_FRAGMENT_PROGRAM
:
368 /* state[1] = {STATE_ENV, STATE_LOCAL} */
369 /* state[2] = parameter index */
370 const int idx
= (int) state
[2];
373 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
376 if (!ctx
->FragmentProgram
.Current
->arb
.LocalParams
) {
377 ctx
->FragmentProgram
.Current
->arb
.LocalParams
=
378 rzalloc_array_size(ctx
->FragmentProgram
.Current
,
380 MAX_PROGRAM_LOCAL_PARAMS
);
381 if (!ctx
->FragmentProgram
.Current
->arb
.LocalParams
)
386 ctx
->FragmentProgram
.Current
->arb
.LocalParams
[idx
]);
389 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
395 case STATE_VERTEX_PROGRAM
:
397 /* state[1] = {STATE_ENV, STATE_LOCAL} */
398 /* state[2] = parameter index */
399 const int idx
= (int) state
[2];
402 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
405 if (!ctx
->VertexProgram
.Current
->arb
.LocalParams
) {
406 ctx
->VertexProgram
.Current
->arb
.LocalParams
=
407 rzalloc_array_size(ctx
->VertexProgram
.Current
,
409 MAX_PROGRAM_LOCAL_PARAMS
);
410 if (!ctx
->VertexProgram
.Current
->arb
.LocalParams
)
415 ctx
->VertexProgram
.Current
->arb
.LocalParams
[idx
]);
418 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
424 case STATE_NORMAL_SCALE
:
425 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
430 case STATE_CURRENT_ATTRIB
:
432 const GLuint idx
= (GLuint
) state
[2];
433 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
437 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
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
);
449 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
453 case STATE_NORMAL_SCALE
:
455 ctx
->_ModelViewInvScale
,
456 ctx
->_ModelViewInvScale
,
457 ctx
->_ModelViewInvScale
,
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
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)
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
);
477 case STATE_POINT_SIZE_CLAMPED
:
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.
491 if (ctx
->Point
.PointSprite
) {
492 minImplSize
= ctx
->Const
.MinPointSizeAA
;
493 maxImplSize
= ctx
->Const
.MaxPointSize
;
495 else if (ctx
->Point
.SmoothFlag
|| _mesa_is_multisample_enabled(ctx
)) {
496 minImplSize
= ctx
->Const
.MinPointSizeAA
;
497 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
500 minImplSize
= ctx
->Const
.MinPointSize
;
501 maxImplSize
= ctx
->Const
.MaxPointSize
;
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
;
509 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
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
;
519 case STATE_LIGHT_POSITION
:
521 const GLuint ln
= (GLuint
) state
[2];
522 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
526 case STATE_LIGHT_POSITION_NORMALIZED
:
528 const GLuint ln
= (GLuint
) state
[2];
529 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
530 NORMALIZE_3FV( value
);
534 case STATE_LIGHT_HALF_VECTOR
:
536 const GLuint ln
= (GLuint
) state
[2];
538 /* Compute infinite half angle vector:
539 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
540 * light.EyePosition.w should be 0 for infinite lights.
542 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
544 ADD_3V(value
, p
, ctx
->_EyeZDir
);
545 NORMALIZE_3FV(value
);
551 value
[0] = ctx
->Pixel
.RedScale
;
552 value
[1] = ctx
->Pixel
.GreenScale
;
553 value
[2] = ctx
->Pixel
.BlueScale
;
554 value
[3] = ctx
->Pixel
.AlphaScale
;
558 value
[0] = ctx
->Pixel
.RedBias
;
559 value
[1] = ctx
->Pixel
.GreenBias
;
560 value
[2] = ctx
->Pixel
.BlueBias
;
561 value
[3] = ctx
->Pixel
.AlphaBias
;
565 value
[0] = (GLfloat
) (ctx
->DrawBuffer
->Width
- 1);
566 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
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 (_mesa_is_user_fbo(ctx
->DrawBuffer
)) {
575 /* Identity (XY) followed by flipping Y upside down (ZW). */
579 value
[3] = (GLfloat
) ctx
->DrawBuffer
->Height
;
581 /* Flipping Y upside down (XY) followed by identity (ZW). */
583 value
[1] = (GLfloat
) ctx
->DrawBuffer
->Height
;
589 case STATE_TCS_PATCH_VERTICES_IN
:
590 val
[0].i
= ctx
->TessCtrlProgram
.patch_vertices
;
593 case STATE_TES_PATCH_VERTICES_IN
:
594 if (ctx
->TessCtrlProgram
._Current
)
595 val
[0].i
= ctx
->TessCtrlProgram
._Current
->info
.tess
.tcs_vertices_out
;
597 val
[0].i
= ctx
->TessCtrlProgram
.patch_vertices
;
600 case STATE_ADVANCED_BLENDING_MODE
:
601 val
[0].i
= ctx
->Color
.BlendEnabled
? ctx
->Color
._AdvancedBlendMode
: 0;
604 /* XXX: make sure new tokens added here are also handled in the
605 * _mesa_program_state_flags() switch, below.
