ccc590dd8c021862382a69055671d9d64a818e5c
[mesa.git] / src / mesa / program / prog_statevars.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "main/glheader.h"
33 #include "main/context.h"
34 #include "main/imports.h"
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/fbobject.h"
38 #include "prog_statevars.h"
39 #include "prog_parameter.h"
40 #include "main/samplerobj.h"
41
42
43 /**
44 * Use the list of tokens in the state[] array to find global GL state
45 * and return it in <value>. Usually, four values are returned in <value>
46 * but matrix queries may return as many as 16 values.
47 * This function is used for ARB vertex/fragment programs.
48 * The program parser will produce the state[] values.
49 */
50 static void
51 _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
52 GLfloat *value)
53 {
54 switch (state[0]) {
55 case STATE_MATERIAL:
56 {
57 /* state[1] is either 0=front or 1=back side */
58 const GLuint face = (GLuint) state[1];
59 const struct gl_material *mat = &ctx->Light.Material;
60 ASSERT(face == 0 || face == 1);
61 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
62 ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
63 /* XXX we could get rid of this switch entirely with a little
64 * work in arbprogparse.c's parse_state_single_item().
65 */
66 /* state[2] is the material attribute */
67 switch (state[2]) {
68 case STATE_AMBIENT:
69 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
70 return;
71 case STATE_DIFFUSE:
72 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
73 return;
74 case STATE_SPECULAR:
75 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
76 return;
77 case STATE_EMISSION:
78 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
79 return;
80 case STATE_SHININESS:
81 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
82 value[1] = 0.0F;
83 value[2] = 0.0F;
84 value[3] = 1.0F;
85 return;
86 default:
87 _mesa_problem(ctx, "Invalid material state in fetch_state");
88 return;
89 }
90 }
91 case STATE_LIGHT:
92 {
93 /* state[1] is the light number */
94 const GLuint ln = (GLuint) state[1];
95 /* state[2] is the light attribute */
96 switch (state[2]) {
97 case STATE_AMBIENT:
98 COPY_4V(value, ctx->Light.Light[ln].Ambient);
99 return;
100 case STATE_DIFFUSE:
101 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
102 return;
103 case STATE_SPECULAR:
104 COPY_4V(value, ctx->Light.Light[ln].Specular);
105 return;
106 case STATE_POSITION:
107 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
108 return;
109 case STATE_ATTENUATION:
110 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
111 value[1] = ctx->Light.Light[ln].LinearAttenuation;
112 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
113 value[3] = ctx->Light.Light[ln].SpotExponent;
114 return;
115 case STATE_SPOT_DIRECTION:
116 COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
117 value[3] = ctx->Light.Light[ln]._CosCutoff;
118 return;
119 case STATE_SPOT_CUTOFF:
120 value[0] = ctx->Light.Light[ln].SpotCutoff;
121 return;
122 case STATE_HALF_VECTOR:
123 {
124 static const GLfloat eye_z[] = {0, 0, 1};
125 GLfloat p[3];
126 /* Compute infinite half angle vector:
127 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
128 * light.EyePosition.w should be 0 for infinite lights.
