2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
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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.
26 * \file prog_statevars.c
27 * Program state variable management.
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 "prog_statevars.h"
38 #include "prog_parameter.h"
42 * Use the list of tokens in the state[] array to find global GL state
43 * and return it in <value>. Usually, four values are returned in <value>
44 * but matrix queries may return as many as 16 values.
45 * This function is used for ARB vertex/fragment programs.
46 * The program parser will produce the state[] values.
49 _mesa_fetch_state(struct gl_context
*ctx
, const gl_state_index state
[],
55 /* state[1] is either 0=front or 1=back side */
56 const GLuint face
= (GLuint
) state
[1];
57 const struct gl_material
*mat
= &ctx
->Light
.Material
;
58 ASSERT(face
== 0 || face
== 1);
59 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
60 ASSERT(MAT_ATTRIB_FRONT_AMBIENT
+ 1 == MAT_ATTRIB_BACK_AMBIENT
);
61 /* XXX we could get rid of this switch entirely with a little
62 * work in arbprogparse.c's parse_state_single_item().
64 /* state[2] is the material attribute */
67 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
70 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
73 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
76 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
79 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
85 _mesa_problem(ctx
, "Invalid material state in fetch_state");
91 /* state[1] is the light number */
92 const GLuint ln
= (GLuint
) state
[1];
93 /* state[2] is the light attribute */
96 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
99 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
102 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
105 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
107 case STATE_ATTENUATION
:
108 value
[0] = ctx
->Light
.Light
[ln
].ConstantAttenuation
;
109 value
[1] = ctx
->Light
.Light
[ln
].LinearAttenuation
;
110 value
[2] = ctx
->Light
.Light
[ln
].QuadraticAttenuation
;
111 value
[3] = ctx
->Light
.Light
[ln
].SpotExponent
;
113 case STATE_SPOT_DIRECTION
:
114 COPY_3V(value
, ctx
->Light
.Light
[ln
].SpotDirection
);
115 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
117 case STATE_SPOT_CUTOFF
:
118 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
120 case STATE_HALF_VECTOR
:
122 static const GLfloat eye_z
[] = {0, 0, 1};
124 /* Compute infinite half angle vector:
125 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
126 * light.EyePosition.w should be 0 for infinite lights.
128 COPY_3V(p
, ctx
->Light
.Light
[ln
].EyePosition
);
130 ADD_3V(value
, p
, eye_z
);
131 NORMALIZE_3FV(value
);
136 _mesa_problem(ctx
, "Invalid light state in fetch_state");
140 case STATE_LIGHTMODEL_AMBIENT
:
141 COPY_4V(value
, ctx
->Light
.Model
.Ambient
);
143 case STATE_LIGHTMODEL_SCENECOLOR
:
147 for (i
= 0; i
< 3; i
++) {
148 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
149 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
][i
]
150 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_EMISSION
][i
];
152 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3];
157 for (i
= 0; i
< 3; i
++) {
158 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
159 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_AMBIENT
][i
]
160 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_EMISSION
][i
];
162 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_DIFFUSE
][3];
165 case STATE_LIGHTPROD
:
167 const GLuint ln
= (GLuint
) state
[1];
168 const GLuint face
= (GLuint
) state
[2];
170 ASSERT(face
== 0 || face
== 1);
173 for (i
= 0; i
< 3; i
++) {
174 value
[i
] = ctx
->Light
.Light
[ln
].Ambient
[i
] *
175 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][i
];
177 /* [3] = material alpha */
178 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][3];
