2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * \file prog_statevars.c
27 * Program state variable management.
33 #include "main/glheader.h"
34 #include "main/context.h"
35 #include "main/blend.h"
36 #include "main/imports.h"
37 #include "main/macros.h"
38 #include "main/mtypes.h"
39 #include "main/fbobject.h"
40 #include "prog_statevars.h"
41 #include "prog_parameter.h"
42 #include "main/samplerobj.h"
43 #include "framebuffer.h"
46 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
50 * Use the list of tokens in the state[] array to find global GL state
51 * and return it in <value>. Usually, four values are returned in <value>
52 * but matrix queries may return as many as 16 values.
53 * This function is used for ARB vertex/fragment programs.
54 * The program parser will produce the state[] values.
57 _mesa_fetch_state(struct gl_context
*ctx
, const gl_state_index state
[],
63 /* state[1] is either 0=front or 1=back side */
64 const GLuint face
= (GLuint
) state
[1];
65 const struct gl_material
*mat
= &ctx
->Light
.Material
;
66 assert(face
== 0 || face
== 1);
67 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
68 assert(MAT_ATTRIB_FRONT_AMBIENT
+ 1 == MAT_ATTRIB_BACK_AMBIENT
);
69 /* XXX we could get rid of this switch entirely with a little
70 * work in arbprogparse.c's parse_state_single_item().
72 /* state[2] is the material attribute */
75 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
78 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
81 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
84 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
87 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
93 _mesa_problem(ctx
, "Invalid material state in fetch_state");
99 /* state[1] is the light number */
100 const GLuint ln
= (GLuint
) state
[1];
101 /* state[2] is the light attribute */
104 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
107 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
110 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
113 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
115 case STATE_ATTENUATION
:
116 value
[0] = ctx
->Light
.Light
[ln
].ConstantAttenuation
;
117 value
[1] = ctx
->Light
.Light
[ln
].LinearAttenuation
;
118 value
[2] = ctx
->Light
.Light
[ln
].QuadraticAttenuation
;
119 value
[3] = ctx
->Light
.Light
[ln
].SpotExponent
;
121 case STATE_SPOT_DIRECTION
:
122 COPY_3V(value
, ctx
->Light
.Light
[ln
].SpotDirection
);
123 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
125 case STATE_SPOT_CUTOFF
:
126 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
128 case STATE_HALF_VECTOR
:
130 static const GLfloat eye_z
[] = {0, 0, 1};
132 /* Compute infinite half angle vector:
133 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
134 * light.EyePosition.w should be 0 for infinite lights.
136 COPY_3V(p
, ctx
->Light
.Light
[ln
].EyePosition
);
138 ADD_3V(value
, p
, eye_z
);
139 NORMALIZE_3FV(value
);
144 _mesa_problem(ctx
, "Invalid light state in fetch_state");
148 case STATE_LIGHTMODEL_AMBIENT
:
149 COPY_4V(value
, ctx
->Light
.Model
.Ambient
);
151 case STATE_LIGHTMODEL_SCENECOLOR
:
155 for (i
= 0; i
< 3; i
++) {
156 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
157 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
][i
]
158 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_EMISSION
][i
];
160 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3];
165 for (i
= 0; i
< 3; i
++) {
166 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
167 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_AMBIENT
][i
]
168 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_EMISSION
][i
];
170 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_DIFFUSE
][3];
173 case STATE_LIGHTPROD
:
175 const GLuint ln
= (GLuint
) state