608 /* Unknown state indexes are silently ignored here.
609 * Drivers may do something special.
616 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
623 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
624 * indicate that the given context state may have changed.
625 * The bitmask is used during validation to determine if we need to update
626 * vertex/fragment program parameters (like "state.material.color") when
627 * some GL state has changed.
630 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
634 case STATE_LIGHTPROD
:
635 case STATE_LIGHTMODEL_SCENECOLOR
:
636 /* these can be effected by glColor when colormaterial mode is used */
637 return _NEW_LIGHT
| _NEW_CURRENT_ATTRIB
;
640 case STATE_LIGHTMODEL_AMBIENT
:
644 return _NEW_TEXTURE_STATE
;
645 case STATE_TEXENV_COLOR
:
646 return _NEW_TEXTURE_STATE
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
648 case STATE_FOG_COLOR
:
649 return _NEW_FOG
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
650 case STATE_FOG_PARAMS
:
653 case STATE_CLIPPLANE
:
654 return _NEW_TRANSFORM
;
656 case STATE_POINT_SIZE
:
657 case STATE_POINT_ATTENUATION
:
660 case STATE_MODELVIEW_MATRIX
:
661 return _NEW_MODELVIEW
;
662 case STATE_PROJECTION_MATRIX
:
663 return _NEW_PROJECTION
;
664 case STATE_MVP_MATRIX
:
665 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
666 case STATE_TEXTURE_MATRIX
:
667 return _NEW_TEXTURE_MATRIX
;
668 case STATE_PROGRAM_MATRIX
:
669 return _NEW_TRACK_MATRIX
;
671 case STATE_NUM_SAMPLES
:
674 case STATE_DEPTH_RANGE
:
675 return _NEW_VIEWPORT
;
677 case STATE_FRAGMENT_PROGRAM
:
678 case STATE_VERTEX_PROGRAM
:
681 case STATE_NORMAL_SCALE
:
682 return _NEW_MODELVIEW
;
686 case STATE_CURRENT_ATTRIB
:
687 return _NEW_CURRENT_ATTRIB
;
688 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
689 return _NEW_CURRENT_ATTRIB
| _NEW_LIGHT
| _NEW_BUFFERS
;
691 case STATE_NORMAL_SCALE
:
692 return _NEW_MODELVIEW
;
694 case STATE_FOG_PARAMS_OPTIMIZED
:
696 case STATE_POINT_SIZE_CLAMPED
:
697 return _NEW_POINT
| _NEW_MULTISAMPLE
;
698 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
699 case STATE_LIGHT_POSITION
:
700 case STATE_LIGHT_POSITION_NORMALIZED
:
701 case STATE_LIGHT_HALF_VECTOR
:
709 case STATE_FB_WPOS_Y_TRANSFORM
:
712 case STATE_ADVANCED_BLENDING_MODE
:
716 /* unknown state indexes are silently ignored and
717 * no flag set, since it is handled by the driver.
723 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
730 append(char *dst
, const char *src
)
741 * Convert token 'k' to a string, append it onto 'dst' string.
