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
15 * in all copies or substantial portions of the Software.
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 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColor
);
243 case STATE_FOG_COLOR
:
244 COPY_4V(value
, ctx
->Fog
.Color
);
246 case STATE_FOG_PARAMS
:
247 value
[0] = ctx
->Fog
.Density
;
248 value
[1] = ctx
->Fog
.Start
;
249 value
[2] = ctx
->Fog
.End
;
250 value
[3] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
251 ? 1.0f
: (GLfloat
)(1.0 / (ctx
->Fog
.End
- ctx
->Fog
.Start
));
253 case STATE_CLIPPLANE
:
255 const GLuint plane
= (GLuint
) state
[1];
256 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
259 case STATE_POINT_SIZE
:
260 value
[0] = ctx
->Point
.Size
;
261 value
[1] = ctx
->Point
.MinSize
;
262 value
[2] = ctx
->Point
.MaxSize
;
263 value
[3] = ctx
->Point
.Threshold
;
265 case STATE_POINT_ATTENUATION
:
266 value
[0] = ctx
->Point
.Params
[0];
267 value
[1] = ctx
->Point
.Params
[1];
268 value
[2] = ctx
->Point
.Params
[2];
271 case STATE_MODELVIEW_MATRIX
:
272 case STATE_PROJECTION_MATRIX
:
273 case STATE_MVP_MATRIX
:
274 case STATE_TEXTURE_MATRIX
:
275 case STATE_PROGRAM_MATRIX
:
277 /* state[0] = modelview, projection, texture, etc. */
278 /* state[1] = which texture matrix or program matrix */
279 /* state[2] = first row to fetch */
280 /* state[3] = last row to fetch */
281 /* state[4] = transpose, inverse or invtrans */
282 const GLmatrix
*matrix
;
283 const gl_state_index mat
= state
[0];
284 const GLuint index
= (GLuint
) state
[1];
285 const GLuint firstRow
= (GLuint
) state
[2];
286 const GLuint lastRow
= (GLuint
) state
[3];
287 const gl_state_index modifier
= state
[4];
290 ASSERT(firstRow
>= 0);
291 ASSERT(firstRow
< 4);
292 ASSERT(lastRow
>= 0);
294 if (mat
== STATE_MODELVIEW_MATRIX
) {
295 matrix
= ctx
->ModelviewMatrixStack
.Top
;
297 else if (mat
== STATE_PROJECTION_MATRIX
) {
298 matrix
= ctx
->ProjectionMatrixStack
.Top
;
300 else if (mat
== STATE_MVP_MATRIX
) {
301 matrix
= &ctx
->_ModelProjectMatrix
;
303 else if (mat
== STATE_TEXTURE_MATRIX
) {
304 ASSERT(index
< Elements(ctx
->TextureMatrixStack
));
305 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
307 else if (mat
== STATE_PROGRAM_MATRIX
) {
308 ASSERT(index
< Elements(ctx
->ProgramMatrixStack
));
309 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
312 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
315 if (modifier
== STATE_MATRIX_INVERSE
||
316 modifier
== STATE_MATRIX_INVTRANS
) {
317 /* Be sure inverse is up to date:
319 _math_matrix_alloc_inv( (GLmatrix
*) matrix
);
320 _math_matrix_analyse( (GLmatrix
*) matrix
);
326 if (modifier
== STATE_MATRIX_TRANSPOSE
||
327 modifier
== STATE_MATRIX_INVTRANS
) {
328 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
329 value
[i
++] = m
[row
* 4 + 0];
330 value
[i
++] = m
[row
* 4 + 1];
331 value
[i
++] = m
[row
* 4 + 2];
332 value
[i
++] = m
[row
* 4 + 3];
336 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
337 value
[i
++] = m
[row
+ 0];
338 value
[i
++] = m
