mesa: Use assert() instead of ASSERT wrapper.
[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 < 4);
299 assert(lastRow < 4);
300 if (mat == STATE_MODELVIEW_MATRIX) {
301 matrix = ctx->ModelviewMatrixStack.Top;
302 }
303 else if (mat == STATE_PROJECTION_MATRIX) {
304 matrix = ctx->ProjectionMatrixStack.Top;
305 }
306 else if (mat == STATE_MVP_MATRIX) {
307 matrix = &ctx->_ModelProjectMatrix;
308 }
309 else if (mat == STATE_TEXTURE_MATRIX) {
310 assert(index < Elements(ctx->TextureMatrixStack));
311 matrix = ctx->TextureMatrixStack[index].Top;
312 }
313 else if (mat == STATE_PROGRAM_MATRIX) {
314 assert(index < Elements(ctx->ProgramMatrixStack));
315 matrix = ctx->ProgramMatrixStack[index].Top;
316 }
317 else {
318 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
319 return;
320 }
321 if (modifier == STATE_MATRIX_INVERSE ||
322 modifier == STATE_MATRIX_INVTRANS) {
323 /* Be sure inverse is up to date:
324 */
325 _math_matrix_analyse( (GLmatrix*) matrix );
326 m = matrix->inv;
327 }
328 else {
329 m = matrix->m;
330 }
331 if (modifier == STATE_MATRIX_TRANSPOSE ||
332 modifier == STATE_MATRIX_INVTRANS) {
333 for (i = 0, row = firstRow; row <= lastRow; row++) {
334 value[i++] = m[row * 4 + 0];
335 value[i++] = m[row * 4 + 1];
336 value[i++] = m[row * 4 + 2];
337 value[i++] = m[row * 4 + 3];
338 }
339 }
340 else {
341 for (i = 0, row = firstRow; row <= lastRow; row++) {
342 value[i++] = m[row + 0];
343 value[i++] = m[row + 4];
344 value[i++] = m[row + 8];
345 value[i++] = m[row + 12];
346 }
347 }
348 }
349 return;
350 case STATE_NUM_SAMPLES:
351 ((int *)value)[0] = ctx->DrawBuffer->Visual.samples;
352 return;
353 case STATE_DEPTH_RANGE:
354 value[0] = ctx->ViewportArray[0].Near; /* near */
355 value[1] = ctx->ViewportArray[0].Far; /* far */
356 value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
357 value[3] = 1.0;
358 return;
359 case STATE_FRAGMENT_PROGRAM:
360 {
361 /* state[1] = {STATE_ENV, STATE_LOCAL} */
362 /* state[2] = parameter index */
363 const int idx = (int) state[2];
364 switch (state[1]) {
365 case STATE_ENV:
366 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
367 return;
368 case STATE_LOCAL:
369 if (!ctx->FragmentProgram.Current->Base.LocalParams) {
370 ctx->FragmentProgram.Current->Base.LocalParams =
371 calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
372 if (!ctx->FragmentProgram.Current->Base.LocalParams)
373 return;
374 }
375
376 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
377 return;
378 default:
379 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
380 return;
381 }
382 }
383 return;
384
385 case STATE_VERTEX_PROGRAM:
386 {
387 /* state[1] = {STATE_ENV, STATE_LOCAL} */
388 /* state[2] = parameter index */
389 const int idx = (int) state[2];
390 switch (state[1]) {
391 case STATE_ENV:
392 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
393 return;
394 case STATE_LOCAL:
395 if (!ctx->VertexProgram.Current->Base.LocalParams) {
396 ctx->VertexProgram.Current->Base.LocalParams =
397 calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
398 if (!ctx->VertexProgram.Current->Base.LocalParams)
399 return;
400 }
401
402 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
403 return;
404 default:
405 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
406 return;
407 }
408 }
409 return;
410
411 case STATE_NORMAL_SCALE:
412 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
413 return;
414
415 case STATE_INTERNAL:
416 switch (state[1]) {
417 case STATE_CURRENT_ATTRIB:
418 {
419 const GLuint idx = (GLuint) state[2];
420 COPY_4V(value, ctx->Current.Attrib[idx]);
421 }
422 return;
423
424 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
425 {
426 const GLuint idx = (GLuint) state[2];
427 if(ctx->Light._ClampVertexColor &&
428 (idx == VERT_ATTRIB_COLOR0 ||
429 idx == VERT_ATTRIB_COLOR1)) {
430 value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
431 value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
432 value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
433 value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
434 }
435 else
436 COPY_4V(value, ctx->Current.Attrib[idx]);
437 }
438 return;
439
440 case STATE_NORMAL_SCALE:
441 ASSIGN_4V(value,
442 ctx->_ModelViewInvScale,
443 ctx->_ModelViewInvScale,
444 ctx->_ModelViewInvScale,
445 1);
446 return;
447
448 case STATE_TEXRECT_SCALE:
449 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
450 * Used to convert unnormalized texcoords to normalized texcoords.
