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.
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"
44 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
48 * Use the list of tokens in the state[] array to find global GL state
49 * and return it in <value>. Usually, four values are returned in <value>
50 * but matrix queries may return as many as 16 values.
51 * This function is used for ARB vertex/fragment programs.
52 * The program parser will produce the state[] values.
55 _mesa_fetch_state(struct gl_context
*ctx
, const gl_state_index state
[],
61 /* state[1] is either 0=front or 1=back side */
62 const GLuint face
= (GLuint
) state
[1];
63 const struct gl_material
*mat
= &ctx
->Light
.Material
;
64 assert(face
== 0 || face
== 1);
65 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
66 assert(MAT_ATTRIB_FRONT_AMBIENT
+ 1 == MAT_ATTRIB_BACK_AMBIENT
);
67 /* XXX we could get rid of this switch entirely with a little
68 * work in arbprogparse.c's parse_state_single_item().
70 /* state[2] is the material attribute */
73 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
76 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
79 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
82 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
85 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
91 _mesa_problem(ctx
, "Invalid material state in fetch_state");
97 /* state[1] is the light number */
98 const GLuint ln
= (GLuint
) state
[1];
99 /* state[2] is the light attribute */
102 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
105 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
108 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
111 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
113 case STATE_ATTENUATION
:
114 value
[0] = ctx
->Light
.Light
[ln
].ConstantAttenuation
;
115 value
[1] = ctx
->Light
.Light
[ln
].LinearAttenuation
;
116 value
[2] = ctx
->Light
.Light
[ln
].QuadraticAttenuation
;
117 value
[3] = ctx
->Light
.Light
[ln
].SpotExponent
;
119 case STATE_SPOT_DIRECTION
:
120 COPY_3V(value
, ctx
->Light
.Light
[ln
].SpotDirection
);
121 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
123 case STATE_SPOT_CUTOFF
:
124 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
126 case STATE_HALF_VECTOR
:
128 static const GLfloat eye_z
[] = {0, 0, 1};
130 /* Compute infinite half angle vector:
131 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
132 * light.EyePosition.w should be 0 for infinite lights.
134 COPY_3V(p
, ctx
->Light
.Light
[ln
].EyePosition
);
136 ADD_3V(value
, p
, eye_z
);
137 NORMALIZE_3FV(value
);
142 _mesa_problem(ctx
, "Invalid light state in fetch_state");
146 case STATE_LIGHTMODEL_AMBIENT
:
147 COPY_4V(value
, ctx
->Light
.Model
.Ambient
);
149 case STATE_LIGHTMODEL_SCENECOLOR
:
153 for (i
= 0; i
< 3; i
++) {
154 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
155 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
][i
]
156 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_EMISSION
][i
];
158 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3];
163 for (i
= 0; i
< 3; i
++) {
164 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
165 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_AMBIENT
][i
]
166 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_EMISSION
][i
];
168 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_DIFFUSE
][3];
171 case STATE_LIGHTPROD
:
173 const GLuint ln
= (GLuint
) state
[1];
174 const GLuint face
= (GLuint
) state
[2];
176 assert(face
== 0 || face
== 1);
179 for (i
= 0; i
< 3; i
++) {
180 value
[i
] = ctx
->Light
.Light
[ln
].Ambient
[i
] *
181 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][i
];
183 /* [3] = material alpha */
184 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][3];
187 for (i
= 0; i
< 3; i
++) {
188 value
[i
] = ctx
->Light
.Light
[ln
].Diffuse
[i
] *
189 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][i
];
191 /* [3] = material alpha */
192 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][3];
195 for (i
= 0; i
< 3; i
++) {
196 value
[i
] = ctx
->Light
.Light
[ln
].Specular
[i
] *
197 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][i
];
199 /* [3] = material alpha */