129 */
130 COPY_3V(p, ctx->Light.Light[ln].EyePosition);
131 NORMALIZE_3FV(p);
132 ADD_3V(value, p, eye_z);
133 NORMALIZE_3FV(value);
134 value[3] = 1.0;
135 }
136 return;
137 default:
138 _mesa_problem(ctx, "Invalid light state in fetch_state");
139 return;
140 }
141 }
142 case STATE_LIGHTMODEL_AMBIENT:
143 COPY_4V(value, ctx->Light.Model.Ambient);
144 return;
145 case STATE_LIGHTMODEL_SCENECOLOR:
146 if (state[1] == 0) {
147 /* front */
148 GLint i;
149 for (i = 0; i < 3; i++) {
150 value[i] = ctx->Light.Model.Ambient[i]
151 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
152 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
153 }
154 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
155 }
156 else {
157 /* back */
158 GLint i;
159 for (i = 0; i < 3; i++) {
160 value[i] = ctx->Light.Model.Ambient[i]
161 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
162 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
163 }
164 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
165 }
166 return;
167 case STATE_LIGHTPROD:
168 {
169 const GLuint ln = (GLuint) state[1];
170 const GLuint face = (GLuint) state[2];
171 GLint i;
172 ASSERT(face == 0 || face == 1);
173 switch (state[3]) {
174 case STATE_AMBIENT:
175 for (i = 0; i < 3; i++) {
176 value[i] = ctx->Light.Light[ln].Ambient[i] *
177 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
178 }
179 /* [3] = material alpha */
180 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
181 return;
182 case STATE_DIFFUSE:
183 for (i = 0; i < 3; i++) {
184 value[i] = ctx->Light.Light[ln].Diffuse[i] *
185 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
186 }
187 /* [3] = material alpha */
188 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
189 return;
190 case STATE_SPECULAR:
191 for (i = 0; i < 3; i++) {
192 value[i] = ctx->Light.Light[ln].Specular[i] *
193 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
194 }
195 /* [3] = material alpha */
196 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
197 return;
198 default:
199 _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
200 return;
201 }
202 }
203 case STATE_TEXGEN:
204 {
205 /* state[1] is the texture unit */
206 const GLuint unit = (GLuint) state[1];
207 /* state[2] is the texgen attribute */
208 switch (state[2]) {
209 case STATE_TEXGEN_EYE_S:
210 COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
211 return;
212 case STATE_TEXGEN_EYE_T:
213 COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
214 return;
215 case STATE_TEXGEN_EYE_R:
216 COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
217 return;
218 case STATE_TEXGEN_EYE_Q:
219 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
220 return;
221 case STATE_TEXGEN_OBJECT_S:
222 COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
223 return;
224 case STATE_TEXGEN_OBJECT_T:
225 COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
226 return;
227 case STATE_TEXGEN_OBJECT_R:
228 COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
229 return;
230 case STATE_TEXGEN_OBJECT_Q:
231 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
232 return;
233 default:
234 _mesa_problem(ctx, "Invalid texgen state in fetch_state");
235 return;
236 }
237 }
238 case STATE_TEXENV_COLOR:
239 {
240 /* state[1] is the texture unit */
241 const GLuint unit = (GLuint) state[1];
242 if(ctx->Color._ClampFragmentColor)
243 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
244 else
245 COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
246 }
247 return;
248 case STATE_FOG_COLOR:
249 if(ctx->Color._ClampFragmentColor)
250 COPY_4V(value, ctx->Fog.Color);
251 else
252 COPY_4V(value, ctx->Fog.ColorUnclamped);
253 return;
254 case STATE_FOG_PARAMS:
255 value[0] = ctx->Fog.Density;
256 value[1] = ctx->Fog.Start;
257 value[2] = ctx->Fog.End;
258 value[3] = (ctx->Fog.End == ctx->Fog.Start)
259 ? 1.0f : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
260 return;
261 case STATE_CLIPPLANE:
262 {
263 const GLuint plane = (GLuint) state[1];
264 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
265 }
266 return;
267 case STATE_POINT_SIZE:
268 value[0] = ctx->Point.Size;
269 value[1] = ctx->Point.MinSize;
270 value[2] = ctx->Point.MaxSize;
271 value[3] = ctx->Point.Threshold;
272 return;
273 case STATE_POINT_ATTENUATION:
274 value[0] = ctx->Point.Params[0];
275 value[1] = ctx->Point.Params[1];
276 value[2] = ctx->Point.Params[2];
277 value[3] = 1.0F;
278 return;
279 case STATE_MODELVIEW_MATRIX:
280 case STATE_PROJECTION_MATRIX:
281 case STATE_MVP_MATRIX:
282 case STATE_TEXTURE_MATRIX:
283 case STATE_PROGRAM_MATRIX:
284 {
285 /* state[0] = modelview, projection, texture, etc. */
286 /* state[1] = which texture matrix or program matrix */
287 /* state[2] = first row to fetch */
288 /* state[3] = last row to fetch */
289 /* state[4] = transpose, inverse or invtrans */
290 const GLmatrix *matrix;
291 const gl_state_index mat = state[0];
292 const GLuint index = (GLuint) state[1];
293 const GLuint firstRow = (GLuint) state[2];
294 const GLuint lastRow = (GLuint) state[3];
295 const gl_state_index modifier = state[4];
296 const GLfloat *m;
297 GLuint row, i;
298 ASSERT(firstRow >= 0);
299 ASSERT(firstRow < 4);
300 ASSERT(lastRow >= 0);
301 ASSERT(lastRow < 4);
302 if (mat == STATE_MODELVIEW_MATRIX) {
303 matrix = ctx->ModelviewMatrixStack.Top;
304 }
305 else if (mat == STATE_PROJECTION_MATRIX) {
306 matrix = ctx->ProjectionMatrixStack.Top;
307 }
308 else if (mat == STATE_MVP_MATRIX) {
309 matrix = &ctx->_ModelProjectMatrix;
310 }
311 else if (mat == STATE_TEXTURE_MATRIX) {
312 ASSERT(index < Elements(ctx->TextureMatrixStack));
313 matrix = ctx->TextureMatrixStack[index].Top;
314 }
315 else if (mat == STATE_PROGRAM_MATRIX) {
316 ASSERT(index < Elements(ctx->ProgramMatrixStack));
317 matrix = ctx->ProgramMatrixStack[index].Top;
318 }
319 else {
320 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
321 return;
322 }
323 if (modifier == STATE_MATRIX_INVERSE ||
324 modifier == STATE_MATRIX_INVTRANS) {
325 /* Be sure inverse is up to date:
326 */
327 _math_matrix_analyse( (GLmatrix*) matrix );
328 m = matrix->inv;
329 }
330 else {
331 m = matrix->m;
332 }
333 if (modifier == STATE_MATRIX_TRANSPOSE ||
334 modifier == STATE_MATRIX_INVTRANS) {
335 for (i = 0, row = firstRow; row <= lastRow; row++) {
336 value[i++] = m[row * 4 + 0];
337 value[i++] = m[row * 4 + 1];
338 value[i++] = m[row * 4 + 2];
339 value[i++] = m[row * 4 + 3];
340 }
341 }
342 else {
343 for (i = 0, row = firstRow; row <= lastRow; row++) {
344 value[i++] = m[row + 0];
345 value[i++] = m[row + 4];
346 value[i++] = m[row + 8];
347 value[i++] = m[row + 12];
348 }
349 }
350 }
351 return;
352 case STATE_DEPTH_RANGE:
353 value[0] = ctx->Viewport.Near; /* near */
354 value[1] = ctx->Viewport.Far; /* far */
355 value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
356 value[3] = 1.0;
357 return;
358 case STATE_FRAGMENT_PROGRAM:
359 {
360 /* state[1] = {STATE_ENV, STATE_LOCAL} */
361 /* state[2] = parameter index */
362 const int idx = (int) state[2];
363 switch (state[1]) {
364 case STATE_ENV:
365 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
366 return;
367 case STATE_LOCAL:
368 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
369 return;
370 default:
371 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
372 return;
373 }
374 }
375 return;
376
377 case STATE_VERTEX_PROGRAM:
378 {
379 /* state[1] = {STATE_ENV, STATE_LOCAL} */
380 /* state[2] = parameter index */
381 const int idx = (int) state[2];
382 switch (state[1]) {
383 case STATE_ENV:
384 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
385 return;
386 case STATE_LOCAL:
387 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
388 return;
389 default:
390 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
391 return;
392 }
393 }
394 return;
395
396 case STATE_NORMAL_SCALE:
397 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
398 return;
399
400 case STATE_INTERNAL:
401 switch (state[1]) {
402 case STATE_CURRENT_ATTRIB:
403 {
404 const GLuint idx = (GLuint) state[2];
405 COPY_4V(value, ctx->Current.Attrib[idx]);
406 }
407 return;
408
409 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
410 {
411 const GLuint idx = (GLuint) state[2];
412 if(ctx->Light._ClampVertexColor &&
413 (idx == VERT_ATTRIB_COLOR0 ||
414 idx == VERT_ATTRIB_COLOR1)) {
415 value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
416 value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
417 value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
418 value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
419 }
420 else
421 COPY_4V(value, ctx->Current.Attrib[idx]);
422 }
423 return;
424
425 case STATE_NORMAL_SCALE:
426 ASSIGN_4V(value,
427 ctx->_ModelViewInvScale,
428 ctx->_ModelViewInvScale,
429 ctx->_ModelViewInvScale,
430 1);
431 return;
432
433 case STATE_TEXRECT_SCALE:
434 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
435 * Used to convert unnormalized texcoords to normalized texcoords.