451 */
452 {
453 const int unit = (int) state[2];
454 const struct gl_texture_object *texObj
455 = ctx->Texture.Unit[unit]._Current;
456 if (texObj) {
457 struct gl_texture_image *texImage = texObj->Image[0][0];
458 ASSIGN_4V(value,
459 (GLfloat) (1.0 / texImage->Width),
460 (GLfloat) (1.0 / texImage->Height),
461 0.0f, 1.0f);
462 }
463 }
464 return;
465
466 case STATE_FOG_PARAMS_OPTIMIZED:
467 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
468 * might be more expensive than EX2 on some hw, plus it needs
469 * another constant (e) anyway. Linear fog can now be done with a
470 * single MAD.
471 * linear: fogcoord * -1/(end-start) + end/(end-start)
472 * exp: 2^-(density/ln(2) * fogcoord)
473 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
474 */
475 value[0] = (ctx->Fog.End == ctx->Fog.Start)
476 ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
477 value[1] = ctx->Fog.End * -value[0];
478 value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
479 value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
480 return;
481
482 case STATE_POINT_SIZE_CLAMPED:
483 {
484 /* this includes implementation dependent limits, to avoid
485 * another potentially necessary clamp.
486 * Note: for sprites, point smooth (point AA) is ignored
487 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
488 * expect drivers will want to say their minimum for AA size is 0.0
489 * but for non-AA it's 1.0 (because normal points with size below 1.0
490 * need to get rounded up to 1.0, hence never disappear). GL does
491 * not specify max clamp size for sprites, other than it needs to be
492 * at least as large as max AA size, hence use non-AA size there.
493 */
494 GLfloat minImplSize;
495 GLfloat maxImplSize;
496 if (ctx->Point.PointSprite) {
497 minImplSize = ctx->Const.MinPointSizeAA;
498 maxImplSize = ctx->Const.MaxPointSize;
499 }
500 else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
501 minImplSize = ctx->Const.MinPointSizeAA;
502 maxImplSize = ctx->Const.MaxPointSizeAA;
503 }
504 else {
505 minImplSize = ctx->Const.MinPointSize;
506 maxImplSize = ctx->Const.MaxPointSize;
507 }
508 value[0] = ctx->Point.Size;
509 value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
510 value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
511 value[3] = ctx->Point.Threshold;
512 }
513 return;
514 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
515 {
516 /* here, state[2] is the light number */
517 /* pre-normalize spot dir */
518 const GLuint ln = (GLuint) state[2];
519 COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
520 value[3] = ctx->Light.Light[ln]._CosCutoff;
521 }
522 return;
523
524 case STATE_LIGHT_POSITION:
525 {
526 const GLuint ln = (GLuint) state[2];
527 COPY_4V(value, ctx->Light.Light[ln]._Position);
528 }
529 return;
530
531 case STATE_LIGHT_POSITION_NORMALIZED:
532 {
533 const GLuint ln = (GLuint) state[2];
534 COPY_4V(value, ctx->Light.Light[ln]._Position);
535 NORMALIZE_3FV( value );
536 }
537 return;
538
539 case STATE_LIGHT_HALF_VECTOR:
540 {
541 const GLuint ln = (GLuint) state[2];
542 GLfloat p[3];
543 /* Compute infinite half angle vector:
544 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
545 * light.EyePosition.w should be 0 for infinite lights.