181 for (i
= 0; i
< 3; i
++) {
182 value
[i
] = ctx
->Light
.Light
[ln
].Diffuse
[i
] *
183 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][i
];
185 /* [3] = material alpha */
186 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][3];
189 for (i
= 0; i
< 3; i
++) {
190 value
[i
] = ctx
->Light
.Light
[ln
].Specular
[i
] *
191 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][i
];
193 /* [3] = material alpha */
194 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][3];
197 _mesa_problem(ctx
, "Invalid lightprod state in fetch_state");
203 /* state[1] is the texture unit */
204 const GLuint unit
= (GLuint
) state
[1];
205 /* state[2] is the texgen attribute */
207 case STATE_TEXGEN_EYE_S
:
208 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.EyePlane
);
210 case STATE_TEXGEN_EYE_T
:
211 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.EyePlane
);
213 case STATE_TEXGEN_EYE_R
:
214 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.EyePlane
);
216 case STATE_TEXGEN_EYE_Q
:
217 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.EyePlane
);
219 case STATE_TEXGEN_OBJECT_S
:
220 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.ObjectPlane
);
222 case STATE_TEXGEN_OBJECT_T
:
223 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.ObjectPlane
);
225 case STATE_TEXGEN_OBJECT_R
:
226 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.ObjectPlane
);
228 case STATE_TEXGEN_OBJECT_Q
:
229 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.ObjectPlane
);
232 _mesa_problem(ctx
, "Invalid texgen state in fetch_state");
236 case STATE_TEXENV_COLOR
:
238 /* state[1] is the texture unit */
239 const GLuint unit
= (GLuint
) state
[1];
240 if(ctx
->Color
._ClampFragmentColor
)
241 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColor
);
243 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColorUnclamped
);
246 case STATE_FOG_COLOR
:
247 if(ctx
->Color
._ClampFragmentColor
)
248 COPY_4V(value
, ctx
->Fog
.Color
);
250 COPY_4V(value
, ctx
->Fog
.ColorUnclamped
);
252 case STATE_FOG_PARAMS
:
253 value
[0] = ctx
->Fog
.Density
;
254 value
[1] = ctx
->Fog
.Start
;
255 value
[2] = ctx
->Fog
.End
;
256 value
[3] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
257 ? 1.0f
: (GLfloat
)(1.0 / (ctx
->Fog
.End
- ctx
->Fog
.Start
));
259 case STATE_CLIPPLANE
:
261 const GLuint plane
= (GLuint
) state
[1];
262 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
265 case STATE_POINT_SIZE
:
266 value
[0] = ctx
->Point
.Size
;
267 value
[1] = ctx
->Point
.MinSize
;
268 value
[2] = ctx
->Point
.MaxSize
;
269 value
[3] = ctx
->Point
.Threshold
;
271 case STATE_POINT_ATTENUATION
:
272 value
[0] = ctx
->Point
.Params
[0];
273 value
[1] = ctx
->Point
.Params
[1];
274 value
[2] = ctx
->Point
.Params
[2];
277 case STATE_MODELVIEW_MATRIX
:
278 case STATE_PROJECTION_MATRIX
:
279 case STATE_MVP_MATRIX
:
280 case STATE_TEXTURE_MATRIX
:
281 case STATE_PROGRAM_MATRIX
:
283 /* state[0] = modelview, projection, texture, etc. */
284 /* state[1] = which texture matrix or program matrix */
285 /* state[2] = first row to fetch */
286 /* state[3] = last row to fetch */
287 /* state[4] = transpose, inverse or invtrans */
288 const GLmatrix
*matrix
;
289 const gl_state_index mat
= state
[0];
290 const GLuint index
= (GLuint
) state
[1];
291 const GLuint firstRow
= (GLuint
) state
[2];
292 const GLuint lastRow
= (GLuint
) state
[3];
293 const gl_state_index modifier
= state
[4];
296 ASSERT(firstRow
>= 0);
297 ASSERT(firstRow
< 4);
298 ASSERT(lastRow
>= 0);
300 if (mat
== STATE_MODELVIEW_MATRIX
) {
301 matrix
= ctx
->ModelviewMatrixStack
.Top
;
303 else if (mat
== STATE_PROJECTION_MATRIX
) {
304 matrix
= ctx
->ProjectionMatrixStack
.Top
;
306 else if (mat
== STATE_MVP_MATRIX
) {
307 matrix
= &ctx
->_ModelProjectMatrix
;
309 else if (mat
== STATE_TEXTURE_MATRIX
) {
310 ASSERT(index
< Elements(ctx
->TextureMatrixStack
));
311 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
313 else if (mat