[row
+ 4];
339 value
[i
++] = m
[row
+ 8];
340 value
[i
++] = m
[row
+ 12];
345 case STATE_DEPTH_RANGE
:
346 value
[0] = ctx
->Viewport
.Near
; /* near */
347 value
[1] = ctx
->Viewport
.Far
; /* far */
348 value
[2] = ctx
->Viewport
.Far
- ctx
->Viewport
.Near
; /* far - near */
351 case STATE_FRAGMENT_PROGRAM
:
353 /* state[1] = {STATE_ENV, STATE_LOCAL} */
354 /* state[2] = parameter index */
355 const int idx
= (int) state
[2];
358 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
361 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
364 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
370 case STATE_VERTEX_PROGRAM
:
372 /* state[1] = {STATE_ENV, STATE_LOCAL} */
373 /* state[2] = parameter index */
374 const int idx
= (int) state
[2];
377 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
380 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
383 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
389 case STATE_NORMAL_SCALE
:
390 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
395 case STATE_CURRENT_ATTRIB
:
397 const GLuint idx
= (GLuint
) state
[2];
398 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
402 case STATE_NORMAL_SCALE
:
404 ctx
->_ModelViewInvScale
,
405 ctx
->_ModelViewInvScale
,
406 ctx
->_ModelViewInvScale
,
410 case STATE_TEXRECT_SCALE
:
411 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
412 * Used to convert unnormalized texcoords to normalized texcoords.
415 const int unit
= (int) state
[2];
416 const struct gl_texture_object
*texObj
417 = ctx
->Texture
.Unit
[unit
]._Current
;
419 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
421 (GLfloat
) (1.0 / texImage
->Width
),
422 (GLfloat
) (1.0 / texImage
->Height
),
428 case STATE_FOG_PARAMS_OPTIMIZED
:
429 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
430 * might be more expensive than EX2 on some hw, plus it needs
431 * another constant (e) anyway. Linear fog can now be done with a
433 * linear: fogcoord * -1/(end-start) + end/(end-start)
434 * exp: 2^-(density/ln(2) * fogcoord)
435 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
437 value
[0] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
438 ? 1.0f
: (GLfloat
)(-1.0F
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
));
439 value
[1] = ctx
->Fog
.End
* -value
[0];
440 value
[2] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_LN2
);
441 value
[3] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_SQRT_LN2
);
444 case STATE_POINT_SIZE_CLAMPED
:
446 /* this includes implementation dependent limits, to avoid
447 * another potentially necessary clamp.
448 * Note: for sprites, point smooth (point AA) is ignored
449 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
450 * expect drivers will want to say their minimum for AA size is 0.0
451 * but for non-AA it's 1.0 (because normal points with size below 1.0
452 * need to get rounded up to 1.0, hence never disappear). GL does
453 * not specify max clamp size for sprites, other than it needs to be
454 * at least as large as max AA size, hence use non-AA size there.