546 */
547 COPY_3V(p, ctx->Light.Light[ln]._Position);
548 NORMALIZE_3FV(p);
549 ADD_3V(value, p, ctx->_EyeZDir);
550 NORMALIZE_3FV(value);
551 value[3] = 1.0;
552 }
553 return;
554
555 case STATE_PT_SCALE:
556 value[0] = ctx->Pixel.RedScale;
557 value[1] = ctx->Pixel.GreenScale;
558 value[2] = ctx->Pixel.BlueScale;
559 value[3] = ctx->Pixel.AlphaScale;
560 return;
561
562 case STATE_PT_BIAS:
563 value[0] = ctx->Pixel.RedBias;
564 value[1] = ctx->Pixel.GreenBias;
565 value[2] = ctx->Pixel.BlueBias;
566 value[3] = ctx->Pixel.AlphaBias;
567 return;
568
569 case STATE_FB_SIZE:
570 value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
571 value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
572 value[2] = 0.0F;
573 value[3] = 0.0F;
574 return;
575
576 case STATE_FB_WPOS_Y_TRANSFORM:
577 /* A driver may negate this conditional by using ZW swizzle
578 * instead of XY (based on e.g. some other state). */
579 if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
580 /* Identity (XY) followed by flipping Y upside down (ZW). */
581 value[0] = 1.0F;
582 value[1] = 0.0F;
583 value[2] = -1.0F;
584 value[3] = (GLfloat) ctx->DrawBuffer->Height;
585 } else {
586 /* Flipping Y upside down (XY) followed by identity (ZW). */
587 value[0] = -1.0F;
588 value[1] = (GLfloat) ctx->DrawBuffer->Height;
589 value[2] = 1.0F;
590 value[3] = 0.0F;
591 }
592 return;
593
594 /* XXX: make sure new tokens added here are also handled in the
595 * _mesa_program_state_flags() switch, below.
596 */
597 default:
598 /* Unknown state indexes are silently ignored here.
599 * Drivers may do something special.
600 */
601 return;
602 }
603 return;
604
605 default:
606 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
607 return;
608 }
609 }
610
611
612 /**
613 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
614 * indicate that the given context state may have changed.
615 * The bitmask is used during validation to determine if we need to update
616 * vertex/fragment program parameters (like "state.material.color") when
617 * some GL state has changed.
618 */
619 GLbitfield
620 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
621 {
622 switch (state[0]) {
623 case STATE_MATERIAL:
624 case STATE_LIGHTPROD:
625 case STATE_LIGHTMODEL_SCENECOLOR:
626 /* these can be effected by glColor when colormaterial mode is used */
627 return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
628
629 case STATE_LIGHT:
630 case STATE_LIGHTMODEL_AMBIENT:
631 return _NEW_LIGHT;
632
633 case STATE_TEXGEN:
634 return _NEW_TEXTURE;
635 case STATE_TEXENV_COLOR:
636 return _NEW_TEXTURE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
637
638 case STATE_FOG_COLOR:
639 return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
640 case STATE_FOG_PARAMS:
641 return _NEW_FOG;
642
643 case STATE_CLIPPLANE:
644 return _NEW_TRANSFORM;
645
646 case STATE_POINT_SIZE:
647 case STATE_POINT_ATTENUATION:
648 return _NEW_POINT;
649
650 case STATE_MODELVIEW_MATRIX:
651 return _NEW_MODELVIEW;
652 case STATE_PROJECTION_MATRIX:
653 return _NEW_PROJECTION;
654 case STATE_MVP_MATRIX:
655 return _NEW_MODELVIEW | _NEW_PROJECTION;
656 case STATE_TEXTURE_MATRIX:
657 return _NEW_TEXTURE_MATRIX;
658 case STATE_PROGRAM_MATRIX:
659 return _NEW_TRACK_MATRIX;
