mesa: Pass number of samples as a program state variable
[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 "main/glheader.h"
33 #include "main/context.h"
34 #include "main/blend.h"
35 #include "main/imports.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "main/fbobject.h"
39 #include "prog_statevars.h"
40 #include "prog_parameter.h"
41 #include "main/samplerobj.h"
42
43
44 /**
45 * Use the list of tokens in the state[] array to find global GL state
46 * and return it in <value>. Usually, four values are returned in <value>
47 * but matrix queries may return as many as 16 values.
48 * This function is used for ARB vertex/fragment programs.
49 * The program parser will produce the state[] values.
50 */
51 static void
52 _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
53 GLfloat *value)
54 {
55 switch (state[0]) {
56 case STATE_MATERIAL:
57 {
58 /* state[1] is either 0=front or 1=back side */
59 const GLuint face = (GLuint) state[1];
60 const struct gl_material *mat = &ctx->Light.Material;
61 ASSERT(face == 0 || face == 1);
62 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
63 ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
64 /* XXX we could get rid of this switch entirely with a little
65 * work in arbprogparse.c's parse_state_single_item().
66 */
67 /* state[2] is the material attribute */
68 switch (state[2]) {
69 case STATE_AMBIENT:
70 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
71 return;
72 case STATE_DIFFUSE:
73 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
74 return;
75 case STATE_SPECULAR:
76 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
77 return;
78 case STATE_EMISSION:
79 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
80 return;
81 case STATE_SHININESS:
82 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
83 value[1] = 0.0F;
84 value[2] = 0.0F;
85 value[3] = 1.0F;
86 return;
87 default:
88 _mesa_problem(ctx, "Invalid material state in fetch_state");
89 return;
90 }
91 }
92 case STATE_LIGHT:
93 {
94 /* state[1] is the light number */
95 const GLuint ln = (GLuint) state[1];
96 /* state[2] is the light attribute */
97 switch (state[2]) {
98 case STATE_AMBIENT:
99 COPY_4V(value, ctx->Light.Light[ln].Ambient);
100 return;
101 case STATE_DIFFUSE:
102 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
103 return;
104 case STATE_SPECULAR:
105 COPY_4V(value, ctx->Light.Light[ln].Specular);
106 return;
107 case STATE_POSITION:
108 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
109 return;
110 case STATE_ATTENUATION:
111 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
112 value[1] = ctx->Light.Light[ln].LinearAttenuation;
113 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
114 value[3] = ctx->Light.Light[ln].SpotExponent;
115 return;
116 case STATE_SPOT_DIRECTION:
117 COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
118 value[3] = ctx->Light.Light[ln]._CosCutoff;
119 return;
120 case STATE_SPOT_CUTOFF:
121 value[0] = ctx->Light.Light[ln].SpotCutoff;
122 return;
123 case STATE_HALF_VECTOR:
124 {
125 static const GLfloat eye_z[] = {0, 0, 1};
126 GLfloat p[3];
127 /* Compute infinite half angle vector:
128 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
129 * light.EyePosition.w should be 0 for infinite lights.