[1];
176 const GLuint face
= (GLuint
) state
[2];
178 assert(face
== 0 || face
== 1);
181 for (i
= 0; i
< 3; i
++) {
182 value
[i
] = ctx
->Light
.Light
[ln
].Ambient
[i
] *
183 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][i
];
185 /* [3] = material alpha */
186 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][3];
189 for (i
= 0; i
< 3; i
++) {
190 value
[i
] = ctx
->Light
.Light
[ln
].Diffuse
[i
] *
191 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][i
];
193 /* [3] = material alpha */
194 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][3];
197 for (i
= 0; i
< 3; i
++) {
198 value
[i
] = ctx
->Light
.Light
[ln
].Specular
[i
] *
199 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][i
];
201 /* [3] = material alpha */
202 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][3];
205 _mesa_problem(ctx
, "Invalid lightprod state in fetch_state");
211 /* state[1] is the texture unit */
212 const GLuint unit
= (GLuint
) state
[1];
213 /* state[2] is the texgen attribute */
215 case STATE_TEXGEN_EYE_S
:
216 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.EyePlane
);
218 case STATE_TEXGEN_EYE_T
:
219 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.EyePlane
);
221 case STATE_TEXGEN_EYE_R
:
222 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.EyePlane
);
224 case STATE_TEXGEN_EYE_Q
:
225 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.EyePlane
);
227 case STATE_TEXGEN_OBJECT_S
:
228 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.ObjectPlane
);
230 case STATE_TEXGEN_OBJECT_T
:
231 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.ObjectPlane
);
233 case STATE_TEXGEN_OBJECT_R
:
234 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.ObjectPlane
);
236 case STATE_TEXGEN_OBJECT_Q
:
237 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.ObjectPlane
);
240 _mesa_problem(ctx
, "Invalid texgen state in fetch_state");
244 case STATE_TEXENV_COLOR
:
246 /* state[1] is the texture unit */
247 const GLuint unit
= (GLuint
) state
[1];
248 if (_mesa_get_clamp_fragment_color(ctx
, ctx
->DrawBuffer
))
249 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColor
);
251 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColorUnclamped
);
254 case STATE_FOG_COLOR
:
255 if (_mesa_get_clamp_fragment_color(ctx
, ctx
->DrawBuffer
))
256 COPY_4V(value
, ctx
->Fog
.Color
);
258 COPY_4V(value
, ctx
->Fog
.ColorUnclamped
);
260 case STATE_FOG_PARAMS
:
261 value
[0] = ctx
->Fog
.Density
;
262 value
[1] = ctx
->Fog
.Start
;
263 value
[2] = ctx
->Fog
.End
;
264 value
[3] = 1.0f
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
);
266 case STATE_CLIPPLANE
:
268 const GLuint plane
= (GLuint
) state
[1];
269 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
272 case STATE_POINT_SIZE
:
273 value
[0] = ctx
->Point
.Size
;
274 value
[1] = ctx
->Point
.MinSize
;
275 value
[2] = ctx
->Point
.MaxSize
;
276 value
[3] = ctx
->Point
.Threshold
;
278 case STATE_POINT_ATTENUATION
:
279 value
[0] = ctx
->Point
.Params
[0];
280 value
[1] = ctx
->Point
.Params
[1];
281 value
[2] = ctx
->Point
.Params
[2];
284 case STATE_MODELVIEW_MATRIX
:
285 case STATE_PROJECTION_MATRIX
:
286 case STATE_MVP_MATRIX
:
287 case STATE_TEXTURE_MATRIX
:
288 case STATE_PROGRAM_MATRIX
:
290 /* state[0] = modelview, projection, texture, etc. */
291 /* state[1] = which texture matrix or program matrix */
292 /* state[2] = first row to fetch */
293 /* state[3] = last row to fetch */
294 /* state[4] = transpose, inverse or invtrans */
295 const GLmatrix
*matrix
;
296 const gl_state_index mat
= state
[0];
297 const GLuint index
= (GLuint
) state
[1];
298 const GLuint firstRow
= (GLuint
) state
[2];
299 const GLuint lastRow
= (GLuint
) state
[3];
300 const gl_state_index modifier
= state
[4];
303 assert(firstRow
< 4);
305 if (mat