200 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][3];
203 _mesa_problem(ctx
, "Invalid lightprod state in fetch_state");
209 /* state[1] is the texture unit */
210 const GLuint unit
= (GLuint
) state
[1];
211 /* state[2] is the texgen attribute */
213 case STATE_TEXGEN_EYE_S
:
214 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.EyePlane
);
216 case STATE_TEXGEN_EYE_T
:
217 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.EyePlane
);
219 case STATE_TEXGEN_EYE_R
:
220 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.EyePlane
);
222 case STATE_TEXGEN_EYE_Q
:
223 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.EyePlane
);
225 case STATE_TEXGEN_OBJECT_S
:
226 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenS
.ObjectPlane
);
228 case STATE_TEXGEN_OBJECT_T
:
229 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenT
.ObjectPlane
);
231 case STATE_TEXGEN_OBJECT_R
:
232 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenR
.ObjectPlane
);
234 case STATE_TEXGEN_OBJECT_Q
:
235 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].GenQ
.ObjectPlane
);
238 _mesa_problem(ctx
, "Invalid texgen state in fetch_state");
242 case STATE_TEXENV_COLOR
:
244 /* state[1] is the texture unit */
245 const GLuint unit
= (GLuint
) state
[1];
246 if (_mesa_get_clamp_fragment_color(ctx
))
247 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColor
);
249 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColorUnclamped
);
252 case STATE_FOG_COLOR
:
253 if (_mesa_get_clamp_fragment_color(ctx
))
254 COPY_4V(value
, ctx
->Fog
.Color
);
256 COPY_4V(value
, ctx
->Fog
.ColorUnclamped
);
258 case STATE_FOG_PARAMS
:
259 value
[0] = ctx
->Fog
.Density
;
260 value
[1] = ctx
->Fog
.Start
;
261 value
[2] = ctx
->Fog
.End
;
262 value
[3] = 1.0f
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
);
264 case STATE_CLIPPLANE
:
266 const GLuint plane
= (GLuint
) state
[1];
267 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
270 case STATE_POINT_SIZE
:
271 value
[0] = ctx
->Point
.Size
;
272 value
[1] = ctx
->Point
.MinSize
;
273 value
[2] = ctx
->Point
.MaxSize
;
274 value
[3] = ctx
->Point
.Threshold
;
276 case STATE_POINT_ATTENUATION
:
277 value
[0] = ctx
->Point
.Params
[0];
278 value
[1] = ctx
->Point
.Params
[1];
279 value
[2] = ctx
->Point
.Params
[2];
282 case STATE_MODELVIEW_MATRIX
:
283 case STATE_PROJECTION_MATRIX
:
284 case STATE_MVP_MATRIX
:
285 case STATE_TEXTURE_MATRIX
:
286 case STATE_PROGRAM_MATRIX
:
288 /* state[0] = modelview, projection, texture, etc. */
289 /* state[1] = which texture matrix or program matrix */
290 /* state[2] = first row to fetch */
291 /* state[3] = last row to fetch */
292 /* state[4] = transpose, inverse or invtrans */
293 const GLmatrix
*matrix
;
294 const gl_state_index mat
= state
[0];
295 const GLuint index
= (GLuint
) state
[1];
296 const GLuint firstRow
= (GLuint
) state
[2];
297 const GLuint lastRow
= (GLuint
) state
[3];
298 const gl_state_index modifier
= state
[4];
301 assert(firstRow
< 4);
303 if (mat
== STATE_MODELVIEW_MATRIX
) {
304 matrix
= ctx
->ModelviewMatrixStack
.Top
;
306 else if (mat
== STATE_PROJECTION_MATRIX
) {
307 matrix
= ctx
->ProjectionMatrixStack
.Top
;
309 else if (mat
== STATE_MVP_MATRIX
) {
310 matrix
= &ctx
->_ModelProjectMatrix
;
312 else if (mat
== STATE_TEXTURE_MATRIX
) {
313 assert(index
< ARRAY_SIZE(ctx
->TextureMatrixStack
));
314 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
316 else if (mat
== STATE_PROGRAM_MATRIX
) {
317 assert(index
< ARRAY_SIZE(ctx
->ProgramMatrixStack
));
318 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
321 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
324 if (modifier
== STATE_MATRIX_INVERSE
||
325 modifier
== STATE_MATRIX_INVTRANS
) {
326 /* Be sure inverse is up to date:
328 _math_matrix_analyse( (GLmatrix
*) matrix
);
334 if (modifier
== STATE_MATRIX_TRANSPOSE
||
335 modifier
== STATE_MATRIX_INVTRANS
) {
336 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
337 value
[i
++] = m
[row
* 4 + 0];
338 value
[i
++] = m
[row
* 4 + 1];
339 value
[i
++] = m
[row
* 4 + 2];
340 value
[i
++] = m
[row
* 4 + 3];
344 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
345 value
[i
++] = m
[row
+ 0];
346 value