== STATE_PROGRAM_MATRIX
) {
314 ASSERT(index
< Elements(ctx
->ProgramMatrixStack
));
315 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
318 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
321 if (modifier
== STATE_MATRIX_INVERSE
||
322 modifier
== STATE_MATRIX_INVTRANS
) {
323 /* Be sure inverse is up to date:
325 _math_matrix_alloc_inv( (GLmatrix
*) matrix
);
326 _math_matrix_analyse( (GLmatrix
*) matrix
);
332 if (modifier
== STATE_MATRIX_TRANSPOSE
||
333 modifier
== STATE_MATRIX_INVTRANS
) {
334 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
335 value
[i
++] = m
[row
* 4 + 0];
336 value
[i
++] = m
[row
* 4 + 1];
337 value
[i
++] = m
[row
* 4 + 2];
338 value
[i
++] = m
[row
* 4 + 3];
342 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
343 value
[i
++] = m
[row
+ 0];
344 value
[i
++] = m
[row
+ 4];
345 value
[i
++] = m
[row
+ 8];
346 value
[i
++] = m
[row
+ 12];
351 case STATE_DEPTH_RANGE
:
352 value
[0] = ctx
->Viewport
.Near
; /* near */
353 value
[1] = ctx
->Viewport
.Far
; /* far */
354 value
[2] = ctx
->Viewport
.Far
- ctx
->Viewport
.Near
; /* far - near */
357 case STATE_FRAGMENT_PROGRAM
:
359 /* state[1] = {STATE_ENV, STATE_LOCAL} */
360 /* state[2] = parameter index */
361 const int idx
= (int) state
[2];
364 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
367 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
370 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
376 case STATE_VERTEX_PROGRAM
:
378 /* state[1] = {STATE_ENV, STATE_LOCAL} */
379 /* state[2] = parameter index */
380 const int idx
= (int) state
[2];
383 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
386 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
389 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
395 case STATE_NORMAL_SCALE
:
396 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
401 case STATE_CURRENT_ATTRIB
:
403 const GLuint idx
= (GLuint
) state
[2];
404 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
408 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
410 const GLuint idx
= (GLuint
) state
[2];
411 if(ctx
->Light
._ClampVertexColor
&&
412 (idx
== VERT_ATTRIB_COLOR0
||
413 idx
== VERT_ATTRIB_COLOR1
)) {
414 value
[0] = CLAMP(ctx
->Current
.Attrib
[idx
][0], 0.0f
, 1.0f
);
415 value
[1] = CLAMP(ctx
->Current
.Attrib
[idx
][1], 0.0f
, 1.0f
);
416 value
[2] = CLAMP(ctx
->Current
.Attrib
[idx
][2], 0.0f
, 1.0f
);
417 value
[3] = CLAMP(ctx
->Current
.Attrib
[idx
][3], 0.0f
, 1.0f
);
420 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
424 case STATE_NORMAL_SCALE
:
426 ctx
->_ModelViewInvScale
,
427 ctx
->_ModelViewInvScale
,
428 ctx
->_ModelViewInvScale
,
432 case STATE_TEXRECT_SCALE
:
433 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
434 * Used to convert unnormalized texcoords to normalized texcoords.
437 const int unit
= (int) state
[2];
438 const struct gl_texture_object
*texObj
439 = ctx
->Texture
.Unit
[unit
]._Current
;
441 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
443 (GLfloat
) (1.0 / texImage
->Width
),
444 (GLfloat
) (1.0 / texImage
->Height
),
450 case STATE_FOG_PARAMS_OPTIMIZED
:
451 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
452 * might be more expensive than EX2 on some hw, plus it needs
453 * another constant (e) anyway. Linear fog can now be done with a
455 * linear: fogcoord * -1/(end-start) + end/(end-start)
456 * exp: 2^-(density/ln(2) * fogcoord)
457 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
459 value
[0] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
460 ? 1.0f
: (GLfloat
)(-1.0F
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
));
461 value
[1] = ctx
->Fog
.End
* -value
[0];
462 value
[2] = (GLfloat
)(ctx
->Fog
.Density
* M_LOG2E
); /* M_LOG2E == 1/ln(2) */
463 value
[3] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_SQRT_LN2
);
466 case STATE_POINT_SIZE_CLAMPED
:
468 /* this includes implementation dependent limits, to avoid
469 * another potentially necessary clamp.