== STATE_MODELVIEW_MATRIX
) {
306 matrix
= ctx
->ModelviewMatrixStack
.Top
;
308 else if (mat
== STATE_PROJECTION_MATRIX
) {
309 matrix
= ctx
->ProjectionMatrixStack
.Top
;
311 else if (mat
== STATE_MVP_MATRIX
) {
312 matrix
= &ctx
->_ModelProjectMatrix
;
314 else if (mat
== STATE_TEXTURE_MATRIX
) {
315 assert(index
< ARRAY_SIZE(ctx
->TextureMatrixStack
));
316 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
318 else if (mat
== STATE_PROGRAM_MATRIX
) {
319 assert(index
< ARRAY_SIZE(ctx
->ProgramMatrixStack
));
320 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
323 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
326 if (modifier
== STATE_MATRIX_INVERSE
||
327 modifier
== STATE_MATRIX_INVTRANS
) {
328 /* Be sure inverse is up to date:
330 _math_matrix_analyse( (GLmatrix
*) matrix
);
336 if (modifier
== STATE_MATRIX_TRANSPOSE
||
337 modifier
== STATE_MATRIX_INVTRANS
) {
338 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
339 value
[i
++] = m
[row
* 4 + 0];
340 value
[i
++] = m
[row
* 4 + 1];
341 value
[i
++] = m
[row
* 4 + 2];
342 value
[i
++] = m
[row
* 4 + 3];
346 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
347 value
[i
++] = m
[row
+ 0];
348 value
[i
++] = m
[row
+ 4];
349 value
[i
++] = m
[row
+ 8];
350 value
[i
++] = m
[row
+ 12];
355 case STATE_NUM_SAMPLES
:
356 ((int *)value
)[0] = _mesa_geometric_samples(ctx
->DrawBuffer
);
358 case STATE_DEPTH_RANGE
:
359 value
[0] = ctx
->ViewportArray
[0].Near
; /* near */
360 value
[1] = ctx
->ViewportArray
[0].Far
; /* far */
361 value
[2] = ctx
->ViewportArray
[0].Far
- ctx
->ViewportArray
[0].Near
; /* far - near */
364 case STATE_FRAGMENT_PROGRAM
:
366 /* state[1] = {STATE_ENV, STATE_LOCAL} */
367 /* state[2] = parameter index */
368 const int idx
= (int) state
[2];
371 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
374 if (!ctx
->FragmentProgram
.Current
->Base
.LocalParams
) {
375 ctx
->FragmentProgram
.Current
->Base
.LocalParams
=
376 calloc(MAX_PROGRAM_LOCAL_PARAMS
, sizeof(float[4]));
377 if (!ctx
->FragmentProgram
.Current
->Base
.LocalParams
)
381 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
384 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
390 case STATE_VERTEX_PROGRAM
:
392 /* state[1] = {STATE_ENV, STATE_LOCAL} */
393 /* state[2] = parameter index */
394 const int idx
= (int) state
[2];
397 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
400 if (!ctx
->VertexProgram
.Current
->Base
.LocalParams
) {
401 ctx
->VertexProgram
.Current
->Base
.LocalParams
=
402 calloc(MAX_PROGRAM_LOCAL_PARAMS
, sizeof(float[4]));
403 if (!ctx
->VertexProgram
.Current
->Base
.LocalParams
)
407 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
410 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
416 case STATE_NORMAL_SCALE
:
417 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
422 case STATE_CURRENT_ATTRIB
:
424 const GLuint idx
= (GLuint
) state
[2];
425 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
429 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
431 const GLuint idx
= (GLuint
) state
[2];
432 if(ctx
->Light
._ClampVertexColor
&&
433 (idx
== VERT_ATTRIB_COLOR0
||
434 idx
== VERT_ATTRIB_COLOR1
)) {
435 value
[0] = CLAMP(ctx
->Current
.Attrib
[idx
][0], 0.0f
, 1.0f
);
436 value
[1] = CLAMP(ctx
->Current
.Attrib
[idx
][1], 0.0f
, 1.0f
);
437 value
[2] = CLAMP(ctx
->Current
.Attrib
[idx
][2], 0.0f
, 1.0f
);
438 value
[3] = CLAMP(ctx
->Current
.Attrib
[idx
][3], 0.0f
, 1.0f
);
441 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
445 case STATE_NORMAL_SCALE
:
447 ctx
->_ModelViewInvScale
,
448 ctx
->_ModelViewInvScale
,
449 ctx
->_ModelViewInvScale
,
453 case STATE_TEXRECT_SCALE
:
454 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
455 * Used to convert unnormalized texcoords to normalized texcoords.