436 */
437 {
438 const int unit = (int) state[2];
439 const struct gl_texture_object *texObj
440 = ctx->Texture.Unit[unit]._Current;
441 if (texObj) {
442 struct gl_texture_image *texImage = texObj->Image[0][0];
443 ASSIGN_4V(value,
444 (GLfloat) (1.0 / texImage->Width),
445 (GLfloat) (1.0 / texImage->Height),
446 0.0f, 1.0f);
447 }
448 }
449 return;
450
451 case STATE_FOG_PARAMS_OPTIMIZED:
452 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
453 * might be more expensive than EX2 on some hw, plus it needs
454 * another constant (e) anyway. Linear fog can now be done with a
455 * single MAD.
456 * linear: fogcoord * -1/(end-start) + end/(end-start)
457 * exp: 2^-(density/ln(2) * fogcoord)
458 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
459 */
460 value[0] = (ctx->Fog.End == ctx->Fog.Start)
461 ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
462 value[1] = ctx->Fog.End * -value[0];
463 value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
464 value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
465 return;
466
467 case STATE_POINT_SIZE_CLAMPED:
468 {
469 /* this includes implementation dependent limits, to avoid
470 * another potentially necessary clamp.
471 * Note: for sprites, point smooth (point AA) is ignored
472 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
473 * expect drivers will want to say their minimum for AA size is 0.0
474 * but for non-AA it's 1.0 (because normal points with size below 1.0
475 * need to get rounded up to 1.0, hence never disappear). GL does
476 * not specify max clamp size for sprites, other than it needs to be
477 * at least as large as max AA size, hence use non-AA size there.
478 */
479 GLfloat minImplSize;
480 GLfloat maxImplSize;
481 if (ctx->Point.PointSprite) {
482 minImplSize = ctx->Const.MinPointSizeAA;
483 maxImplSize = ctx->Const.MaxPointSize;
484 }
485 else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
486 minImplSize = ctx->Const.MinPointSizeAA;
487 maxImplSize = ctx->Const.MaxPointSizeAA;
488 }
489 else {
490 minImplSize = ctx->Const.MinPointSize;
491 maxImplSize = ctx->Const.MaxPointSize;
492 }
493 value[0] = ctx->Point.Size;
494 value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
495 value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
496 value[3] = ctx->Point.Threshold;
497 }
498 return;
499 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
500 {
501 /* here, state[2] is the light number */
502 /* pre-normalize spot dir */
503 const GLuint ln = (GLuint) state[2];
504 COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
505 value[3] = ctx->Light.Light[ln]._CosCutoff;
506 }
507 return;
508
509 case STATE_LIGHT_POSITION:
510 {
511 const GLuint ln = (GLuint) state[2];
512 COPY_4V(value, ctx->Light.Light[ln]._Position);
513 }
514 return;
515
516 case STATE_LIGHT_POSITION_NORMALIZED:
517 {
518 const GLuint ln = (GLuint) state[2];
519 COPY_4V(value, ctx->Light.Light[ln]._Position);
520 NORMALIZE_3FV( value );
521 }
522 return;
523
524 case STATE_LIGHT_HALF_VECTOR:
525 {
526 const GLuint ln = (GLuint) state[2];
527 GLfloat p[3];
528 /* Compute infinite half angle vector:
529 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
530 * light.EyePosition.w should be 0 for infinite lights.