470 * Note: for sprites, point smooth (point AA) is ignored
471 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
472 * expect drivers will want to say their minimum for AA size is 0.0
473 * but for non-AA it's 1.0 (because normal points with size below 1.0
474 * need to get rounded up to 1.0, hence never disappear). GL does
475 * not specify max clamp size for sprites, other than it needs to be
476 * at least as large as max AA size, hence use non-AA size there.
480 if (ctx
->Point
.PointSprite
) {
481 minImplSize
= ctx
->Const
.MinPointSizeAA
;
482 maxImplSize
= ctx
->Const
.MaxPointSize
;
484 else if (ctx
->Point
.SmoothFlag
|| ctx
->Multisample
._Enabled
) {
485 minImplSize
= ctx
->Const
.MinPointSizeAA
;
486 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
489 minImplSize
= ctx
->Const
.MinPointSize
;
490 maxImplSize
= ctx
->Const
.MaxPointSize
;
492 value
[0] = ctx
->Point
.Size
;
493 value
[1] = ctx
->Point
.MinSize
>= minImplSize
? ctx
->Point
.MinSize
: minImplSize
;
494 value
[2] = ctx
->Point
.MaxSize
<= maxImplSize
? ctx
->Point
.MaxSize
: maxImplSize
;
495 value
[3] = ctx
->Point
.Threshold
;
498 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
500 /* here, state[2] is the light number */
501 /* pre-normalize spot dir */
502 const GLuint ln
= (GLuint
) state
[2];
503 COPY_3V(value
, ctx
->Light
.Light
[ln
]._NormSpotDirection
);
504 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
508 case STATE_LIGHT_POSITION
:
510 const GLuint ln
= (GLuint
) state
[2];
511 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
515 case STATE_LIGHT_POSITION_NORMALIZED
:
517 const GLuint ln
= (GLuint
) state
[2];
518 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
519 NORMALIZE_3FV( value
);
523 case STATE_LIGHT_HALF_VECTOR
:
525 const GLuint ln
= (GLuint
) state
[2];
527 /* Compute infinite half angle vector:
528 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
529 * light.EyePosition.w should be 0 for infinite lights.
531 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
533 ADD_3V(value
, p
, ctx
->_EyeZDir
);
534 NORMALIZE_3FV(value
);
540 value
[0] = ctx
->Pixel
.RedScale
;
541 value
[1] = ctx
->Pixel
.GreenScale
;
542 value
[2] = ctx
->Pixel
.BlueScale
;
543 value
[3] = ctx
->Pixel
.AlphaScale
;
547 value
[0] = ctx
->Pixel
.RedBias
;
548 value
[1] = ctx
->Pixel
.GreenBias
;
549 value
[2] = ctx
->Pixel
.BlueBias
;
550 value
[3] = ctx
->Pixel
.AlphaBias
;
553 case STATE_SHADOW_AMBIENT
:
555 const int unit
= (int) state
[2];
556 const struct gl_texture_object
*texObj
557 = ctx
->Texture
.Unit
[unit
]._Current
;
562 value
[3] = texObj
->Sampler
.CompareFailValue
;
568 value
[0] = (GLfloat
) (ctx
->DrawBuffer
->Width
- 1);
569 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
574 case STATE_FB_WPOS_Y_TRANSFORM
:
575 /* A driver may negate this conditional by using ZW swizzle
576 * instead of XY (based on e.g. some other state). */
577 if (ctx
->DrawBuffer
->Name
!= 0) {
578 /* Identity (XY) followed by flipping Y upside down (ZW). */
582 value
[3] = (GLfloat
) ctx
->DrawBuffer
->Height
;
584 /* Flipping Y upside down (XY) followed by identity (ZW). */
586 value
[1] = (GLfloat
) ctx
->DrawBuffer
->Height
;
592 case STATE_ROT_MATRIX_0
:
594 const int unit
= (int) state
[2];
595 GLfloat
*rotMat22
= ctx
->Texture
.Unit
[unit
].RotMatrix
;
596 value
[0] = rotMat22
[0];
597 value
[1] = rotMat22
[2];
603 case STATE_ROT_MATRIX_1
:
605 const int unit
= (int) state
[2];
606 GLfloat
*rotMat22
= ctx
->Texture
.Unit
[unit
].RotMatrix
;
607 value
[0] = rotMat22
[1];
608 value
[1] = rotMat22
[3];
614 /* XXX: make sure new tokens added here are also handled in the
615 * _mesa_program_state_flags() switch, below.