[i
++] = m
[row
+ 4];
347 value
[i
++] = m
[row
+ 8];
348 value
[i
++] = m
[row
+ 12];
353 case STATE_NUM_SAMPLES
:
354 ((int *)value
)[0] = ctx
->DrawBuffer
->Visual
.samples
;
356 case STATE_DEPTH_RANGE
:
357 value
[0] = ctx
->ViewportArray
[0].Near
; /* near */
358 value
[1] = ctx
->ViewportArray
[0].Far
; /* far */
359 value
[2] = ctx
->ViewportArray
[0].Far
- ctx
->ViewportArray
[0].Near
; /* far - near */
362 case STATE_FRAGMENT_PROGRAM
:
364 /* state[1] = {STATE_ENV, STATE_LOCAL} */
365 /* state[2] = parameter index */
366 const int idx
= (int) state
[2];
369 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
372 if (!ctx
->FragmentProgram
.Current
->Base
.LocalParams
) {
373 ctx
->FragmentProgram
.Current
->Base
.LocalParams
=
374 calloc(MAX_PROGRAM_LOCAL_PARAMS
, sizeof(float[4]));
375 if (!ctx
->FragmentProgram
.Current
->Base
.LocalParams
)
379 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
382 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
388 case STATE_VERTEX_PROGRAM
:
390 /* state[1] = {STATE_ENV, STATE_LOCAL} */
391 /* state[2] = parameter index */
392 const int idx
= (int) state
[2];
395 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
398 if (!ctx
->VertexProgram
.Current
->Base
.LocalParams
) {
399 ctx
->VertexProgram
.Current
->Base
.LocalParams
=
400 calloc(MAX_PROGRAM_LOCAL_PARAMS
, sizeof(float[4]));
401 if (!ctx
->VertexProgram
.Current
->Base
.LocalParams
)
405 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
408 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
414 case STATE_NORMAL_SCALE
:
415 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
420 case STATE_CURRENT_ATTRIB
:
422 const GLuint idx
= (GLuint
) state
[2];
423 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
427 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
429 const GLuint idx
= (GLuint
) state
[2];
430 if(ctx
->Light
._ClampVertexColor
&&
431 (idx
== VERT_ATTRIB_COLOR0
||
432 idx
== VERT_ATTRIB_COLOR1
)) {
433 value
[0] = CLAMP(ctx
->Current
.Attrib
[idx
][0], 0.0f
, 1.0f
);
434 value
[1] = CLAMP(ctx
->Current
.Attrib
[idx
][1], 0.0f
, 1.0f
);
435 value
[2] = CLAMP(ctx
->Current
.Attrib
[idx
][2], 0.0f
, 1.0f
);
436 value
[3] = CLAMP(ctx
->Current
.Attrib
[idx
][3], 0.0f
, 1.0f
);
439 COPY_4V(value
, ctx
->Current
.Attrib
[idx
]);
443 case STATE_NORMAL_SCALE
:
445 ctx
->_ModelViewInvScale
,
446 ctx
->_ModelViewInvScale
,
447 ctx
->_ModelViewInvScale
,
451 case STATE_TEXRECT_SCALE
:
452 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
453 * Used to convert unnormalized texcoords to normalized texcoords.
456 const int unit
= (int) state
[2];
457 const struct gl_texture_object
*texObj
458 = ctx
->Texture
.Unit
[unit
]._Current
;
460 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
462 (GLfloat
) (1.0 / texImage
->Width
),
463 (GLfloat
) (1.0 / texImage
->Height
),
469 case STATE_FOG_PARAMS_OPTIMIZED
:
470 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
471 * might be more expensive than EX2 on some hw, plus it needs
472 * another constant (e) anyway. Linear fog can now be done with a
474 * linear: fogcoord * -1/(end-start) + end/(end-start)
475 * exp: 2^-(density/ln(2) * fogcoord)
476 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
478 value
[0] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
479 ? 1.0f
: (GLfloat
)(-1.0F
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
));
480 value
[1] = ctx
->Fog
.End
* -value
[0];
481 value
[2] = (GLfloat
)(ctx
->Fog
.Density
* M_LOG2E
); /* M_LOG2E == 1/ln(2) */
482 value
[3] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_SQRT_LN2
);
485 case STATE_POINT_SIZE_CLAMPED
:
487 /* this includes implementation dependent limits, to avoid
488 * another potentially necessary clamp.
489 * Note: for sprites, point smooth (point AA) is ignored
490 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
491 * expect drivers will want to say their minimum for AA size is 0.0
492 * but for non-AA it's 1.0 (because normal points with size below 1.0
493 * need to get rounded up to 1.0, hence never disappear). GL does
494 * not specify max clamp size for sprites, other than it needs to be
495 * at least as large as max AA size, hence use non-AA size there.