130 */
131 COPY_3V(p, ctx->Light.Light[ln].EyePosition);
132 NORMALIZE_3FV(p);
133 ADD_3V(value, p, eye_z);
134 NORMALIZE_3FV(value);
135 value[3] = 1.0;
136 }
137 return;
138 default:
139 _mesa_problem(ctx, "Invalid light state in fetch_state");
140 return;
141 }
142 }
143 case STATE_LIGHTMODEL_AMBIENT:
144 COPY_4V(value, ctx->Light.Model.Ambient);
145 return;
146 case STATE_LIGHTMODEL_SCENECOLOR:
147 if (state[1] == 0) {
148 /* front */
149 GLint i;
150 for (i = 0; i < 3; i++) {
151 value[i] = ctx->Light.Model.Ambient[i]
152 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
153 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
154 }
155 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
156 }
157 else {
158 /* back */
159 GLint i;
160 for (i = 0; i < 3; i++) {
161 value[i] = ctx->Light.Model.Ambient[i]
162 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
163 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
164 }
165 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
166 }
167 return;
168 case STATE_LIGHTPROD:
169 {
170 const GLuint ln = (GLuint) state[1];
171 const GLuint face = (GLuint) state[2];
172 GLint i;
173 ASSERT(face == 0 || face == 1);
174 switch (state[3]) {
175 case STATE_AMBIENT:
176 for (i = 0; i < 3; i++) {
177 value[i] = ctx->Light.Light[ln].Ambient[i] *
178 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
179 }
180 /* [3] = material alpha */
181 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
182 return;
183 case STATE_DIFFUSE:
184 for (i = 0; i < 3; i++) {
185 value[i] = ctx->Light.Light[ln].Diffuse[i] *
186 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
187 }
188 /* [3] = material alpha */
189 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
190 return;
191 case STATE_SPECULAR:
192 for (i = 0; i < 3; i++) {
193 value[i] = ctx->Light.Light[ln].Specular[i] *
194 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
195 }
196 /* [3] = material alpha */
197 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
198 return;
199 default:
200 _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
201 return;
202 }
203 }
204 case STATE_TEXGEN:
205 {
206 /* state[1] is the texture unit */
207 const GLuint unit = (GLuint) state[1];
208 /* state[2] is the texgen attribute */
209 switch (state[2]) {
210 case STATE_TEXGEN_EYE_S:
211 COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
212 return;
213 case STATE_TEXGEN_EYE_T:
214 COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
215 return;
216 case STATE_TEXGEN_EYE_R:
217 COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
218 return;
219 case STATE_TEXGEN_EYE_Q:
220 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
221 return;
222 case STATE_TEXGEN_OBJECT_S:
223 COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
224 return;
225 case STATE_TEXGEN_OBJECT_T:
226 COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
227 return;
228 case STATE_TEXGEN_OBJECT_R:
229 COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
230 return;
231 case STATE_TEXGEN_OBJECT_Q:
232 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
233 return;
234 default:
235 _mesa_problem(ctx, "Invalid texgen state in fetch_state");
236 return;
237 }
238 }
239 case STATE_TEXENV_COLOR:
240 {
241 /* state[1] is the texture unit */
242 const GLuint unit = (GLuint) state[1];
243 if (_mesa_get_clamp_fragment_color(ctx))
244 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
245 else
246 COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
247 }
248 return;
249 case STATE_FOG_COLOR:
250 if (_mesa_get_clamp_fragment_color(ctx))
251 COPY_4V(value, ctx->Fog.Color);
252 else
253 COPY_4V(value, ctx->Fog.ColorUnclamped);
254 return;
255 case STATE_FOG_PARAMS:
256 value[0] = ctx->Fog.Density;
257 value[1] = ctx->Fog.Start;
258 value[2] = ctx->Fog.End;
259 value[3] = 1.0f / (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_NUM_SAMPLES:
353 ((int *)value)[0] = ctx->DrawBuffer->Visual.samples;
354 return;
355 case STATE_DEPTH_RANGE:
356 value[0] = ctx->Viewport.Near; /* near */
357 value[1] = ctx->Viewport.Far; /* far */
358 value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
359 value[3] = 1.0;
360 return;
361 case STATE_FRAGMENT_PROGRAM:
362 {
363 /* state[1] = {STATE_ENV, STATE_LOCAL} */
364 /* state[2] = parameter index */
365 const int idx = (int) state[2];
366 switch (state[1]) {
367 case STATE_ENV:
368 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
369 return;
370 case STATE_LOCAL:
371 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
372 return;
373 default:
374 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
375 return;
376 }
377 }
378 return;
379
380 case STATE_VERTEX_PROGRAM:
381 {
382 /* state[1] = {STATE_ENV, STATE_LOCAL} */
383 /* state[2] = parameter index */
384 const int idx = (int) state[2];
385 switch (state[1]) {
386 case STATE_ENV:
387 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
388 return;
389 case STATE_LOCAL:
390 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
391 return;
392 default:
393 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
394 return;
395 }
396 }
397 return;
398
399 case STATE_NORMAL_SCALE:
400 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
401 return;
402
403 case STATE_INTERNAL:
404 switch (state[1]) {
405 case STATE_CURRENT_ATTRIB:
406 {
407 const GLuint idx = (GLuint) state[2];
408 COPY_4V(value, ctx->Current.Attrib[idx]);
409 }
410 return;
411
412 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
413 {
414 const GLuint idx = (GLuint) state[2];
415 if(ctx->Light._ClampVertexColor &&
416 (idx == VERT_ATTRIB_COLOR0 ||
417 idx == VERT_ATTRIB_COLOR1)) {
418 value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
419 value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
420 value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
421 value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
422 }
423 else
424 COPY_4V(value, ctx->Current.Attrib[idx]);
425 }
426 return;
427
428 case STATE_NORMAL_SCALE:
429 ASSIGN_4V(value,
430 ctx->_ModelViewInvScale,
431 ctx->_ModelViewInvScale,
432 ctx->_ModelViewInvScale,
433 1);
434 return;
435
436 case STATE_TEXRECT_SCALE:
437 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
438 * Used to convert unnormalized texcoords to normalized texcoords.