618 /* Unknown state indexes are silently ignored here.
619 * Drivers may do something special.
626 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
633 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
634 * indicate that the given context state may have changed.
635 * The bitmask is used during validation to determine if we need to update
636 * vertex/fragment program parameters (like "state.material.color") when
637 * some GL state has changed.
640 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
644 case STATE_LIGHTPROD
:
645 case STATE_LIGHTMODEL_SCENECOLOR
:
646 /* these can be effected by glColor when colormaterial mode is used */
647 return _NEW_LIGHT
| _NEW_CURRENT_ATTRIB
;
650 case STATE_LIGHTMODEL_AMBIENT
:
655 case STATE_TEXENV_COLOR
:
656 return _NEW_TEXTURE
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
658 case STATE_FOG_COLOR
:
659 return _NEW_FOG
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
660 case STATE_FOG_PARAMS
:
663 case STATE_CLIPPLANE
:
664 return _NEW_TRANSFORM
;
666 case STATE_POINT_SIZE
:
667 case STATE_POINT_ATTENUATION
:
670 case STATE_MODELVIEW_MATRIX
:
671 return _NEW_MODELVIEW
;
672 case STATE_PROJECTION_MATRIX
:
673 return _NEW_PROJECTION
;
674 case STATE_MVP_MATRIX
:
675 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
676 case STATE_TEXTURE_MATRIX
:
677 return _NEW_TEXTURE_MATRIX
;
678 case STATE_PROGRAM_MATRIX
:
679 return _NEW_TRACK_MATRIX
;
681 case STATE_DEPTH_RANGE
:
682 return _NEW_VIEWPORT
;
684 case STATE_FRAGMENT_PROGRAM
:
685 case STATE_VERTEX_PROGRAM
:
688 case STATE_NORMAL_SCALE
:
689 return _NEW_MODELVIEW
;
693 case STATE_CURRENT_ATTRIB
:
694 return _NEW_CURRENT_ATTRIB
;
695 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
696 return _NEW_CURRENT_ATTRIB
| _NEW_LIGHT
| _NEW_BUFFERS
;
698 case STATE_NORMAL_SCALE
:
699 return _NEW_MODELVIEW
;
701 case STATE_TEXRECT_SCALE
:
702 case STATE_SHADOW_AMBIENT
:
703 case STATE_ROT_MATRIX_0
:
704 case STATE_ROT_MATRIX_1
:
706 case STATE_FOG_PARAMS_OPTIMIZED
:
708 case STATE_POINT_SIZE_CLAMPED
:
709 return _NEW_POINT
| _NEW_MULTISAMPLE
;
710 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
711 case STATE_LIGHT_POSITION
:
712 case STATE_LIGHT_POSITION_NORMALIZED
:
713 case STATE_LIGHT_HALF_VECTOR
:
721 case STATE_FB_WPOS_Y_TRANSFORM
:
725 /* unknown state indexes are silently ignored and
726 * no flag set, since it is handled by the driver.
732 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
739 append(char *dst
, const char *src
)
750 * Convert token 'k' to a string, append it onto 'dst' string.