531 */
532 COPY_3V(p, ctx->Light.Light[ln]._Position);
533 NORMALIZE_3FV(p);
534 ADD_3V(value, p, ctx->_EyeZDir);
535 NORMALIZE_3FV(value);
536 value[3] = 1.0;
537 }
538 return;
539
540 case STATE_PT_SCALE:
541 value[0] = ctx->Pixel.RedScale;
542 value[1] = ctx->Pixel.GreenScale;
543 value[2] = ctx->Pixel.BlueScale;
544 value[3] = ctx->Pixel.AlphaScale;
545 return;
546
547 case STATE_PT_BIAS:
548 value[0] = ctx->Pixel.RedBias;
549 value[1] = ctx->Pixel.GreenBias;
550 value[2] = ctx->Pixel.BlueBias;
551 value[3] = ctx->Pixel.AlphaBias;
552 return;
553
554 case STATE_FB_SIZE:
555 value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
556 value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
557 value[2] = 0.0F;
558 value[3] = 0.0F;
559 return;
560
561 case STATE_FB_WPOS_Y_TRANSFORM:
562 /* A driver may negate this conditional by using ZW swizzle
563 * instead of XY (based on e.g. some other state). */
564 if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
565 /* Identity (XY) followed by flipping Y upside down (ZW). */
566 value[0] = 1.0F;
567 value[1] = 0.0F;
568 value[2] = -1.0F;
569 value[3] = (GLfloat) ctx->DrawBuffer->Height;
570 } else {
571 /* Flipping Y upside down (XY) followed by identity (ZW). */
572 value[0] = -1.0F;
573 value[1] = (GLfloat) ctx->DrawBuffer->Height;
574 value[2] = 1.0F;
575 value[3] = 0.0F;
576 }
577 return;
578
579 case STATE_ROT_MATRIX_0:
580 {
581 const int unit = (int) state[2];
582 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
583 value[0] = rotMat22[0];
584 value[1] = rotMat22[2];
585 value[2] = 0.0;
586 value[3] = 0.0;
587 }
588 return;
589
590 case STATE_ROT_MATRIX_1:
591 {
592 const int unit = (int) state[2];
593 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
594 value[0] = rotMat22[1];
595 value[1] = rotMat22[3];
596 value[2] = 0.0;
597 value[3] = 0.0;
598 }
599 return;
600
601 /* XXX: make sure new tokens added here are also handled in the
602 * _mesa_program_state_flags() switch, below.
603 */
604 default:
605 /* Unknown state indexes are silently ignored here.
606 * Drivers may do something special.
607 */
608 return;
609 }
610 return;
611
612 default:
613 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
614 return;
615 }
616 }
617
618
619 /**
620 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
621 * indicate that the given context state may have changed.
622 * The bitmask is used during validation to determine if we need to update
623 * vertex/fragment program parameters (like "state.material.color") when
624 * some GL state has changed.
625 */
626 GLbitfield
627 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
628 {
629 switch (state[0]) {
630 case STATE_MATERIAL:
631 case STATE_LIGHTPROD:
632 case STATE_LIGHTMODEL_SCENECOLOR:
633 /* these can be effected by glColor when colormaterial mode is used */
634 return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
635
636 case STATE_LIGHT:
637 case STATE_LIGHTMODEL_AMBIENT:
638 return _NEW_LIGHT;
639
640 case STATE_TEXGEN:
641 return _NEW_TEXTURE;
642 case STATE_TEXENV_COLOR:
643 return _NEW_TEXTURE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
644
645 case STATE_FOG_COLOR:
646 return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
647 case STATE_FOG_PARAMS:
648 return _NEW_FOG;
649
650 case STATE_CLIPPLANE:
651 return _NEW_TRANSFORM;
652
653 case STATE_POINT_SIZE:
654 case STATE_POINT_ATTENUATION:
655 return _NEW_POINT;
656
657 case STATE_MODELVIEW_MATRIX:
658 return _NEW_MODELVIEW;
659 case STATE_PROJECTION_MATRIX:
660 return _NEW_PROJECTION;
661 case STATE_MVP_MATRIX:
662 return _NEW_MODELVIEW | _NEW_PROJECTION;
663 case STATE_TEXTURE_MATRIX:
664 return _NEW_TEXTURE_MATRIX;
665 case STATE_PROGRAM_MATRIX:
666 return _NEW_TRACK_MATRIX;
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 case STATE_ROT_MATRIX_0:
690 case STATE_ROT_MATRIX_1:
691 return _NEW_TEXTURE;
692 case STATE_FOG_PARAMS_OPTIMIZED:
693 return _NEW_FOG;
694 case STATE_POINT_SIZE_CLAMPED:
695 return _NEW_POINT | _NEW_MULTISAMPLE;
696 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
697 case STATE_LIGHT_POSITION:
698 case STATE_LIGHT_POSITION_NORMALIZED:
699 case STATE_LIGHT_HALF_VECTOR:
700 return _NEW_LIGHT;
701
702 case STATE_PT_SCALE:
703 case STATE_PT_BIAS:
704 return _NEW_PIXEL;
705
706 case STATE_FB_SIZE:
707 case STATE_FB_WPOS_Y_TRANSFORM:
708 return _NEW_BUFFERS;
709
710 default:
711 /* unknown state indexes are silently ignored and
712 * no flag set, since it is handled by the driver.