660
661 case STATE_NUM_SAMPLES:
662 return _NEW_BUFFERS;
663
664 case STATE_DEPTH_RANGE:
665 return _NEW_VIEWPORT;
666
667 case STATE_FRAGMENT_PROGRAM:
668 case STATE_VERTEX_PROGRAM:
669 return _NEW_PROGRAM;
670
671 case STATE_NORMAL_SCALE:
672 return _NEW_MODELVIEW;
673
674 case STATE_INTERNAL:
675 switch (state[1]) {
676 case STATE_CURRENT_ATTRIB:
677 return _NEW_CURRENT_ATTRIB;
678 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
679 return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
680
681 case STATE_NORMAL_SCALE:
682 return _NEW_MODELVIEW;
683
684 case STATE_TEXRECT_SCALE:
685 return _NEW_TEXTURE;
686 case STATE_FOG_PARAMS_OPTIMIZED:
687 return _NEW_FOG;
688 case STATE_POINT_SIZE_CLAMPED:
689 return _NEW_POINT | _NEW_MULTISAMPLE;
690 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
691 case STATE_LIGHT_POSITION:
692 case STATE_LIGHT_POSITION_NORMALIZED:
693 case STATE_LIGHT_HALF_VECTOR:
694 return _NEW_LIGHT;
695
696 case STATE_PT_SCALE:
697 case STATE_PT_BIAS:
698 return _NEW_PIXEL;
699
700 case STATE_FB_SIZE:
701 case STATE_FB_WPOS_Y_TRANSFORM:
702 return _NEW_BUFFERS;
703
704 default:
705 /* unknown state indexes are silently ignored and
706 * no flag set, since it is handled by the driver.
707 */
708 return 0;
709 }
710
711 default:
712 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
713 return 0;
714 }
715 }
716
717
718 static void
719 append(char *dst, const char *src)
720 {
721 while (*dst)
722 dst++;
723 while (*src)
724 *dst++ = *src++;
725 *dst = 0;
726 }
727
728
729 /**
730 * Convert token 'k' to a string, append it onto 'dst' string.
731 */
732 static void
733 append_token(char *dst, gl_state_index k)
734 {
735 switch (k) {
736 case STATE_MATERIAL:
737 append(dst, "material");
738 break;
739 case STATE_LIGHT:
740 append(dst, "light");
741 break;
742 case STATE_LIGHTMODEL_AMBIENT:
743 append(dst, "lightmodel.ambient");
744 break;
745 case STATE_LIGHTMODEL_SCENECOLOR:
746 break;
747 case STATE_LIGHTPROD:
748 append(dst, "lightprod");
749 break;
750 case STATE_TEXGEN:
751 append(dst, "texgen");
752 break;
753 case STATE_FOG_COLOR:
754 append(dst, "fog.color");
755 break;
756 case STATE_FOG_PARAMS:
757 append(dst, "fog.params");
758 break;
759 case STATE_CLIPPLANE:
760 append(dst, "clip");
761 break;
762 case STATE_POINT_SIZE:
763 append(dst, "point.size");
764 break;
765 case STATE_POINT_ATTENUATION:
766 append(dst, "point.attenuation");
767 break;
768 case STATE_MODELVIEW_MATRIX:
769 append(dst, "matrix.modelview");
770 break;
771 case STATE_PROJECTION_MATRIX:
772 append(dst, "matrix.projection");
773 break;
774 case STATE_MVP_MATRIX:
775 append(dst, "matrix.mvp");
776 break;
777 case STATE_TEXTURE_MATRIX:
778 append(dst, "matrix.texture");
779 break;
780 case STATE_PROGRAM_MATRIX:
781 append(dst, "matrix.program");
782 break;
783 case STATE_MATRIX_INVERSE:
784 append(dst, ".inverse");
785 break;
786 case STATE_MATRIX_TRANSPOSE:
787 append(dst, ".transpose");
788 break;
789 case STATE_MATRIX_INVTRANS:
790 append(dst, ".invtrans");
791 break;
792 case STATE_AMBIENT:
793 append(dst, ".ambient");
794 break;
795 case STATE_DIFFUSE:
796 append(dst, ".diffuse");
797 break;
798 case STATE_SPECULAR:
799 append(dst, ".specular");
800 break;