744 append_token(char *dst
, gl_state_index k
)
748 append(dst
, "material");
751 append(dst
, "light");
753 case STATE_LIGHTMODEL_AMBIENT
:
754 append(dst
, "lightmodel.ambient");
756 case STATE_LIGHTMODEL_SCENECOLOR
:
758 case STATE_LIGHTPROD
:
759 append(dst
, "lightprod");
762 append(dst
, "texgen");
764 case STATE_FOG_COLOR
:
765 append(dst
, "fog.color");
767 case STATE_FOG_PARAMS
:
768 append(dst
, "fog.params");
770 case STATE_CLIPPLANE
:
773 case STATE_POINT_SIZE
:
774 append(dst
, "point.size");
776 case STATE_POINT_ATTENUATION
:
777 append(dst
, "point.attenuation");
779 case STATE_MODELVIEW_MATRIX
:
780 append(dst
, "matrix.modelview");
782 case STATE_PROJECTION_MATRIX
:
783 append(dst
, "matrix.projection");
785 case STATE_MVP_MATRIX
:
786 append(dst
, "matrix.mvp");
788 case STATE_TEXTURE_MATRIX
:
789 append(dst
, "matrix.texture");
791 case STATE_PROGRAM_MATRIX
:
792 append(dst
, "matrix.program");
794 case STATE_MATRIX_INVERSE
:
795 append(dst
, ".inverse");
797 case STATE_MATRIX_TRANSPOSE
:
798 append(dst
, ".transpose");
800 case STATE_MATRIX_INVTRANS
:
801 append(dst
, ".invtrans");
804 append(dst
, ".ambient");
807 append(dst
, ".diffuse");
810 append(dst
, ".specular");
813 append(dst
, ".emission");
815 case STATE_SHININESS
:
816 append(dst
, "lshininess");
818 case STATE_HALF_VECTOR
:
819 append(dst
, ".half");
822 append(dst
, ".position");
824 case STATE_ATTENUATION
:
825 append(dst
, ".attenuation");
827 case STATE_SPOT_DIRECTION
:
828 append(dst
, ".spot.direction");
830 case STATE_SPOT_CUTOFF
:
831 append(dst
, ".spot.cutoff");
833 case STATE_TEXGEN_EYE_S
:
834 append(dst
, ".eye.s");
836 case STATE_TEXGEN_EYE_T
:
837 append(dst
, ".eye.t");
839 case STATE_TEXGEN_EYE_R
:
840 append(dst
, ".eye.r");
842 case STATE_TEXGEN_EYE_Q
:
843 append(dst
, ".eye.q");
845 case STATE_TEXGEN_OBJECT_S
:
846 append(dst
, ".object.s");
848 case STATE_TEXGEN_OBJECT_T
:
849 append(dst
, ".object.t");
851 case STATE_TEXGEN_OBJECT_R
:
852 append(dst
, ".object.r");
854 case STATE_TEXGEN_OBJECT_Q
:
855 append(dst
, ".object.q");
857 case STATE_TEXENV_COLOR
:
858 append(dst
, "texenv");
860 case STATE_NUM_SAMPLES
:
861 append(dst
, "numsamples");
863 case STATE_DEPTH_RANGE
:
864 append(dst
, "depth.range");
866 case STATE_VERTEX_PROGRAM
:
867 case STATE_FRAGMENT_PROGRAM
:
873 append(dst
, "local");
875 /* BEGIN internal state vars */
877 append(dst
, ".internal.");
879 case STATE_CURRENT_ATTRIB
:
880 append(dst
, "current");
882 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
883 append(dst
, "currentAttribMaybeVPClamped");
885 case STATE_NORMAL_SCALE
:
886 append(dst
, "normalScale");
888 case STATE_FOG_PARAMS_OPTIMIZED
:
889 append(dst
, "fogParamsOptimized");
891 case STATE_POINT_SIZE_CLAMPED
:
892 append(dst
, "pointSizeClamped");
894 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
895 append(dst
, "lightSpotDirNormalized");
897 case STATE_LIGHT_POSITION
:
898 append(dst
, "lightPosition");
900 case STATE_LIGHT_POSITION_NORMALIZED
:
901 append(dst
, "light.position.normalized");
903 case STATE_LIGHT_HALF_VECTOR
:
904 append(dst
, "lightHalfVector");
907 append(dst
, "PTscale");
910 append(dst
, "PTbias");
913 append(dst
, "FbSize");
915 case STATE_FB_WPOS_Y_TRANSFORM
:
916 append(dst
, "FbWposYTransform");
918 case STATE_ADVANCED_BLENDING_MODE
:
919 append(dst
, "AdvancedBlendingMode");
922 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
923 append(dst
, "driverState");
928 append_face(char *dst
, GLint face
)
931 append(dst
, "front.");
933 append(dst
, "back.");
937 append_index(char *dst
, GLint index
)
940 sprintf(s
, "[%d]", index
);
945 * Make a string from the given state vector.