458 if (ctx
->Point
.PointSprite
) {
459 minImplSize
= ctx
->Const
.MinPointSizeAA
;
460 maxImplSize
= ctx
->Const
.MaxPointSize
;
462 else if (ctx
->Point
.SmoothFlag
|| ctx
->Multisample
._Enabled
) {
463 minImplSize
= ctx
->Const
.MinPointSizeAA
;
464 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
467 minImplSize
= ctx
->Const
.MinPointSize
;
468 maxImplSize
= ctx
->Const
.MaxPointSize
;
470 value
[0] = ctx
->Point
.Size
;
471 value
[1] = ctx
->Point
.MinSize
>= minImplSize
? ctx
->Point
.MinSize
: minImplSize
;
472 value
[2] = ctx
->Point
.MaxSize
<= maxImplSize
? ctx
->Point
.MaxSize
: maxImplSize
;
473 value
[3] = ctx
->Point
.Threshold
;
476 case STATE_POINT_SIZE_IMPL_CLAMP
:
478 /* for implementation clamp only in vs */
481 if (ctx
->Point
.PointSprite
) {
482 minImplSize
= ctx
->Const
.MinPointSizeAA
;
483 maxImplSize
= ctx
->Const
.MaxPointSize
;
485 else if (ctx
->Point
.SmoothFlag
|| ctx
->Multisample
._Enabled
) {
486 minImplSize
= ctx
->Const
.MinPointSizeAA
;
487 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
490 minImplSize
= ctx
->Const
.MinPointSize
;
491 maxImplSize
= ctx
->Const
.MaxPointSize
;
493 value
[0] = ctx
->Point
.Size
;
494 value
[1] = minImplSize
;
495 value
[2] = maxImplSize
;
496 value
[3] = ctx
->Point
.Threshold
;
499 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
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
;
509 case STATE_LIGHT_POSITION
:
511 const GLuint ln
= (GLuint
) state
[2];
512 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
516 case STATE_LIGHT_POSITION_NORMALIZED
:
518 const GLuint ln
= (GLuint
) state
[2];
519 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
520 NORMALIZE_3FV( value
);
524 case STATE_LIGHT_HALF_VECTOR
:
526 const GLuint ln
= (GLuint
) state
[2];
528 /* Compute infinite half angle vector:
529 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
530 * light.EyePosition.w should be 0 for infinite lights.
532 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
534 ADD_3V(value
, p
, ctx
->_EyeZDir
);
535 NORMALIZE_3FV(value
);
541 value
[0] = ctx
->Pixel
.RedScale
;
542 value
[1] = ctx
->Pixel
.GreenScale
;
543 value
[2] = ctx
->Pixel
.BlueScale
;
544 value
[3] = ctx
->Pixel
.AlphaScale
;
548 value
[0] = ctx
->Pixel
.RedBias
;
549 value
[1] = ctx
->Pixel
.GreenBias
;
550 value
[2] = ctx
->Pixel
.BlueBias
;
551 value
[3] = ctx
->Pixel
.AlphaBias
;
554 case STATE_SHADOW_AMBIENT
:
556 const int unit
= (int) state
[2];
557 const struct gl_texture_object
*texObj
558 = ctx
->Texture
.Unit
[unit
]._Current
;
563 value
[3] = texObj
->CompareFailValue
;
569 value
[0] = (GLfloat
) (ctx
->DrawBuffer
->Width
- 1);
570 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
575 case STATE_FB_WPOS_Y_TRANSFORM
:
576 /* A driver may negate this conditional by using ZW swizzle
577 * instead of XY (based on e.g. some other state). */
578 if (ctx
->DrawBuffer
->Name
!= 0) {
579 /* Identity (XY) followed by flipping Y upside down (ZW). */
583 value
[3] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
585 /* Flipping Y upside down (XY) followed by identity (ZW). */
587 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
593 case STATE_ROT_MATRIX_0
:
595 const int unit
= (int) state
[2];
596 GLfloat
*rotMat22
= ctx
->Texture
.Unit
[unit
].RotMatrix
;
597 value
[0] = rotMat22
[0];
598 value
[1] = rotMat22
[2];
604 case STATE_ROT_MATRIX_1
:
606 const int unit
= (int) state
[2];
607 GLfloat
*rotMat22
= ctx
->Texture
.Unit
[unit
].RotMatrix
;
608 value
[0] = rotMat22
[1];
609 value
[1] = rotMat22
[3];
615 /* XXX: make sure new tokens added here are also handled in the
616 * _mesa_program_state_flags() switch, below.
619 /* Unknown state indexes are silently ignored here.
620 * Drivers may do something special.
627 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
634 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
635 * indicate that the given context state may have changed.
636 * The bitmask is used during validation to determine if we need to update
637 * vertex/fragment program parameters (like "state.material.color") when
638 * some GL state has changed.