753 append_token(char *dst
, gl_state_index k
)
757 append(dst
, "material");
760 append(dst
, "light");
762 case STATE_LIGHTMODEL_AMBIENT
:
763 append(dst
, "lightmodel.ambient");
765 case STATE_LIGHTMODEL_SCENECOLOR
:
767 case STATE_LIGHTPROD
:
768 append(dst
, "lightprod");
771 append(dst
, "texgen");
773 case STATE_FOG_COLOR
:
774 append(dst
, "fog.color");
776 case STATE_FOG_PARAMS
:
777 append(dst
, "fog.params");
779 case STATE_CLIPPLANE
:
782 case STATE_POINT_SIZE
:
783 append(dst
, "point.size");
785 case STATE_POINT_ATTENUATION
:
786 append(dst
, "point.attenuation");
788 case STATE_MODELVIEW_MATRIX
:
789 append(dst
, "matrix.modelview");
791 case STATE_PROJECTION_MATRIX
:
792 append(dst
, "matrix.projection");
794 case STATE_MVP_MATRIX
:
795 append(dst
, "matrix.mvp");
797 case STATE_TEXTURE_MATRIX
:
798 append(dst
, "matrix.texture");
800 case STATE_PROGRAM_MATRIX
:
801 append(dst
, "matrix.program");
803 case STATE_MATRIX_INVERSE
:
804 append(dst
, ".inverse");
806 case STATE_MATRIX_TRANSPOSE
:
807 append(dst
, ".transpose");
809 case STATE_MATRIX_INVTRANS
:
810 append(dst
, ".invtrans");
813 append(dst
, ".ambient");
816 append(dst
, ".diffuse");
819 append(dst
, ".specular");
822 append(dst
, ".emission");
824 case STATE_SHININESS
:
825 append(dst
, "lshininess");
827 case STATE_HALF_VECTOR
:
828 append(dst
, ".half");
831 append(dst
, ".position");
833 case STATE_ATTENUATION
:
834 append(dst
, ".attenuation");
836 case STATE_SPOT_DIRECTION
:
837 append(dst
, ".spot.direction");
839 case STATE_SPOT_CUTOFF
:
840 append(dst
, ".spot.cutoff");
842 case STATE_TEXGEN_EYE_S
:
843 append(dst
, ".eye.s");
845 case STATE_TEXGEN_EYE_T
:
846 append(dst
, ".eye.t");
848 case STATE_TEXGEN_EYE_R
:
849 append(dst
, ".eye.r");
851 case STATE_TEXGEN_EYE_Q
:
852 append(dst
, ".eye.q");
854 case STATE_TEXGEN_OBJECT_S
:
855 append(dst
, ".object.s");
857 case STATE_TEXGEN_OBJECT_T
:
858 append(dst
, ".object.t");
860 case STATE_TEXGEN_OBJECT_R
:
861 append(dst
, ".object.r");
863 case STATE_TEXGEN_OBJECT_Q
:
864 append(dst
, ".object.q");
866 case STATE_TEXENV_COLOR
:
867 append(dst
, "texenv");
869 case STATE_DEPTH_RANGE
:
870 append(dst
, "depth.range");
872 case STATE_VERTEX_PROGRAM
:
873 case STATE_FRAGMENT_PROGRAM
:
879 append(dst
, "local");
881 /* BEGIN internal state vars */
883 append(dst
, ".internal.");
885 case STATE_CURRENT_ATTRIB
:
886 append(dst
, "current");
888 case STATE_NORMAL_SCALE
:
889 append(dst
, "normalScale");
891 case STATE_TEXRECT_SCALE
:
892 append(dst
, "texrectScale");
894 case STATE_FOG_PARAMS_OPTIMIZED
:
895 append(dst
, "fogParamsOptimized");
897 case STATE_POINT_SIZE_CLAMPED
:
898 append(dst
, "pointSizeClamped");
900 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
901 append(dst
, "lightSpotDirNormalized");
903 case STATE_LIGHT_POSITION
:
904 append(dst
, "lightPosition");
906 case STATE_LIGHT_POSITION_NORMALIZED
:
907 append(dst
, "light.position.normalized");
909 case STATE_LIGHT_HALF_VECTOR
:
910 append(dst
, "lightHalfVector");
913 append(dst
, "PTscale");
916 append(dst
, "PTbias");
918 case STATE_SHADOW_AMBIENT
:
919 append(dst
, "CompareFailValue");
922 append(dst
, "FbSize");
924 case STATE_FB_WPOS_Y_TRANSFORM
:
925 append(dst
, "FbWposYTransform");
927 case STATE_ROT_MATRIX_0
:
928 append(dst
, "rotMatrixRow0");
930 case STATE_ROT_MATRIX_1
:
931 append(dst
, "rotMatrixRow1");
934 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
935 append(dst
, "driverState");
940 append_face(char *dst
, GLint face
)
943 append(dst
, "front.");
945 append(dst
, "back.");
949 append_index(char *dst
, GLint index
)
952 sprintf(s
, "[%d]", index
);
957 * Make a string from the given state vector.