458 const int unit
= (int) state
[2];
459 const struct gl_texture_object
*texObj
460 = ctx
->Texture
.Unit
[unit
]._Current
;
462 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
464 (GLfloat
) (1.0 / texImage
->Width
),
465 (GLfloat
) (1.0 / texImage
->Height
),
471 case STATE_FOG_PARAMS_OPTIMIZED
:
472 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
473 * might be more expensive than EX2 on some hw, plus it needs
474 * another constant (e) anyway. Linear fog can now be done with a
476 * linear: fogcoord * -1/(end-start) + end/(end-start)
477 * exp: 2^-(density/ln(2) * fogcoord)
478 * exp2: 2^-((density/(sqrt(ln(2))) * fogcoord)^2)
480 value
[0] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
481 ? 1.0f
: (GLfloat
)(-1.0F
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
));
482 value
[1] = ctx
->Fog
.End
* -value
[0];
483 value
[2] = (GLfloat
)(ctx
->Fog
.Density
* M_LOG2E
); /* M_LOG2E == 1/ln(2) */
484 value
[3] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_SQRT_LN2
);
487 case STATE_POINT_SIZE_CLAMPED
:
489 /* this includes implementation dependent limits, to avoid
490 * another potentially necessary clamp.
491 * Note: for sprites, point smooth (point AA) is ignored
492 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
493 * expect drivers will want to say their minimum for AA size is 0.0
494 * but for non-AA it's 1.0 (because normal points with size below 1.0
495 * need to get rounded up to 1.0, hence never disappear). GL does
496 * not specify max clamp size for sprites, other than it needs to be
497 * at least as large as max AA size, hence use non-AA size there.
501 if (ctx
->Point
.PointSprite
) {
502 minImplSize
= ctx
->Const
.MinPointSizeAA
;
503 maxImplSize
= ctx
->Const
.MaxPointSize
;
505 else if (ctx
->Point
.SmoothFlag
|| ctx
->Multisample
._Enabled
) {
506 minImplSize
= ctx
->Const
.MinPointSizeAA
;
507 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
510 minImplSize
= ctx
->Const
.MinPointSize
;
511 maxImplSize
= ctx
->Const
.MaxPointSize
;
513 value
[0] = ctx
->Point
.Size
;
514 value
[1] = ctx
->Point
.MinSize
>= minImplSize
? ctx
->Point
.MinSize
: minImplSize
;
515 value
[2] = ctx
->Point
.MaxSize
<= maxImplSize
? ctx
->Point
.MaxSize
: maxImplSize
;
516 value
[3] = ctx
->Point
.Threshold
;
519 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
521 /* here, state[2] is the light number */
522 /* pre-normalize spot dir */
523 const GLuint ln
= (GLuint
) state
[2];
524 COPY_3V(value
, ctx
->Light
.Light
[ln
]._NormSpotDirection
);
525 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
529 case STATE_LIGHT_POSITION
:
531 const GLuint ln
= (GLuint
) state
[2];
532 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
536 case STATE_LIGHT_POSITION_NORMALIZED
:
538 const GLuint ln
= (GLuint
) state
[2];
539 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
540 NORMALIZE_3FV( value
);
544 case STATE_LIGHT_HALF_VECTOR
:
546 const GLuint ln
= (GLuint
) state
[2];
548 /* Compute infinite half angle vector:
549 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
550 * light.EyePosition.w should be 0 for infinite lights.
552 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
554 ADD_3V(value
, p
, ctx
->_EyeZDir
);
555 NORMALIZE_3FV(value
);
561 value
[0] = ctx
->Pixel
.RedScale
;
562 value
[1] = ctx
->Pixel
.GreenScale
;
563 value
[2] = ctx
->Pixel
.BlueScale
;
564 value
[3] = ctx
->Pixel
.AlphaScale
;
568 value
[0] = ctx
->Pixel
.RedBias
;
569 value
[1] = ctx
->Pixel
.GreenBias
;
570 value
[2] = ctx
->Pixel
.BlueBias
;
571 value
[3] = ctx
->Pixel
.AlphaBias
;
575 value
[0] = (GLfloat
) (ctx
->DrawBuffer
->Width
- 1);
576 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
581 case STATE_FB_WPOS_Y_TRANSFORM
:
582 /* A driver may negate this conditional by using ZW swizzle
583 * instead of XY (based on e.g. some other state). */
584 if (_mesa_is_user_fbo(ctx
->DrawBuffer
)) {
585 /* Identity (XY) followed by flipping Y upside down (ZW). */
589 value
[3] = (GLfloat
) ctx
->DrawBuffer
->Height
;
591 /* Flipping Y upside down (XY) followed by identity (ZW). */
593 value
[1] = (GLfloat
) ctx
->DrawBuffer
->Height
;
599 /* XXX: make sure new tokens added here are also handled in the
600 * _mesa_program_state_flags() switch, below.