499 if (ctx
->Point
.PointSprite
) {
500 minImplSize
= ctx
->Const
.MinPointSizeAA
;
501 maxImplSize
= ctx
->Const
.MaxPointSize
;
503 else if (ctx
->Point
.SmoothFlag
|| ctx
->Multisample
._Enabled
) {
504 minImplSize
= ctx
->Const
.MinPointSizeAA
;
505 maxImplSize
= ctx
->Const
.MaxPointSizeAA
;
508 minImplSize
= ctx
->Const
.MinPointSize
;
509 maxImplSize
= ctx
->Const
.MaxPointSize
;
511 value
[0] = ctx
->Point
.Size
;
512 value
[1] = ctx
->Point
.MinSize
>= minImplSize
? ctx
->Point
.MinSize
: minImplSize
;
513 value
[2] = ctx
->Point
.MaxSize
<= maxImplSize
? ctx
->Point
.MaxSize
: maxImplSize
;
514 value
[3] = ctx
->Point
.Threshold
;
517 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
519 /* here, state[2] is the light number */
520 /* pre-normalize spot dir */
521 const GLuint ln
= (GLuint
) state
[2];
522 COPY_3V(value
, ctx
->Light
.Light
[ln
]._NormSpotDirection
);
523 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
527 case STATE_LIGHT_POSITION
:
529 const GLuint ln
= (GLuint
) state
[2];
530 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
534 case STATE_LIGHT_POSITION_NORMALIZED
:
536 const GLuint ln
= (GLuint
) state
[2];
537 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
538 NORMALIZE_3FV( value
);
542 case STATE_LIGHT_HALF_VECTOR
:
544 const GLuint ln
= (GLuint
) state
[2];
546 /* Compute infinite half angle vector:
547 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
548 * light.EyePosition.w should be 0 for infinite lights.
550 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
552 ADD_3V(value
, p
, ctx
->_EyeZDir
);
553 NORMALIZE_3FV(value
);
559 value
[0] = ctx
->Pixel
.RedScale
;
560 value
[1] = ctx
->Pixel
.GreenScale
;
561 value
[2] = ctx
->Pixel
.BlueScale
;
562 value
[3] = ctx
->Pixel
.AlphaScale
;
566 value
[0] = ctx
->Pixel
.RedBias
;
567 value
[1] = ctx
->Pixel
.GreenBias
;
568 value
[2] = ctx
->Pixel
.BlueBias
;
569 value
[3] = ctx
->Pixel
.AlphaBias
;
573 value
[0] = (GLfloat
) (ctx
->DrawBuffer
->Width
- 1);
574 value
[1] = (GLfloat
) (ctx
->DrawBuffer
->Height
- 1);
579 case STATE_FB_WPOS_Y_TRANSFORM
:
580 /* A driver may negate this conditional by using ZW swizzle
581 * instead of XY (based on e.g. some other state). */
582 if (_mesa_is_user_fbo(ctx
->DrawBuffer
)) {
583 /* Identity (XY) followed by flipping Y upside down (ZW). */
587 value
[3] = (GLfloat
) ctx
->DrawBuffer
->Height
;
589 /* Flipping Y upside down (XY) followed by identity (ZW). */
591 value
[1] = (GLfloat
) ctx
->DrawBuffer
->Height
;
597 /* XXX: make sure new tokens added here are also handled in the
598 * _mesa_program_state_flags() switch, below.
601 /* Unknown state indexes are silently ignored here.
602 * Drivers may do something special.
609 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
616 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
617 * indicate that the given context state may have changed.
618 * The bitmask is used during validation to determine if we need to update
619 * vertex/fragment program parameters (like "state.material.color") when
620 * some GL state has changed.