713 */
714 return 0;
715 }
716
717 default:
718 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
719 return 0;
720 }
721 }
722
723
724 static void
725 append(char *dst, const char *src)
726 {
727 while (*dst)
728 dst++;
729 while (*src)
730 *dst++ = *src++;
731 *dst = 0;
732 }
733
734
735 /**
736 * Convert token 'k' to a string, append it onto 'dst' string.
737 */
738 static void
739 append_token(char *dst, gl_state_index k)
740 {
741 switch (k) {
742 case STATE_MATERIAL:
743 append(dst, "material");
744 break;
745 case STATE_LIGHT:
746 append(dst, "light");
747 break;
748 case STATE_LIGHTMODEL_AMBIENT:
749 append(dst, "lightmodel.ambient");
750 break;
751 case STATE_LIGHTMODEL_SCENECOLOR:
752 break;
753 case STATE_LIGHTPROD:
754 append(dst, "lightprod");
755 break;
756 case STATE_TEXGEN:
757 append(dst, "texgen");
758 break;
759 case STATE_FOG_COLOR:
760 append(dst, "fog.color");
761 break;
762 case STATE_FOG_PARAMS:
763 append(dst, "fog.params");
764 break;
765 case STATE_CLIPPLANE:
766 append(dst, "clip");
767 break;
768 case STATE_POINT_SIZE:
769 append(dst, "point.size");
770 break;
771 case STATE_POINT_ATTENUATION:
772 append(dst, "point.attenuation");
773 break;
774 case STATE_MODELVIEW_MATRIX:
775 append(dst, "matrix.modelview");
776 break;
777 case STATE_PROJECTION_MATRIX:
778 append(dst, "matrix.projection");
779 break;
780 case STATE_MVP_MATRIX:
781 append(dst, "matrix.mvp");
782 break;
783 case STATE_TEXTURE_MATRIX:
784 append(dst, "matrix.texture");
785 break;
786 case STATE_PROGRAM_MATRIX:
787 append(dst, "matrix.program");
788 break;
789 case STATE_MATRIX_INVERSE:
790 append(dst, ".inverse");
791 break;
792 case STATE_MATRIX_TRANSPOSE:
793 append(dst, ".transpose");
794 break;
795 case STATE_MATRIX_INVTRANS:
796 append(dst, ".invtrans");
797 break;
798 case STATE_AMBIENT:
799 append(dst, ".ambient");
800 break;
801 case STATE_DIFFUSE:
802 append(dst, ".diffuse");
803 break;
804 case STATE_SPECULAR:
805 append(dst, ".specular");
806 break;
807 case STATE_EMISSION:
808 append(dst, ".emission");
809 break;
810 case STATE_SHININESS:
811 append(dst, "lshininess");
812 break;
813 case STATE_HALF_VECTOR:
814 append(dst, ".half");
815 break;
816 case STATE_POSITION:
817 append(dst, ".position");
818 break;
819 case STATE_ATTENUATION:
820 append(dst, ".attenuation");
821 break;
822 case STATE_SPOT_DIRECTION:
823 append(dst, ".spot.direction");
824 break;
825 case STATE_SPOT_CUTOFF:
826 append(dst, ".spot.cutoff");
827 break;
828 case STATE_TEXGEN_EYE_S:
829 append(dst, ".eye.s");
830 break;
831 case STATE_TEXGEN_EYE_T:
832 append(dst, ".eye.t");
833 break;
834 case STATE_TEXGEN_EYE_R:
835 append(dst, ".eye.r");