641 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
646 case STATE_LIGHTMODEL_AMBIENT
:
647 case STATE_LIGHTMODEL_SCENECOLOR
:
648 case STATE_LIGHTPROD
:
652 case STATE_TEXENV_COLOR
:
655 case STATE_FOG_COLOR
:
656 case STATE_FOG_PARAMS
:
659 case STATE_CLIPPLANE
:
660 return _NEW_TRANSFORM
;
662 case STATE_POINT_SIZE
:
663 case STATE_POINT_ATTENUATION
:
666 case STATE_MODELVIEW_MATRIX
:
667 return _NEW_MODELVIEW
;
668 case STATE_PROJECTION_MATRIX
:
669 return _NEW_PROJECTION
;
670 case STATE_MVP_MATRIX
:
671 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
672 case STATE_TEXTURE_MATRIX
:
673 return _NEW_TEXTURE_MATRIX
;
674 case STATE_PROGRAM_MATRIX
:
675 return _NEW_TRACK_MATRIX
;
677 case STATE_DEPTH_RANGE
:
678 return _NEW_VIEWPORT
;
680 case STATE_FRAGMENT_PROGRAM
:
681 case STATE_VERTEX_PROGRAM
:
684 case STATE_NORMAL_SCALE
:
685 return _NEW_MODELVIEW
;
689 case STATE_CURRENT_ATTRIB
:
690 return _NEW_CURRENT_ATTRIB
;
692 case STATE_NORMAL_SCALE
:
693 return _NEW_MODELVIEW
;
695 case STATE_TEXRECT_SCALE
:
696 case STATE_SHADOW_AMBIENT
:
697 case STATE_ROT_MATRIX_0
:
698 case STATE_ROT_MATRIX_1
:
700 case STATE_FOG_PARAMS_OPTIMIZED
:
702 case STATE_POINT_SIZE_CLAMPED
:
703 case STATE_POINT_SIZE_IMPL_CLAMP
:
704 return _NEW_POINT
| _NEW_MULTISAMPLE
;
705 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
706 case STATE_LIGHT_POSITION
:
707 case STATE_LIGHT_POSITION_NORMALIZED
:
708 case STATE_LIGHT_HALF_VECTOR
:
716 case STATE_FB_WPOS_Y_TRANSFORM
:
720 /* unknown state indexes are silently ignored and
721 * no flag set, since it is handled by the driver.
727 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
734 append(char *dst
, const char *src
)
745 * Convert token 'k' to a string, append it onto 'dst' string.
748 append_token(char *dst
, gl_state_index k
)
752 append(dst
, "material");
755 append(dst
, "light");
757 case STATE_LIGHTMODEL_AMBIENT
:
758 append(dst
, "lightmodel.ambient");
760 case STATE_LIGHTMODEL_SCENECOLOR
:
762 case STATE_LIGHTPROD
:
763 append(dst
, "lightprod");
766 append(dst
, "texgen");
768 case STATE_FOG_COLOR
:
769 append(dst
, "fog.color");
771 case STATE_FOG_PARAMS
:
772 append(dst
, "fog.params");
774 case STATE_CLIPPLANE
:
777 case STATE_POINT_SIZE
:
778 append(dst
, "point.size");
780 case STATE_POINT_ATTENUATION
:
781 append(dst
, "point.attenuation");
783 case STATE_MODELVIEW_MATRIX
:
784 append(dst
, "matrix.modelview");
786 case STATE_PROJECTION_MATRIX
:
787 append(dst
, "matrix.projection");
789 case STATE_MVP_MATRIX
:
790 append(dst
, "matrix.mvp");
792 case STATE_TEXTURE_MATRIX
:
793 append(dst
, "matrix.texture");
795 case STATE_PROGRAM_MATRIX
:
796 append(dst
, "matrix.program");
798 case STATE_MATRIX_INVERSE
:
799 append(dst
, ".inverse");
801 case STATE_MATRIX_TRANSPOSE
:
802 append(dst
, ".transpose");