439 */
440 {
441 const int unit = (int) state[2];
442 const struct gl_texture_object *texObj
443 = ctx->Texture.Unit[unit]._Current;
444 if (texObj) {
445 struct gl_texture_image *texImage = texObj->Image[0][0];
446 ASSIGN_4V(value,
447 (GLfloat) (1.0 / texImage->Width),
448 (GLfloat) (1.0 / texImage->Height),
449 0.0f, 1.0f);
450 }
451 }
452 return;
453
454 case STATE_FOG_PARAMS_OPTIMIZED:
455 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
456 * might be more expensive than EX2 on some hw, plus it needs
457 * another constant (e) anyway. Linear fog can now be done with a
458 * single MAD.
459 * linear: fogcoord * -1/(end-start) + end/(end-start)
460 * exp: 2^-(density/ln(2) * fogcoord)
461 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
462 */
463 value[0] = (ctx->Fog.End == ctx->Fog.Start)
464 ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
465 value[1] = ctx->Fog.End * -value[0];
466 value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
467 value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
468 return;
469
470 case STATE_POINT_SIZE_CLAMPED:
471 {
472 /* this includes implementation dependent limits, to avoid
473 * another potentially necessary clamp.
474 * Note: for sprites, point smooth (point AA) is ignored
475 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
476 * expect drivers will want to say their minimum for AA size is 0.0
477 * but for non-AA it's 1.0 (because normal points with size below 1.0
478 * need to get rounded up to 1.0, hence never disappear). GL does
479 * not specify max clamp size for sprites, other than it needs to be
480 * at least as large as max AA size, hence use non-AA size there.
481 */
482 GLfloat minImplSize;
483 GLfloat maxImplSize;
484 if (ctx->Point.PointSprite) {
485 minImplSize = ctx->Const.MinPointSizeAA;
486 maxImplSize = ctx->Const.MaxPointSize;
487 }
488 else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
489 minImplSize = ctx->Const.MinPointSizeAA;
490 maxImplSize = ctx->Const.MaxPointSizeAA;
491 }
492 else {
493 minImplSize = ctx->Const.MinPointSize;
494 maxImplSize = ctx->Const.MaxPointSize;
495 }
496 value[0] = ctx->Point.Size;
497 value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
498 value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
499 value[3] = ctx->Point.Threshold;
500 }
501 return;
502 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
503 {
504 /* here, state[2] is the light number */
505 /* pre-normalize spot dir */
506 const GLuint ln = (GLuint) state[2];
507 COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
508 value[3] = ctx->Light.Light[ln]._CosCutoff;
509 }
510 return;
511
512 case STATE_LIGHT_POSITION:
513 {
514 const GLuint ln = (GLuint) state[2];
515 COPY_4V(value, ctx->Light.Light[ln]._Position);
516 }
517 return;
518
519 case STATE_LIGHT_POSITION_NORMALIZED:
520 {
521 const GLuint ln = (GLuint) state[2];
522 COPY_4V(value, ctx->Light.Light[ln]._Position);
523 NORMALIZE_3FV( value );
524 }
525 return;
526
527 case STATE_LIGHT_HALF_VECTOR:
528 {
529 const GLuint ln = (GLuint) state[2];
530 GLfloat p[3];
531 /* Compute infinite half angle vector:
532 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
533 * light.EyePosition.w should be 0 for infinite lights.