958 * For example, return "state.matrix.texture[2].inverse".
959 * Use free() to deallocate the string.
962 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
967 append(str
, "state.");
968 append_token(str
, state
[0]);
972 append_face(str
, state
[1]);
973 append_token(str
, state
[2]);
976 append_index(str
, state
[1]); /* light number [i]. */
977 append_token(str
, state
[2]); /* coefficients */
979 case STATE_LIGHTMODEL_AMBIENT
:
980 append(str
, "lightmodel.ambient");
982 case STATE_LIGHTMODEL_SCENECOLOR
:
984 append(str
, "lightmodel.front.scenecolor");
987 append(str
, "lightmodel.back.scenecolor");
990 case STATE_LIGHTPROD
:
991 append_index(str
, state
[1]); /* light number [i]. */
992 append_face(str
, state
[2]);
993 append_token(str
, state
[3]);
996 append_index(str
, state
[1]); /* tex unit [i] */
997 append_token(str
, state
[2]); /* plane coef */
999 case STATE_TEXENV_COLOR
:
1000 append_index(str
, state
[1]); /* tex unit [i] */
1001 append(str
, "color");
1003 case STATE_CLIPPLANE
:
1004 append_index(str
, state
[1]); /* plane [i] */
1005 append(str
, ".plane");
1007 case STATE_MODELVIEW_MATRIX
:
1008 case STATE_PROJECTION_MATRIX
:
1009 case STATE_MVP_MATRIX
:
1010 case STATE_TEXTURE_MATRIX
:
1011 case STATE_PROGRAM_MATRIX
:
1013 /* state[0] = modelview, projection, texture, etc. */
1014 /* state[1] = which texture matrix or program matrix */
1015 /* state[2] = first row to fetch */
1016 /* state[3] = last row to fetch */
1017 /* state[4] = transpose, inverse or invtrans */
1018 const gl_state_index mat
= state
[0];
1019 const GLuint index
= (GLuint
) state
[1];
1020 const GLuint firstRow
= (GLuint
) state
[2];
1021 const GLuint lastRow
= (GLuint
) state
[3];
1022 const gl_state_index modifier
= state
[4];
1024 mat
== STATE_TEXTURE_MATRIX
||
1025 mat
== STATE_PROGRAM_MATRIX
)
1026 append_index(str
, index
);
1028 append_token(str
, modifier
);
1029 if (firstRow
== lastRow
)
1030 sprintf(tmp
, ".row[%d]", firstRow
);
1032 sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
1036 case STATE_POINT_SIZE
:
1038 case STATE_POINT_ATTENUATION
:
1040 case STATE_FOG_PARAMS
:
1042 case STATE_FOG_COLOR
:
1044 case STATE_DEPTH_RANGE
:
1046 case STATE_FRAGMENT_PROGRAM
:
1047 case STATE_VERTEX_PROGRAM
:
1048 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1049 /* state[2] = parameter index */
1050 append_token(str
, state
[1]);
1051 append_index(str
, state
[2]);
1053 case STATE_NORMAL_SCALE
:
1055 case STATE_INTERNAL
:
1056 append_token(str
, state
[1]);
1057 if (state
[1] == STATE_CURRENT_ATTRIB
)
1058 append_index(str
, state
[2]);
1061 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
1065 return _mesa_strdup(str
);
1070 * Loop over all the parameters in a parameter list. If the parameter
1071 * is a GL state reference, look up the current value of that state
1072 * variable and put it into the parameter's Value[4] array.
1073 * Other parameter types never change or are explicitly set by the user
1074 * with glUniform() or glProgramParameter(), etc.
1075 * This would be called at glBegin time.