804 case STATE_MATRIX_INVTRANS
:
805 append(dst
, ".invtrans");
808 append(dst
, ".ambient");
811 append(dst
, ".diffuse");
814 append(dst
, ".specular");
817 append(dst
, ".emission");
819 case STATE_SHININESS
:
820 append(dst
, "lshininess");
822 case STATE_HALF_VECTOR
:
823 append(dst
, ".half");
826 append(dst
, ".position");
828 case STATE_ATTENUATION
:
829 append(dst
, ".attenuation");
831 case STATE_SPOT_DIRECTION
:
832 append(dst
, ".spot.direction");
834 case STATE_SPOT_CUTOFF
:
835 append(dst
, ".spot.cutoff");
837 case STATE_TEXGEN_EYE_S
:
838 append(dst
, ".eye.s");
840 case STATE_TEXGEN_EYE_T
:
841 append(dst
, ".eye.t");
843 case STATE_TEXGEN_EYE_R
:
844 append(dst
, ".eye.r");
846 case STATE_TEXGEN_EYE_Q
:
847 append(dst
, ".eye.q");
849 case STATE_TEXGEN_OBJECT_S
:
850 append(dst
, ".object.s");
852 case STATE_TEXGEN_OBJECT_T
:
853 append(dst
, ".object.t");
855 case STATE_TEXGEN_OBJECT_R
:
856 append(dst
, ".object.r");
858 case STATE_TEXGEN_OBJECT_Q
:
859 append(dst
, ".object.q");
861 case STATE_TEXENV_COLOR
:
862 append(dst
, "texenv");
864 case STATE_DEPTH_RANGE
:
865 append(dst
, "depth.range");
867 case STATE_VERTEX_PROGRAM
:
868 case STATE_FRAGMENT_PROGRAM
:
874 append(dst
, "local");
876 /* BEGIN internal state vars */
878 append(dst
, ".internal.");
880 case STATE_CURRENT_ATTRIB
:
881 append(dst
, "current");
883 case STATE_NORMAL_SCALE
:
884 append(dst
, "normalScale");
886 case STATE_TEXRECT_SCALE
:
887 append(dst
, "texrectScale");
889 case STATE_FOG_PARAMS_OPTIMIZED
:
890 append(dst
, "fogParamsOptimized");
892 case STATE_POINT_SIZE_CLAMPED
:
893 append(dst
, "pointSizeClamped");
895 case STATE_POINT_SIZE_IMPL_CLAMP
:
896 append(dst
, "pointSizeImplClamp");
898 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
899 append(dst
, "lightSpotDirNormalized");
901 case STATE_LIGHT_POSITION
:
902 append(dst
, "lightPosition");
904 case STATE_LIGHT_POSITION_NORMALIZED
:
905 append(dst
, "light.position.normalized");
907 case STATE_LIGHT_HALF_VECTOR
:
908 append(dst
, "lightHalfVector");
911 append(dst
, "PTscale");
914 append(dst
, "PTbias");
916 case STATE_SHADOW_AMBIENT
:
917 append(dst
, "CompareFailValue");
920 append(dst
, "FbSize");
922 case STATE_FB_WPOS_Y_TRANSFORM
:
923 append(dst
, "FbWposYTransform");
925 case STATE_ROT_MATRIX_0
:
926 append(dst
, "rotMatrixRow0");
928 case STATE_ROT_MATRIX_1
:
929 append(dst
, "rotMatrixRow1");
932 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
933 append(dst
, "driverState");
938 append_face(char *dst
, GLint face
)
941 append(dst
, "front.");
943 append(dst
, "back.");
947 append_index(char *dst
, GLint index
)
950 sprintf(s
, "[%d]", index
);
955 * Make a string from the given state vector.
956 * For example, return "state.matrix.texture[2].inverse".
957 * Use free() to deallocate the string.