801 case STATE_EMISSION:
802 append(dst, ".emission");
803 break;
804 case STATE_SHININESS:
805 append(dst, "lshininess");
806 break;
807 case STATE_HALF_VECTOR:
808 append(dst, ".half");
809 break;
810 case STATE_POSITION:
811 append(dst, ".position");
812 break;
813 case STATE_ATTENUATION:
814 append(dst, ".attenuation");
815 break;
816 case STATE_SPOT_DIRECTION:
817 append(dst, ".spot.direction");
818 break;
819 case STATE_SPOT_CUTOFF:
820 append(dst, ".spot.cutoff");
821 break;
822 case STATE_TEXGEN_EYE_S:
823 append(dst, ".eye.s");
824 break;
825 case STATE_TEXGEN_EYE_T:
826 append(dst, ".eye.t");
827 break;
828 case STATE_TEXGEN_EYE_R:
829 append(dst, ".eye.r");
830 break;
831 case STATE_TEXGEN_EYE_Q:
832 append(dst, ".eye.q");
833 break;
834 case STATE_TEXGEN_OBJECT_S:
835 append(dst, ".object.s");
836 break;
837 case STATE_TEXGEN_OBJECT_T:
838 append(dst, ".object.t");
839 break;
840 case STATE_TEXGEN_OBJECT_R:
841 append(dst, ".object.r");
842 break;
843 case STATE_TEXGEN_OBJECT_Q:
844 append(dst, ".object.q");
845 break;
846 case STATE_TEXENV_COLOR:
847 append(dst, "texenv");
848 break;
849 case STATE_NUM_SAMPLES:
850 append(dst, "numsamples");
851 break;
852 case STATE_DEPTH_RANGE:
853 append(dst, "depth.range");
854 break;
855 case STATE_VERTEX_PROGRAM:
856 case STATE_FRAGMENT_PROGRAM:
857 break;
858 case STATE_ENV:
859 append(dst, "env");
860 break;
861 case STATE_LOCAL:
862 append(dst, "local");
863 break;
864 /* BEGIN internal state vars */
865 case STATE_INTERNAL:
866 append(dst, ".internal.");
867 break;
868 case STATE_CURRENT_ATTRIB:
869 append(dst, "current");
870 break;
871 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
872 append(dst, "currentAttribMaybeVPClamped");
873 break;
874 case STATE_NORMAL_SCALE:
875 append(dst, "normalScale");
876 break;
877 case STATE_TEXRECT_SCALE:
878 append(dst, "texrectScale");
879 break;
880 case STATE_FOG_PARAMS_OPTIMIZED:
881 append(dst, "fogParamsOptimized");
882 break;
883 case STATE_POINT_SIZE_CLAMPED:
884 append(dst, "pointSizeClamped");
885 break;
886 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
887 append(dst, "lightSpotDirNormalized");
888 break;
889 case STATE_LIGHT_POSITION:
890 append(dst, "lightPosition");
891 break;
892 case STATE_LIGHT_POSITION_NORMALIZED:
893 append(dst, "light.position.normalized");
894 break;
895 case STATE_LIGHT_HALF_VECTOR:
896 append(dst, "lightHalfVector");
897 break;
898 case STATE_PT_SCALE:
899 append(dst, "PTscale");
900 break;
901 case STATE_PT_BIAS:
902 append(dst, "PTbias");
903 break;
904 case STATE_FB_SIZE:
905 append(dst, "FbSize");
906 break;
907 case STATE_FB_WPOS_Y_TRANSFORM:
908 append(dst, "FbWposYTransform");
909 break;
910 default:
911 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
912 append(dst, "driverState");
913 }
914 }
915
916 static void
917 append_face(char *dst, GLint face)
918 {
919 if (face == 0)
920 append(dst, "front.");
921 else
922 append(dst, "back.");
923 }
924
925 static void
926 append_index(char *dst, GLint index)
927 {
928 char s[20];
929 sprintf(s, "[%d]", index);
930 append(dst, s);
931 }
932
933 /**
934 * Make a string from the given state vector.
935 * For example, return "state.matrix.texture[2].inverse".
936 * Use free() to deallocate the string.