534 */
535 COPY_3V(p, ctx->Light.Light[ln]._Position);
536 NORMALIZE_3FV(p);
537 ADD_3V(value, p, ctx->_EyeZDir);
538 NORMALIZE_3FV(value);
539 value[3] = 1.0;
540 }
541 return;
542
543 case STATE_PT_SCALE:
544 value[0] = ctx->Pixel.RedScale;
545 value[1] = ctx->Pixel.GreenScale;
546 value[2] = ctx->Pixel.BlueScale;
547 value[3] = ctx->Pixel.AlphaScale;
548 return;
549
550 case STATE_PT_BIAS:
551 value[0] = ctx->Pixel.RedBias;
552 value[1] = ctx->Pixel.GreenBias;
553 value[2] = ctx->Pixel.BlueBias;
554 value[3] = ctx->Pixel.AlphaBias;
555 return;
556
557 case STATE_FB_SIZE:
558 value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
559 value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
560 value[2] = 0.0F;
561 value[3] = 0.0F;
562 return;
563
564 case STATE_FB_WPOS_Y_TRANSFORM:
565 /* A driver may negate this conditional by using ZW swizzle
566 * instead of XY (based on e.g. some other state). */
567 if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
568 /* Identity (XY) followed by flipping Y upside down (ZW). */
569 value[0] = 1.0F;
570 value[1] = 0.0F;
571 value[2] = -1.0F;
572 value[3] = (GLfloat) ctx->DrawBuffer->Height;
573 } else {
574 /* Flipping Y upside down (XY) followed by identity (ZW). */
575 value[0] = -1.0F;
576 value[1] = (GLfloat) ctx->DrawBuffer->Height;
577 value[2] = 1.0F;
578 value[3] = 0.0F;
579 }
580 return;
581
582 case STATE_ROT_MATRIX_0:
583 {
584 const int unit = (int) state[2];
585 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
586 value[0] = rotMat22[0];
587 value[1] = rotMat22[2];
588 value[2] = 0.0;
589 value[3] = 0.0;
590 }
591 return;
592
593 case STATE_ROT_MATRIX_1:
594 {
595 const int unit = (int) state[2];
596 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
597 value[0] = rotMat22[1];
598 value[1] = rotMat22[3];
599 value[2] = 0.0;
600 value[3] = 0.0;
601 }
602 return;
603
604 /* XXX: make sure new tokens added here are also handled in the
605 * _mesa_program_state_flags() switch, below.
606 */
607 default:
608 /* Unknown state indexes are silently ignored here.
609 * Drivers may do something special.
610 */
611 return;
612 }
613 return;
614
615 default:
616 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
617 return;
618 }
619 }
620
621
622 /**
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.
628 */
629 GLbitfield
630 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
631 {
632 switch (state[0]) {
633 case STATE_MATERIAL:
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;
638
639 case STATE_LIGHT:
640 case STATE_LIGHTMODEL_AMBIENT:
641 return _NEW_LIGHT;
642
643 case STATE_TEXGEN:
644 return _NEW_TEXTURE;
645 case STATE_TEXENV_COLOR:
646 return _NEW_TEXTURE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
647
648 case STATE_FOG_COLOR:
649 return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
650 case STATE_FOG_PARAMS:
651 return _NEW_FOG;
652
653 case STATE_CLIPPLANE:
654 return _NEW_TRANSFORM;
655
656 case STATE_POINT_SIZE:
657 case STATE_POINT_ATTENUATION:
658 return _NEW_POINT;
659
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;
670
671 case STATE_NUM_SAMPLES:
672 return _NEW_BUFFERS;
673
674 case STATE_DEPTH_RANGE:
675 return _NEW_VIEWPORT;
676
677 case STATE_FRAGMENT_PROGRAM:
678 case STATE_VERTEX_PROGRAM:
679 return _NEW_PROGRAM;
680
681 case STATE_NORMAL_SCALE:
682 return _NEW_MODELVIEW;
683
684 case STATE_INTERNAL:
685 switch (state[1]) {
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;
690
691 case STATE_NORMAL_SCALE:
692 return _NEW_MODELVIEW;
693
694 case STATE_TEXRECT_SCALE:
695 case STATE_ROT_MATRIX_0:
696 case STATE_ROT_MATRIX_1:
697 return _NEW_TEXTURE;
698 case STATE_FOG_PARAMS_OPTIMIZED:
699 return _NEW_FOG;
700 case STATE_POINT_SIZE_CLAMPED:
701 return _NEW_POINT | _NEW_MULTISAMPLE;
702 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
703 case STATE_LIGHT_POSITION:
704 case STATE_LIGHT_POSITION_NORMALIZED:
705 case STATE_LIGHT_HALF_VECTOR:
706 return _NEW_LIGHT;
707
708 case STATE_PT_SCALE:
709 case STATE_PT_BIAS:
710 return _NEW_PIXEL;
711
712 case STATE_FB_SIZE:
713 case STATE_FB_WPOS_Y_TRANSFORM:
714 return _NEW_BUFFERS;
715
716 default:
717 /* unknown state indexes are silently ignored and
718 * no flag set, since it is handled by the driver.