960 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
965 append(str
, "state.");
966 append_token(str
, state
[0]);
970 append_face(str
, state
[1]);
971 append_token(str
, state
[2]);
974 append_index(str
, state
[1]); /* light number [i]. */
975 append_token(str
, state
[2]); /* coefficients */
977 case STATE_LIGHTMODEL_AMBIENT
:
978 append(str
, "lightmodel.ambient");
980 case STATE_LIGHTMODEL_SCENECOLOR
:
982 append(str
, "lightmodel.front.scenecolor");
985 append(str
, "lightmodel.back.scenecolor");
988 case STATE_LIGHTPROD
:
989 append_index(str
, state
[1]); /* light number [i]. */
990 append_face(str
, state
[2]);
991 append_token(str
, state
[3]);
994 append_index(str
, state
[1]); /* tex unit [i] */
995 append_token(str
, state
[2]); /* plane coef */
997 case STATE_TEXENV_COLOR
:
998 append_index(str
, state
[1]); /* tex unit [i] */
999 append(str
, "color");
1001 case STATE_CLIPPLANE
:
1002 append_index(str
, state
[1]); /* plane [i] */
1003 append(str
, ".plane");
1005 case STATE_MODELVIEW_MATRIX
:
1006 case STATE_PROJECTION_MATRIX
:
1007 case STATE_MVP_MATRIX
:
1008 case STATE_TEXTURE_MATRIX
:
1009 case STATE_PROGRAM_MATRIX
:
1011 /* state[0] = modelview, projection, texture, etc. */
1012 /* state[1] = which texture matrix or program matrix */
1013 /* state[2] = first row to fetch */
1014 /* state[3] = last row to fetch */
1015 /* state[4] = transpose, inverse or invtrans */
1016 const gl_state_index mat
= state
[0];
1017 const GLuint index
= (GLuint
) state
[1];
1018 const GLuint firstRow
= (GLuint
) state
[2];
1019 const GLuint lastRow
= (GLuint
) state
[3];
1020 const gl_state_index modifier
= state
[4];
1022 mat
== STATE_TEXTURE_MATRIX
||
1023 mat
== STATE_PROGRAM_MATRIX
)
1024 append_index(str
, index
);
1026 append_token(str
, modifier
);
1027 if (firstRow
== lastRow
)
1028 sprintf(tmp
, ".row[%d]", firstRow
);
1030 sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
1034 case STATE_POINT_SIZE
:
1036 case STATE_POINT_ATTENUATION
:
1038 case STATE_FOG_PARAMS
:
1040 case STATE_FOG_COLOR
:
1042 case STATE_DEPTH_RANGE
:
1044 case STATE_FRAGMENT_PROGRAM
:
1045 case STATE_VERTEX_PROGRAM
:
1046 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1047 /* state[2] = parameter index */
1048 append_token(str
, state
[1]);
1049 append_index(str
, state
[2]);
1051 case STATE_NORMAL_SCALE
:
1053 case STATE_INTERNAL
:
1054 append_token(str
, state
[1]);
1055 if (state
[1] == STATE_CURRENT_ATTRIB
)
1056 append_index(str
, state
[2]);
1059 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
1063 return _mesa_strdup(str
);
1068 * Loop over all the parameters in a parameter list. If the parameter
1069 * is a GL state reference, look up the current value of that state
1070 * variable and put it into the parameter's Value[4] array.
1071 * Other parameter types never change or are explicitly set by the user
1072 * with glUniform() or glProgramParameter(), etc.
1073 * This would be called at glBegin time.
1076 _mesa_load_state_parameters(struct gl_context
*ctx
,
1077 struct gl_program_parameter_list
*paramList
)
1084 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
1085 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
1086 _mesa_fetch_state(ctx
,
1087 paramList
->Parameters
[i
].StateIndexes
,
1088 paramList
->ParameterValues
[i
]);
1095 * Copy the 16 elements of a matrix into four consecutive program
1096 * registers starting at 'pos'.