603 /* Unknown state indexes are silently ignored here.
604 * Drivers may do something special.
611 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
618 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
619 * indicate that the given context state may have changed.
620 * The bitmask is used during validation to determine if we need to update
621 * vertex/fragment program parameters (like "state.material.color") when
622 * some GL state has changed.
625 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
629 case STATE_LIGHTPROD
:
630 case STATE_LIGHTMODEL_SCENECOLOR
:
631 /* these can be effected by glColor when colormaterial mode is used */
632 return _NEW_LIGHT
| _NEW_CURRENT_ATTRIB
;
635 case STATE_LIGHTMODEL_AMBIENT
:
640 case STATE_TEXENV_COLOR
:
641 return _NEW_TEXTURE
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
643 case STATE_FOG_COLOR
:
644 return _NEW_FOG
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
645 case STATE_FOG_PARAMS
:
648 case STATE_CLIPPLANE
:
649 return _NEW_TRANSFORM
;
651 case STATE_POINT_SIZE
:
652 case STATE_POINT_ATTENUATION
:
655 case STATE_MODELVIEW_MATRIX
:
656 return _NEW_MODELVIEW
;
657 case STATE_PROJECTION_MATRIX
:
658 return _NEW_PROJECTION
;
659 case STATE_MVP_MATRIX
:
660 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
661 case STATE_TEXTURE_MATRIX
:
662 return _NEW_TEXTURE_MATRIX
;
663 case STATE_PROGRAM_MATRIX
:
664 return _NEW_TRACK_MATRIX
;
666 case STATE_NUM_SAMPLES
:
669 case STATE_DEPTH_RANGE
:
670 return _NEW_VIEWPORT
;
672 case STATE_FRAGMENT_PROGRAM
:
673 case STATE_VERTEX_PROGRAM
:
676 case STATE_NORMAL_SCALE
:
677 return _NEW_MODELVIEW
;
681 case STATE_CURRENT_ATTRIB
:
682 return _NEW_CURRENT_ATTRIB
;
683 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
684 return _NEW_CURRENT_ATTRIB
| _NEW_LIGHT
| _NEW_BUFFERS
;
686 case STATE_NORMAL_SCALE
:
687 return _NEW_MODELVIEW
;
689 case STATE_TEXRECT_SCALE
:
691 case STATE_FOG_PARAMS_OPTIMIZED
:
693 case STATE_POINT_SIZE_CLAMPED
:
694 return _NEW_POINT
| _NEW_MULTISAMPLE
;
695 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
696 case STATE_LIGHT_POSITION
:
697 case STATE_LIGHT_POSITION_NORMALIZED
:
698 case STATE_LIGHT_HALF_VECTOR
:
706 case STATE_FB_WPOS_Y_TRANSFORM
:
710 /* unknown state indexes are silently ignored and
711 * no flag set, since it is handled by the driver.
717 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
724 append(char *dst
, const char *src
)
735 * Convert token 'k' to a string, append it onto 'dst' string.