1078 _mesa_load_state_parameters(struct gl_context
*ctx
,
1079 struct gl_program_parameter_list
*paramList
)
1086 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
1087 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
1088 _mesa_fetch_state(ctx
,
1089 paramList
->Parameters
[i
].StateIndexes
,
1090 ¶mList
->ParameterValues
[i
][0].f
);
1097 * Copy the 16 elements of a matrix into four consecutive program
1098 * registers starting at 'pos'.
1101 load_matrix(GLfloat registers
[][4], GLuint pos
, const GLfloat mat
[16])
1104 for (i
= 0; i
< 4; i
++) {
1105 registers
[pos
+ i
][0] = mat
[0 + i
];
1106 registers
[pos
+ i
][1] = mat
[4 + i
];
1107 registers
[pos
+ i
][2] = mat
[8 + i
];
1108 registers
[pos
+ i
][3] = mat
[12 + i
];
1114 * As above, but transpose the matrix.
1117 load_transpose_matrix(GLfloat registers
[][4], GLuint pos
,
1118 const GLfloat mat
[16])
1120 memcpy(registers
[pos
], mat
, 16 * sizeof(GLfloat
));
1125 * Load current vertex program's parameter registers with tracked
1126 * matrices (if NV program). This only needs to be done per
1127 * glBegin/glEnd, not per-vertex.
1130 _mesa_load_tracked_matrices(struct gl_context
*ctx
)
1134 for (i
= 0; i
< MAX_NV_VERTEX_PROGRAM_PARAMS
/ 4; i
++) {
1135 /* point 'mat' at source matrix */
1137 if (ctx
->VertexProgram
.TrackMatrix
[i
] == GL_MODELVIEW
) {
1138 mat
= ctx
->ModelviewMatrixStack
.Top
;
1140 else if (ctx
->VertexProgram
.TrackMatrix
[i
] == GL_PROJECTION
) {
1141 mat
= ctx
->ProjectionMatrixStack
.Top
;
1143 else if (ctx
->VertexProgram
.TrackMatrix
[i
] == GL_TEXTURE
) {
1144 GLuint unit
= MIN2(ctx
->Texture
.CurrentUnit
,
1145 Elements(ctx
->TextureMatrixStack
) - 1);
1146 mat
= ctx
->TextureMatrixStack
[unit
].Top
;
1148 else if (ctx
->VertexProgram
.TrackMatrix
[i
]==GL_MODELVIEW_PROJECTION_NV
) {
1149 /* XXX verify the combined matrix is up to date */
1150 mat
= &ctx
->_ModelProjectMatrix
;
1152 else if (ctx
->VertexProgram
.TrackMatrix
[i
] >= GL_MATRIX0_NV
&&
1153 ctx
->VertexProgram
.TrackMatrix
[i
] <= GL_MATRIX7_NV
) {
1154 GLuint n
= ctx
->VertexProgram
.TrackMatrix
[i
] - GL_MATRIX0_NV
;
1155 ASSERT(n
< Elements(ctx
->ProgramMatrixStack
));
1156 mat
= ctx
->ProgramMatrixStack
[n
].Top
;
1159 /* no matrix is tracked, but we leave the register values as-is */
1160 assert(ctx
->VertexProgram
.TrackMatrix
[i
] == GL_NONE
);
1164 /* load the matrix values into sequential registers */
1165 if (ctx
->VertexProgram
.TrackMatrixTransform
[i
] == GL_IDENTITY_NV
) {
1166 load_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->m
);
1168 else if (ctx
->VertexProgram
.TrackMatrixTransform
[i
] == GL_INVERSE_NV
) {
1169 _math_matrix_analyse(mat
); /* update the inverse */
1170 ASSERT(!_math_matrix_is_dirty(mat
));
1171 load_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->inv
);
1173 else if (ctx
->VertexProgram
.TrackMatrixTransform
[i
] == GL_TRANSPOSE_NV
) {
1174 load_transpose_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->m
);
1177 assert(ctx
->VertexProgram
.TrackMatrixTransform
[i
]
1178 == GL_INVERSE_TRANSPOSE_NV
);
1179 _math_matrix_analyse(mat
); /* update the inverse */
1180 ASSERT(!_math_matrix_is_dirty(mat
));
1181 load_transpose_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->inv
);