1099 load_matrix(GLfloat registers
[][4], GLuint pos
, const GLfloat mat
[16])
1102 for (i
= 0; i
< 4; i
++) {
1103 registers
[pos
+ i
][0] = mat
[0 + i
];
1104 registers
[pos
+ i
][1] = mat
[4 + i
];
1105 registers
[pos
+ i
][2] = mat
[8 + i
];
1106 registers
[pos
+ i
][3] = mat
[12 + i
];
1112 * As above, but transpose the matrix.
1115 load_transpose_matrix(GLfloat registers
[][4], GLuint pos
,
1116 const GLfloat mat
[16])
1118 memcpy(registers
[pos
], mat
, 16 * sizeof(GLfloat
));
1123 * Load current vertex program's parameter registers with tracked
1124 * matrices (if NV program). This only needs to be done per
1125 * glBegin/glEnd, not per-vertex.
1128 _mesa_load_tracked_matrices(struct gl_context
*ctx
)
1132 for (i
= 0; i
< MAX_NV_VERTEX_PROGRAM_PARAMS
/ 4; i
++) {
1133 /* point 'mat' at source matrix */
1135 if (ctx
->VertexProgram
.TrackMatrix
[i
] == GL_MODELVIEW
) {
1136 mat
= ctx
->ModelviewMatrixStack
.Top
;
1138 else if (ctx
->VertexProgram
.TrackMatrix
[i
] == GL_PROJECTION
) {
1139 mat
= ctx
->ProjectionMatrixStack
.Top
;
1141 else if (ctx
->VertexProgram
.TrackMatrix
[i
] == GL_TEXTURE
) {
1142 GLuint unit
= MIN2(ctx
->Texture
.CurrentUnit
,
1143 Elements(ctx
->TextureMatrixStack
) - 1);
1144 mat
= ctx
->TextureMatrixStack
[unit
].Top
;
1146 else if (ctx
->VertexProgram
.TrackMatrix
[i
]==GL_MODELVIEW_PROJECTION_NV
) {
1147 /* XXX verify the combined matrix is up to date */
1148 mat
= &ctx
->_ModelProjectMatrix
;
1150 else if (ctx
->VertexProgram
.TrackMatrix
[i
] >= GL_MATRIX0_NV
&&
1151 ctx
->VertexProgram
.TrackMatrix
[i
] <= GL_MATRIX7_NV
) {
1152 GLuint n
= ctx
->VertexProgram
.TrackMatrix
[i
] - GL_MATRIX0_NV
;
1153 ASSERT(n
< Elements(ctx
->ProgramMatrixStack
));
1154 mat
= ctx
->ProgramMatrixStack
[n
].Top
;
1157 /* no matrix is tracked, but we leave the register values as-is */
1158 assert(ctx
->VertexProgram
.TrackMatrix
[i
] == GL_NONE
);
1162 /* load the matrix values into sequential registers */
1163 if (ctx
->VertexProgram
.TrackMatrixTransform
[i
] == GL_IDENTITY_NV
) {
1164 load_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->m
);
1166 else if (ctx
->VertexProgram
.TrackMatrixTransform
[i
] == GL_INVERSE_NV
) {
1167 _math_matrix_analyse(mat
); /* update the inverse */
1168 ASSERT(!_math_matrix_is_dirty(mat
));
1169 load_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->inv
);
1171 else if (ctx
->VertexProgram
.TrackMatrixTransform
[i
] == GL_TRANSPOSE_NV
) {
1172 load_transpose_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->m
);
1175 assert(ctx
->VertexProgram
.TrackMatrixTransform
[i
]
1176 == GL_INVERSE_TRANSPOSE_NV
);
1177 _math_matrix_analyse(mat
); /* update the inverse */
1178 ASSERT(!_math_matrix_is_dirty(mat
));
1179 load_transpose_matrix(ctx
->VertexProgram
.Parameters
, i
*4, mat
->inv
);