738 append_token(char *dst
, gl_state_index k
)
742 append(dst
, "material");
745 append(dst
, "light");
747 case STATE_LIGHTMODEL_AMBIENT
:
748 append(dst
, "lightmodel.ambient");
750 case STATE_LIGHTMODEL_SCENECOLOR
:
752 case STATE_LIGHTPROD
:
753 append(dst
, "lightprod");
756 append(dst
, "texgen");
758 case STATE_FOG_COLOR
:
759 append(dst
, "fog.color");
761 case STATE_FOG_PARAMS
:
762 append(dst
, "fog.params");
764 case STATE_CLIPPLANE
:
767 case STATE_POINT_SIZE
:
768 append(dst
, "point.size");
770 case STATE_POINT_ATTENUATION
:
771 append(dst
, "point.attenuation");
773 case STATE_MODELVIEW_MATRIX
:
774 append(dst
, "matrix.modelview");
776 case STATE_PROJECTION_MATRIX
:
777 append(dst
, "matrix.projection");
779 case STATE_MVP_MATRIX
:
780 append(dst
, "matrix.mvp");
782 case STATE_TEXTURE_MATRIX
:
783 append(dst
, "matrix.texture");
785 case STATE_PROGRAM_MATRIX
:
786 append(dst
, "matrix.program");
788 case STATE_MATRIX_INVERSE
:
789 append(dst
, ".inverse");
791 case STATE_MATRIX_TRANSPOSE
:
792 append(dst
, ".transpose");
794 case STATE_MATRIX_INVTRANS
:
795 append(dst
, ".invtrans");
798 append(dst
, ".ambient");
801 append(dst
, ".diffuse");
804 append(dst
, ".specular");
807 append(dst
, ".emission");
809 case STATE_SHININESS
:
810 append(dst
, "lshininess");
812 case STATE_HALF_VECTOR
:
813 append(dst
, ".half");
816 append(dst
, ".position");
818 case STATE_ATTENUATION
:
819 append(dst
, ".attenuation");
821 case STATE_SPOT_DIRECTION
:
822 append(dst
, ".spot.direction");
824 case STATE_SPOT_CUTOFF
:
825 append(dst
, ".spot.cutoff");
827 case STATE_TEXGEN_EYE_S
:
828 append(dst
, ".eye.s");
830 case STATE_TEXGEN_EYE_T
:
831 append(dst
, ".eye.t");
833 case STATE_TEXGEN_EYE_R
:
834 append(dst
, ".eye.r");
836 case STATE_TEXGEN_EYE_Q
:
837 append(dst
, ".eye.q");
839 case STATE_TEXGEN_OBJECT_S
:
840 append(dst
, ".object.s");
842 case STATE_TEXGEN_OBJECT_T
:
843 append(dst
, ".object.t");
845 case STATE_TEXGEN_OBJECT_R
:
846 append(dst
, ".object.r");
848 case STATE_TEXGEN_OBJECT_Q
:
849 append(dst
, ".object.q");
851 case STATE_TEXENV_COLOR
:
852 append(dst
, "texenv");
854 case STATE_NUM_SAMPLES
:
855 append(dst
, "numsamples");
857 case STATE_DEPTH_RANGE
:
858 append(dst
, "depth.range");
860 case STATE_VERTEX_PROGRAM
:
861 case STATE_FRAGMENT_PROGRAM
:
867 append(dst
, "local");
869 /* BEGIN internal state vars */
871 append(dst
, ".internal.");
873 case STATE_CURRENT_ATTRIB
:
874 append(dst
, "current");
876 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
877 append(dst
, "currentAttribMaybeVPClamped");
879 case STATE_NORMAL_SCALE
:
880 append(dst
, "normalScale");
882 case STATE_TEXRECT_SCALE
:
883 append(dst
, "texrectScale");
885 case STATE_FOG_PARAMS_OPTIMIZED
:
886 append(dst
, "fogParamsOptimized");
888 case STATE_POINT_SIZE_CLAMPED
:
889 append(dst
, "pointSizeClamped");
891 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
892 append(dst
, "lightSpotDirNormalized");
894 case STATE_LIGHT_POSITION
:
895 append(dst
, "lightPosition");
897 case STATE_LIGHT_POSITION_NORMALIZED
:
898 append(dst
, "light.position.normalized");
900 case STATE_LIGHT_HALF_VECTOR
:
901 append(dst
, "lightHalfVector");
904 append(dst
, "PTscale");
907 append(dst
, "PTbias");
910 append(dst
, "FbSize");
912 case STATE_FB_WPOS_Y_TRANSFORM
:
913 append(dst
, "FbWposYTransform");
916 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
917 append(dst
, "driverState");
922 append_face(char *dst
, GLint face
)
925 append(dst
, "front.");
927 append(dst
, "back.");
931 append_index(char *dst
, GLint index
)
934 sprintf(s
, "[%d]", index
);
939 * Make a string from the given state vector.