937 */
938 char *
939 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
940 {
941 char str[1000] = "";
942 char tmp[30];
943
944 append(str, "state.");
945 append_token(str, state[0]);
946
947 switch (state[0]) {
948 case STATE_MATERIAL:
949 append_face(str, state[1]);
950 append_token(str, state[2]);
951 break;
952 case STATE_LIGHT:
953 append_index(str, state[1]); /* light number [i]. */
954 append_token(str, state[2]); /* coefficients */
955 break;
956 case STATE_LIGHTMODEL_AMBIENT:
957 append(str, "lightmodel.ambient");
958 break;
959 case STATE_LIGHTMODEL_SCENECOLOR:
960 if (state[1] == 0) {
961 append(str, "lightmodel.front.scenecolor");
962 }
963 else {
964 append(str, "lightmodel.back.scenecolor");
965 }
966 break;
967 case STATE_LIGHTPROD:
968 append_index(str, state[1]); /* light number [i]. */
969 append_face(str, state[2]);
970 append_token(str, state[3]);
971 break;
972 case STATE_TEXGEN:
973 append_index(str, state[1]); /* tex unit [i] */
974 append_token(str, state[2]); /* plane coef */
975 break;
976 case STATE_TEXENV_COLOR:
977 append_index(str, state[1]); /* tex unit [i] */
978 append(str, "color");
979 break;
980 case STATE_CLIPPLANE:
981 append_index(str, state[1]); /* plane [i] */
982 append(str, ".plane");
983 break;
984 case STATE_MODELVIEW_MATRIX:
985 case STATE_PROJECTION_MATRIX:
986 case STATE_MVP_MATRIX:
987 case STATE_TEXTURE_MATRIX:
988 case STATE_PROGRAM_MATRIX:
989 {
990 /* state[0] = modelview, projection, texture, etc. */
991 /* state[1] = which texture matrix or program matrix */
992 /* state[2] = first row to fetch */
993 /* state[3] = last row to fetch */
994 /* state[4] = transpose, inverse or invtrans */
995 const gl_state_index mat = state[0];
996 const GLuint index = (GLuint) state[1];
997 const GLuint firstRow = (GLuint) state[2];
998 const GLuint lastRow = (GLuint) state[3];
999 const gl_state_index modifier = state[4];
1000 if (index ||
1001 mat == STATE_TEXTURE_MATRIX ||
1002 mat == STATE_PROGRAM_MATRIX)
1003 append_index(str, index);
1004 if (modifier)
1005 append_token(str, modifier);
1006 if (firstRow == lastRow)
1007 sprintf(tmp, ".row[%d]", firstRow);
1008 else
1009 sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1010 append(str, tmp);
1011 }
1012 break;
1013 case STATE_POINT_SIZE:
1014 break;
1015 case STATE_POINT_ATTENUATION:
1016 break;
1017 case STATE_FOG_PARAMS:
1018 break;
1019 case STATE_FOG_COLOR:
1020 break;
1021 case STATE_NUM_SAMPLES:
1022 break;
1023 case STATE_DEPTH_RANGE:
1024 break;
1025 case STATE_FRAGMENT_PROGRAM:
1026 case STATE_VERTEX_PROGRAM:
1027 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1028 /* state[2] = parameter index */
1029 append_token(str, state[1]);
1030 append_index(str, state[2]);
1031 break;
1032 case STATE_NORMAL_SCALE:
1033 break;
1034 case STATE_INTERNAL:
1035 append_token(str, state[1]);
1036 if (state[1] == STATE_CURRENT_ATTRIB)
1037 append_index(str, state[2]);
1038 break;
1039 default:
1040 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1041 break;
1042 }
1043
1044 return _mesa_strdup(str);
1045 }
1046
1047
1048 /**
1049 * Loop over all the parameters in a parameter list. If the parameter
1050 * is a GL state reference, look up the current value of that state
1051 * variable and put it into the parameter's Value[4] array.
1052 * Other parameter types never change or are explicitly set by the user
1053 * with glUniform() or glProgramParameter(), etc.
1054 * This would be called at glBegin time.
1055 */
1056 void
1057 _mesa_load_state_parameters(struct gl_context *ctx,
1058 struct gl_program_parameter_list *paramList)
1059 {
1060 GLuint i;
1061
1062 if (!paramList)
1063 return;
1064
1065 for (i = 0; i < paramList->NumParameters; i++) {
1066 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1067 _mesa_fetch_state(ctx,
1068 paramList->Parameters[i].StateIndexes,
1069 &paramList->ParameterValues[i][0].f);
1070 }
1071 }
1072 }