836 break;
837 case STATE_TEXGEN_EYE_Q:
838 append(dst, ".eye.q");
839 break;
840 case STATE_TEXGEN_OBJECT_S:
841 append(dst, ".object.s");
842 break;
843 case STATE_TEXGEN_OBJECT_T:
844 append(dst, ".object.t");
845 break;
846 case STATE_TEXGEN_OBJECT_R:
847 append(dst, ".object.r");
848 break;
849 case STATE_TEXGEN_OBJECT_Q:
850 append(dst, ".object.q");
851 break;
852 case STATE_TEXENV_COLOR:
853 append(dst, "texenv");
854 break;
855 case STATE_DEPTH_RANGE:
856 append(dst, "depth.range");
857 break;
858 case STATE_VERTEX_PROGRAM:
859 case STATE_FRAGMENT_PROGRAM:
860 break;
861 case STATE_ENV:
862 append(dst, "env");
863 break;
864 case STATE_LOCAL:
865 append(dst, "local");
866 break;
867 /* BEGIN internal state vars */
868 case STATE_INTERNAL:
869 append(dst, ".internal.");
870 break;
871 case STATE_CURRENT_ATTRIB:
872 append(dst, "current");
873 break;
874 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
875 append(dst, "currentAttribMaybeVPClamped");
876 break;
877 case STATE_NORMAL_SCALE:
878 append(dst, "normalScale");
879 break;
880 case STATE_TEXRECT_SCALE:
881 append(dst, "texrectScale");
882 break;
883 case STATE_FOG_PARAMS_OPTIMIZED:
884 append(dst, "fogParamsOptimized");
885 break;
886 case STATE_POINT_SIZE_CLAMPED:
887 append(dst, "pointSizeClamped");
888 break;
889 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
890 append(dst, "lightSpotDirNormalized");
891 break;
892 case STATE_LIGHT_POSITION:
893 append(dst, "lightPosition");
894 break;
895 case STATE_LIGHT_POSITION_NORMALIZED:
896 append(dst, "light.position.normalized");
897 break;
898 case STATE_LIGHT_HALF_VECTOR:
899 append(dst, "lightHalfVector");
900 break;
901 case STATE_PT_SCALE:
902 append(dst, "PTscale");
903 break;
904 case STATE_PT_BIAS:
905 append(dst, "PTbias");
906 break;
907 case STATE_FB_SIZE:
908 append(dst, "FbSize");
909 break;
910 case STATE_FB_WPOS_Y_TRANSFORM:
911 append(dst, "FbWposYTransform");
912 break;
913 case STATE_ROT_MATRIX_0:
914 append(dst, "rotMatrixRow0");
915 break;
916 case STATE_ROT_MATRIX_1:
917 append(dst, "rotMatrixRow1");
918 break;
919 default:
920 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
921 append(dst, "driverState");
922 }
923 }
924
925 static void
926 append_face(char *dst, GLint face)
927 {
928 if (face == 0)
929 append(dst, "front.");
930 else
931 append(dst, "back.");
932 }
933
934 static void
935 append_index(char *dst, GLint index)
936 {
937 char s[20];
938 sprintf(s, "[%d]", index);
939 append(dst, s);
940 }
941
942 /**
943 * Make a string from the given state vector.
944 * For example, return "state.matrix.texture[2].inverse".
945 * Use free() to deallocate the string.