940 * For example, return "state.matrix.texture[2].inverse".
941 * Use free() to deallocate the string.
944 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
949 append(str
, "state.");
950 append_token(str
, state
[0]);
954 append_face(str
, state
[1]);
955 append_token(str
, state
[2]);
958 append_index(str
, state
[1]); /* light number [i]. */
959 append_token(str
, state
[2]); /* coefficients */
961 case STATE_LIGHTMODEL_AMBIENT
:
962 append(str
, "lightmodel.ambient");
964 case STATE_LIGHTMODEL_SCENECOLOR
:
966 append(str
, "lightmodel.front.scenecolor");
969 append(str
, "lightmodel.back.scenecolor");
972 case STATE_LIGHTPROD
:
973 append_index(str
, state
[1]); /* light number [i]. */
974 append_face(str
, state
[2]);
975 append_token(str
, state
[3]);
978 append_index(str
, state
[1]); /* tex unit [i] */
979 append_token(str
, state
[2]); /* plane coef */
981 case STATE_TEXENV_COLOR
:
982 append_index(str
, state
[1]); /* tex unit [i] */
983 append(str
, "color");
985 case STATE_CLIPPLANE
:
986 append_index(str
, state
[1]); /* plane [i] */
987 append(str
, ".plane");
989 case STATE_MODELVIEW_MATRIX
:
990 case STATE_PROJECTION_MATRIX
:
991 case STATE_MVP_MATRIX
:
992 case STATE_TEXTURE_MATRIX
:
993 case STATE_PROGRAM_MATRIX
:
995 /* state[0] = modelview, projection, texture, etc. */
996 /* state[1] = which texture matrix or program matrix */
997 /* state[2] = first row to fetch */
998 /* state[3] = last row to fetch */
999 /* state[4] = transpose, inverse or invtrans */
1000 const gl_state_index mat
= state
[0];
1001 const GLuint index
= (GLuint
) state
[1];
1002 const GLuint firstRow
= (GLuint
) state
[2];
1003 const GLuint lastRow
= (GLuint
) state
[3];
1004 const gl_state_index modifier
= state
[4];
1006 mat
== STATE_TEXTURE_MATRIX
||
1007 mat
== STATE_PROGRAM_MATRIX
)
1008 append_index(str
, index
);
1010 append_token(str
, modifier
);
1011 if (firstRow
== lastRow
)
1012 sprintf(tmp
, ".row[%d]", firstRow
);
1014 sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
1018 case STATE_POINT_SIZE
:
1020 case STATE_POINT_ATTENUATION
:
1022 case STATE_FOG_PARAMS
:
1024 case STATE_FOG_COLOR
:
1026 case STATE_NUM_SAMPLES
:
1028 case STATE_DEPTH_RANGE
:
1030 case STATE_FRAGMENT_PROGRAM
:
1031 case STATE_VERTEX_PROGRAM
:
1032 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1033 /* state[2] = parameter index */
1034 append_token(str
, state
[1]);
1035 append_index(str
, state
[2]);
1037 case STATE_NORMAL_SCALE
:
1039 case STATE_INTERNAL
:
1040 append_token(str
, state
[1]);
1041 if (state
[1] == STATE_CURRENT_ATTRIB
)
1042 append_index(str
, state
[2]);
1045 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
1054 * Loop over all the parameters in a parameter list. If the parameter
1055 * is a GL state reference, look up the current value of that state
1056 * variable and put it into the parameter's Value[4] array.
1057 * Other parameter types never change or are explicitly set by the user
1058 * with glUniform() or glProgramParameter(), etc.
1059 * This would be called at glBegin time.
1062 _mesa_load_state_parameters(struct gl_context
*ctx
,
1063 struct gl_program_parameter_list
*paramList
)
1070 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
1071 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
1072 _mesa_fetch_state(ctx
,
1073 paramList
->Parameters
[i
].StateIndexes
,
1074 ¶mList
->ParameterValues
[i
][0].f
);