719 */
720 return 0;
721 }
722
723 default:
724 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
725 return 0;
726 }
727 }
728
729
730 static void
731 append(char *dst, const char *src)
732 {
733 while (*dst)
734 dst++;
735 while (*src)
736 *dst++ = *src++;
737 *dst = 0;
738 }
739
740
741 /**
742 * Convert token 'k' to a string, append it onto 'dst' string.
743 */
744 static void
745 append_token(char *dst, gl_state_index k)
746 {
747 switch (k) {
748 case STATE_MATERIAL:
749 append(dst, "material");
750 break;
751 case STATE_LIGHT:
752 append(dst, "light");
753 break;
754 case STATE_LIGHTMODEL_AMBIENT:
755 append(dst, "lightmodel.ambient");
756 break;
757 case STATE_LIGHTMODEL_SCENECOLOR:
758 break;
759 case STATE_LIGHTPROD:
760 append(dst, "lightprod");
761 break;
762 case STATE_TEXGEN:
763 append(dst, "texgen");
764 break;
765 case STATE_FOG_COLOR:
766 append(dst, "fog.color");
767 break;
768 case STATE_FOG_PARAMS:
769 append(dst, "fog.params");
770 break;
771 case STATE_CLIPPLANE:
772 append(dst, "clip");
773 break;
774 case STATE_POINT_SIZE:
775 append(dst, "point.size");
776 break;
777 case STATE_POINT_ATTENUATION:
778 append(dst, "point.attenuation");
779 break;
780 case STATE_MODELVIEW_MATRIX:
781 append(dst, "matrix.modelview");
782 break;
783 case STATE_PROJECTION_MATRIX:
784 append(dst, "matrix.projection");
785 break;
786 case STATE_MVP_MATRIX:
787 append(dst, "matrix.mvp");
788 break;
789 case STATE_TEXTURE_MATRIX:
790 append(dst, "matrix.texture");
791 break;
792 case STATE_PROGRAM_MATRIX:
793 append(dst, "matrix.program");
794 break;
795 case STATE_MATRIX_INVERSE:
796 append(dst, ".inverse");
797 break;
798 case STATE_MATRIX_TRANSPOSE:
799 append(dst, ".transpose");
800 break;
801 case STATE_MATRIX_INVTRANS:
802 append(dst, ".invtrans");
803 break;
804 case STATE_AMBIENT:
805 append(dst, ".ambient");
806 break;
807 case STATE_DIFFUSE:
808 append(dst, ".diffuse");
809 break;
810 case STATE_SPECULAR:
811 append(dst, ".specular");
812 break;
813 case STATE_EMISSION:
814 append(dst, ".emission");
815 break;
816 case STATE_SHININESS:
817 append(dst, "lshininess");
818 break;
819 case STATE_HALF_VECTOR:
820 append(dst, ".half");
821 break;
822 case STATE_POSITION:
823 append(dst, ".position");
824 break;
825 case STATE_ATTENUATION:
826 append(dst, ".attenuation");
827 break;
828 case STATE_SPOT_DIRECTION:
829 append(dst, ".spot.direction");
830 break;
831 case STATE_SPOT_CUTOFF:
832 append(dst, ".spot.cutoff");
833 break;
834 case STATE_TEXGEN_EYE_S:
835 append(dst, ".eye.s");
836 break;
837 case STATE_TEXGEN_EYE_T:
838 append(dst, ".eye.t");
839 break;
840 case STATE_TEXGEN_EYE_R:
841 append(dst, ".eye.r");
842 break;
843 case STATE_TEXGEN_EYE_Q:
844 append(dst, ".eye.q");
845 break;
846 case STATE_TEXGEN_OBJECT_S:
847 append(dst, ".object.s");
848 break;
849 case STATE_TEXGEN_OBJECT_T:
850 append(dst, ".object.t");
851 break;
852 case STATE_TEXGEN_OBJECT_R:
853 append(dst, ".object.r");
854 break;
855 case STATE_TEXGEN_OBJECT_Q:
856 append(dst, ".object.q");
857 break;
858 case STATE_TEXENV_COLOR:
859 append(dst, "texenv");
860 break;
861 case STATE_NUM_SAMPLES:
862 append(dst, "numsamples");
863 break;
864 case STATE_DEPTH_RANGE:
865 append(dst, "depth.range");
866 break;
867 case STATE_VERTEX_PROGRAM:
868 case STATE_FRAGMENT_PROGRAM:
869 break;
870 case STATE_ENV:
871 append(dst, "env");
872 break;
873 case STATE_LOCAL:
874 append(dst, "local");
875 break;
876 /* BEGIN internal state vars */
877 case STATE_INTERNAL:
878 append(dst, ".internal.");
879 break;
880 case STATE_CURRENT_ATTRIB:
881 append(dst, "current");
882 break;
883 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
884 append(dst, "currentAttribMaybeVPClamped");
885 break;
886 case STATE_NORMAL_SCALE:
887 append(dst, "normalScale");
888 break;
889 case STATE_TEXRECT_SCALE:
890 append(dst, "texrectScale");
891 break;
892 case STATE_FOG_PARAMS_OPTIMIZED:
893 append(dst, "fogParamsOptimized");
894 break;
895 case STATE_POINT_SIZE_CLAMPED:
896 append(dst, "pointSizeClamped");
897 break;
898 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
899 append(dst, "lightSpotDirNormalized");
900 break;
901 case STATE_LIGHT_POSITION:
902 append(dst, "lightPosition");
903 break;
904 case STATE_LIGHT_POSITION_NORMALIZED:
905 append(dst, "light.position.normalized");
906 break;
907 case STATE_LIGHT_HALF_VECTOR:
908 append(dst, "lightHalfVector");
909 break;
910 case STATE_PT_SCALE:
911 append(dst, "PTscale");
912 break;
913 case STATE_PT_BIAS:
914 append(dst, "PTbias");
915 break;
916 case STATE_FB_SIZE:
917 append(dst, "FbSize");
918 break;
919 case STATE_FB_WPOS_Y_TRANSFORM:
920 append(dst, "FbWposYTransform");
921 break;
922 case STATE_ROT_MATRIX_0:
923 append(dst, "rotMatrixRow0");
924 break;
925 case STATE_ROT_MATRIX_1:
926 append(dst, "rotMatrixRow1");
927 break;
928 default:
929 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
930 append(dst, "driverState");
931 }
932 }
933
934 static void
935 append_face(char *dst, GLint face)
936 {
937 if (face == 0)
938 append(dst, "front.");
939 else
940 append(dst, "back.");
941 }
942
943 static void
944 append_index(char *dst, GLint index)
945 {
946 char s[20];
947 sprintf(s, "[%d]", index);
948 append(dst, s);
949 }
950
951 /**
952 * Make a string from the given state vector.
953 * For example, return "state.matrix.texture[2].inverse".
954 * Use free() to deallocate the string.