946 * For example, return "state.matrix.texture[2].inverse".
947 * Use free() to deallocate the string.
950 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
955 append(str
, "state.");
956 append_token(str
, state
[0]);
960 append_face(str
, state
[1]);
961 append_token(str
, state
[2]);
964 append_index(str
, state
[1]); /* light number [i]. */
965 append_token(str
, state
[2]); /* coefficients */
967 case STATE_LIGHTMODEL_AMBIENT
:
968 append(str
, "lightmodel.ambient");
970 case STATE_LIGHTMODEL_SCENECOLOR
:
972 append(str
, "lightmodel.front.scenecolor");
975 append(str
, "lightmodel.back.scenecolor");
978 case STATE_LIGHTPROD
:
979 append_index(str
, state
[1]); /* light number [i]. */
980 append_face(str
, state
[2]);
981 append_token(str
, state
[3]);
984 append_index(str
, state
[1]); /* tex unit [i] */
985 append_token(str
, state
[2]); /* plane coef */
987 case STATE_TEXENV_COLOR
:
988 append_index(str
, state
[1]); /* tex unit [i] */
989 append(str
, "color");
991 case STATE_CLIPPLANE
:
992 append_index(str
, state
[1]); /* plane [i] */
993 append(str
, ".plane");
995 case STATE_MODELVIEW_MATRIX
:
996 case STATE_PROJECTION_MATRIX
:
997 case STATE_MVP_MATRIX
:
998 case STATE_TEXTURE_MATRIX
:
999 case STATE_PROGRAM_MATRIX
:
1001 /* state[0] = modelview, projection, texture, etc. */
1002 /* state[1] = which texture matrix or program matrix */
1003 /* state[2] = first row to fetch */
1004 /* state[3] = last row to fetch */
1005 /* state[4] = transpose, inverse or invtrans */
1006 const gl_state_index mat
= state
[0];
1007 const GLuint index
= (GLuint
) state
[1];
1008 const GLuint firstRow
= (GLuint
) state
[2];
1009 const GLuint lastRow
= (GLuint
) state
[3];
1010 const gl_state_index modifier
= state
[4];
1012 mat
== STATE_TEXTURE_MATRIX
||
1013 mat
== STATE_PROGRAM_MATRIX
)
1014 append_index(str
, index
);
1016 append_token(str
, modifier
);
1017 if (firstRow
== lastRow
)
1018 sprintf(tmp
, ".row[%d]", firstRow
);
1020 sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
1024 case STATE_POINT_SIZE
:
1026 case STATE_POINT_ATTENUATION
:
1028 case STATE_FOG_PARAMS
:
1030 case STATE_FOG_COLOR
:
1032 case STATE_NUM_SAMPLES
:
1034 case STATE_DEPTH_RANGE
:
1036 case STATE_FRAGMENT_PROGRAM
:
1037 case STATE_VERTEX_PROGRAM
:
1038 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1039 /* state[2] = parameter index */
1040 append_token(str
, state
[1]);
1041 append_index(str
, state
[2]);
1043 case STATE_NORMAL_SCALE
:
1045 case STATE_INTERNAL
:
1046 append_token(str
, state
[1]);
1047 if (state
[1] == STATE_CURRENT_ATTRIB
)
1048 append_index(str
, state
[2]);
1051 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
1060 * Loop over all the parameters in a parameter list. If the parameter
1061 * is a GL state reference, look up the current value of that state
1062 * variable and put it into the parameter's Value[4] array.
1063 * Other parameter types never change or are explicitly set by the user
1064 * with glUniform() or glProgramParameter(), etc.
1065 * This would be called at glBegin time.
1068 _mesa_load_state_parameters(struct gl_context
*ctx
,
1069 struct gl_program_parameter_list
*paramList
)
1076 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
1077 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
1078 _mesa_fetch_state(ctx
,
1079 paramList
->Parameters
[i
].StateIndexes
,
1080 ¶mList
->ParameterValues
[i
][0]);