946 */
947 char *
948 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
949 {
950 char str[1000] = "";
951 char tmp[30];
952
953 append(str, "state.");
954 append_token(str, state[0]);
955
956 switch (state[0]) {
957 case STATE_MATERIAL:
958 append_face(str, state[1]);
959 append_token(str, state[2]);
960 break;
961 case STATE_LIGHT:
962 append_index(str, state[1]); /* light number [i]. */
963 append_token(str, state[2]); /* coefficients */
964 break;
965 case STATE_LIGHTMODEL_AMBIENT:
966 append(str, "lightmodel.ambient");
967 break;
968 case STATE_LIGHTMODEL_SCENECOLOR:
969 if (state[1] == 0) {
970 append(str, "lightmodel.front.scenecolor");
971 }
972 else {
973 append(str, "lightmodel.back.scenecolor");
974 }
975 break;
976 case STATE_LIGHTPROD:
977 append_index(str, state[1]); /* light number [i]. */
978 append_face(str, state[2]);
979 append_token(str, state[3]);
980 break;
981 case STATE_TEXGEN:
982 append_index(str, state[1]); /* tex unit [i] */
983 append_token(str, state[2]); /* plane coef */
984 break;
985 case STATE_TEXENV_COLOR:
986 append_index(str, state[1]); /* tex unit [i] */
987 append(str, "color");
988 break;
989 case STATE_CLIPPLANE:
990 append_index(str, state[1]); /* plane [i] */
991 append(str, ".plane");
992 break;
993 case STATE_MODELVIEW_MATRIX:
994 case STATE_PROJECTION_MATRIX:
995 case STATE_MVP_MATRIX:
996 case STATE_TEXTURE_MATRIX:
997 case STATE_PROGRAM_MATRIX:
998 {
999 /* state[0] = modelview, projection, texture, etc. */
1000 /* state[1] = which texture matrix or program matrix */
1001 /* state[2] = first row to fetch */
1002 /* state[3] = last row to fetch */
1003 /* state[4] = transpose, inverse or invtrans */
1004 const gl_state_index mat = state[0];
1005 const GLuint index = (GLuint) state[1];
1006 const GLuint firstRow = (GLuint) state[2];
1007 const GLuint lastRow = (GLuint) state[3];
1008 const gl_state_index modifier = state[4];
1009 if (index ||
1010 mat == STATE_TEXTURE_MATRIX ||
1011 mat == STATE_PROGRAM_MATRIX)
1012 append_index(str, index);
1013 if (modifier)
1014 append_token(str, modifier);
1015 if (firstRow == lastRow)
1016 sprintf(tmp, ".row[%d]", firstRow);
1017 else
1018 sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1019 append(str, tmp);
1020 }
1021 break;
1022 case STATE_POINT_SIZE:
1023 break;
1024 case STATE_POINT_ATTENUATION:
1025 break;
1026 case STATE_FOG_PARAMS:
1027 break;
1028 case STATE_FOG_COLOR:
1029 break;
1030 case STATE_DEPTH_RANGE:
1031 break;
1032 case STATE_FRAGMENT_PROGRAM:
1033 case STATE_VERTEX_PROGRAM:
1034 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1035 /* state[2] = parameter index */
1036 append_token(str, state[1]);
1037 append_index(str, state[2]);
1038 break;
1039 case STATE_NORMAL_SCALE:
1040 break;
1041 case STATE_INTERNAL:
1042 append_token(str, state[1]);
1043 if (state[1] == STATE_CURRENT_ATTRIB)
1044 append_index(str, state[2]);
1045 break;
1046 default:
1047 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1048 break;
1049 }
1050
1051 return _mesa_strdup(str);
1052 }
1053
1054
1055 /**
1056 * Loop over all the parameters in a parameter list. If the parameter
1057 * is a GL state reference, look up the current value of that state
1058 * variable and put it into the parameter's Value[4] array.
1059 * Other parameter types never change or are explicitly set by the user
1060 * with glUniform() or glProgramParameter(), etc.
1061 * This would be called at glBegin time.
1062 */
1063 void
1064 _mesa_load_state_parameters(struct gl_context *ctx,
1065 struct gl_program_parameter_list *paramList)
1066 {
1067 GLuint i;
1068
1069 if (!paramList)
1070 return;
1071
1072 for (i = 0; i < paramList->NumParameters; i++) {
1073 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1074 _mesa_fetch_state(ctx,
1075 paramList->Parameters[i].StateIndexes,
1076 &paramList->ParameterValues[i][0].f);
1077 }
1078 }
1079 }