955 */
956 char *
957 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
958 {
959 char str[1000] = "";
960 char tmp[30];
961
962 append(str, "state.");
963 append_token(str, state[0]);
964
965 switch (state[0]) {
966 case STATE_MATERIAL:
967 append_face(str, state[1]);
968 append_token(str, state[2]);
969 break;
970 case STATE_LIGHT:
971 append_index(str, state[1]); /* light number [i]. */
972 append_token(str, state[2]); /* coefficients */
973 break;
974 case STATE_LIGHTMODEL_AMBIENT:
975 append(str, "lightmodel.ambient");
976 break;
977 case STATE_LIGHTMODEL_SCENECOLOR:
978 if (state[1] == 0) {
979 append(str, "lightmodel.front.scenecolor");
980 }
981 else {
982 append(str, "lightmodel.back.scenecolor");
983 }
984 break;
985 case STATE_LIGHTPROD:
986 append_index(str, state[1]); /* light number [i]. */
987 append_face(str, state[2]);
988 append_token(str, state[3]);
989 break;
990 case STATE_TEXGEN:
991 append_index(str, state[1]); /* tex unit [i] */
992 append_token(str, state[2]); /* plane coef */
993 break;
994 case STATE_TEXENV_COLOR:
995 append_index(str, state[1]); /* tex unit [i] */
996 append(str, "color");
997 break;
998 case STATE_CLIPPLANE:
999 append_index(str, state[1]); /* plane [i] */
1000 append(str, ".plane");
1001 break;
1002 case STATE_MODELVIEW_MATRIX:
1003 case STATE_PROJECTION_MATRIX:
1004 case STATE_MVP_MATRIX:
1005 case STATE_TEXTURE_MATRIX:
1006 case STATE_PROGRAM_MATRIX:
1007 {
1008 /* state[0] = modelview, projection, texture, etc. */
1009 /* state[1] = which texture matrix or program matrix */
1010 /* state[2] = first row to fetch */
1011 /* state[3] = last row to fetch */
1012 /* state[4] = transpose, inverse or invtrans */
1013 const gl_state_index mat = state[0];
1014 const GLuint index = (GLuint) state[1];
1015 const GLuint firstRow = (GLuint) state[2];
1016 const GLuint lastRow = (GLuint) state[3];
1017 const gl_state_index modifier = state[4];
1018 if (index ||
1019 mat == STATE_TEXTURE_MATRIX ||
1020 mat == STATE_PROGRAM_MATRIX)
1021 append_index(str, index);
1022 if (modifier)
1023 append_token(str, modifier);
1024 if (firstRow == lastRow)
1025 sprintf(tmp, ".row[%d]", firstRow);
1026 else
1027 sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1028 append(str, tmp);
1029 }
1030 break;
1031 case STATE_POINT_SIZE:
1032 break;
1033 case STATE_POINT_ATTENUATION:
1034 break;
1035 case STATE_FOG_PARAMS:
1036 break;
1037 case STATE_FOG_COLOR:
1038 break;
1039 case STATE_NUM_SAMPLES:
1040 break;
1041 case STATE_DEPTH_RANGE:
1042 break;
1043 case STATE_FRAGMENT_PROGRAM:
1044 case STATE_VERTEX_PROGRAM:
1045 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1046 /* state[2] = parameter index */
1047 append_token(str, state[1]);
1048 append_index(str, state[2]);
1049 break;
1050 case STATE_NORMAL_SCALE:
1051 break;
1052 case STATE_INTERNAL:
1053 append_token(str, state[1]);
1054 if (state[1] == STATE_CURRENT_ATTRIB)
1055 append_index(str, state[2]);
1056 break;
1057 default:
1058 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1059 break;
1060 }
1061
1062 return _mesa_strdup(str);
1063 }
1064
1065
1066 /**
1067 * Loop over all the parameters in a parameter list. If the parameter
1068 * is a GL state reference, look up the current value of that state
1069 * variable and put it into the parameter's Value[4] array.
1070 * Other parameter types never change or are explicitly set by the user
1071 * with glUniform() or glProgramParameter(), etc.
1072 * This would be called at glBegin time.
1073 */
1074 void
1075 _mesa_load_state_parameters(struct gl_context *ctx,
1076 struct gl_program_parameter_list *paramList)
1077 {
1078 GLuint i;
1079
1080 if (!paramList)
1081 return;
1082
1083 for (i = 0; i < paramList->NumParameters; i++) {
1084 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1085 _mesa_fetch_state(ctx,
1086 paramList->Parameters[i].StateIndexes,
1087 &paramList->ParameterValues[i][0].f);
1088 }
1089 }
1090 }