623 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
627 case STATE_LIGHTPROD
:
628 case STATE_LIGHTMODEL_SCENECOLOR
:
629 /* these can be effected by glColor when colormaterial mode is used */
630 return _NEW_LIGHT
| _NEW_CURRENT_ATTRIB
;
633 case STATE_LIGHTMODEL_AMBIENT
:
638 case STATE_TEXENV_COLOR
:
639 return _NEW_TEXTURE
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
641 case STATE_FOG_COLOR
:
642 return _NEW_FOG
| _NEW_BUFFERS
| _NEW_FRAG_CLAMP
;
643 case STATE_FOG_PARAMS
:
646 case STATE_CLIPPLANE
:
647 return _NEW_TRANSFORM
;
649 case STATE_POINT_SIZE
:
650 case STATE_POINT_ATTENUATION
:
653 case STATE_MODELVIEW_MATRIX
:
654 return _NEW_MODELVIEW
;
655 case STATE_PROJECTION_MATRIX
:
656 return _NEW_PROJECTION
;
657 case STATE_MVP_MATRIX
:
658 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
659 case STATE_TEXTURE_MATRIX
:
660 return _NEW_TEXTURE_MATRIX
;
661 case STATE_PROGRAM_MATRIX
:
662 return _NEW_TRACK_MATRIX
;
664 case STATE_NUM_SAMPLES
:
667 case STATE_DEPTH_RANGE
:
668 return _NEW_VIEWPORT
;
670 case STATE_FRAGMENT_PROGRAM
:
671 case STATE_VERTEX_PROGRAM
:
674 case STATE_NORMAL_SCALE
:
675 return _NEW_MODELVIEW
;
679 case STATE_CURRENT_ATTRIB
:
680 return _NEW_CURRENT_ATTRIB
;
681 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
682 return _NEW_CURRENT_ATTRIB
| _NEW_LIGHT
| _NEW_BUFFERS
;
684 case STATE_NORMAL_SCALE
:
685 return _NEW_MODELVIEW
;
687 case STATE_TEXRECT_SCALE
:
689 case STATE_FOG_PARAMS_OPTIMIZED
:
691 case STATE_POINT_SIZE_CLAMPED
:
692 return _NEW_POINT
| _NEW_MULTISAMPLE
;
693 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
694 case STATE_LIGHT_POSITION
:
695 case STATE_LIGHT_POSITION_NORMALIZED
:
696 case STATE_LIGHT_HALF_VECTOR
:
704 case STATE_FB_WPOS_Y_TRANSFORM
:
708 /* unknown state indexes are silently ignored and
709 * no flag set, since it is handled by the driver.
715 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
722 append(char *dst
, const char *src
)
733 * Convert token 'k' to a string, append it onto 'dst' string.
736 append_token(char *dst
, gl_state_index k
)
740 append(dst
, "material");
743 append(dst
, "light");
745 case STATE_LIGHTMODEL_AMBIENT
:
746 append(dst
, "lightmodel.ambient");
748 case STATE_LIGHTMODEL_SCENECOLOR
:
750 case STATE_LIGHTPROD
:
751 append(dst
, "lightprod");
754 append(dst
, "texgen");
756 case STATE_FOG_COLOR
:
757 append(dst
, "fog.color");
759 case STATE_FOG_PARAMS
:
760 append(dst
, "fog.params");
762 case STATE_CLIPPLANE
:
765 case STATE_POINT_SIZE
:
766 append(dst
, "point.size");
768 case STATE_POINT_ATTENUATION
:
769 append(dst
, "point.attenuation");
771 case STATE_MODELVIEW_MATRIX
:
772 append(dst
, "matrix.modelview");
774 case STATE_PROJECTION_MATRIX
:
775 append(dst
, "matrix.projection");
777 case STATE_MVP_MATRIX
:
778 append(dst
, "matrix.mvp");
780 case STATE_TEXTURE_MATRIX
:
781 append(dst
, "matrix.texture");
783 case STATE_PROGRAM_MATRIX
:
784 append(dst
, "matrix.program");
786 case STATE_MATRIX_INVERSE
:
787 append(dst
, ".inverse");
789 case STATE_MATRIX_TRANSPOSE
:
790 append(dst
, ".transpose");
792 case STATE_MATRIX_INVTRANS
:
793 append(dst
, ".invtrans");
796 append(dst
, ".ambient");
799 append(dst
, ".diffuse");
802 append(dst
, ".specular");
805 append(dst
, ".emission");
807 case STATE_SHININESS
:
808 append(dst
, "lshininess");
810 case STATE_HALF_VECTOR
:
811 append(dst
, ".half");
814 append(dst
, ".position");
816 case STATE_ATTENUATION
:
817 append(dst
, ".attenuation");
819 case STATE_SPOT_DIRECTION
:
820 append(dst
, ".spot.direction");
822 case STATE_SPOT_CUTOFF
:
823 append(dst
, ".spot.cutoff");
825 case STATE_TEXGEN_EYE_S
:
826 append(dst
, ".eye.s");
828 case STATE_TEXGEN_EYE_T
:
829 append(dst
, ".eye.t");
831 case STATE_TEXGEN_EYE_R
:
832 append(dst
, ".eye.r");
834 case STATE_TEXGEN_EYE_Q
:
835 append(dst
, ".eye.q");
837 case STATE_TEXGEN_OBJECT_S
:
838 append(dst
, ".object.s");
840 case STATE_TEXGEN_OBJECT_T
:
841 append(dst
, ".object.t");
843 case STATE_TEXGEN_OBJECT_R
:
844 append(dst
, ".object.r");
846 case STATE_TEXGEN_OBJECT_Q
:
847 append(dst
, ".object.q");
849 case STATE_TEXENV_COLOR
:
850 append(dst
, "texenv");
852 case STATE_NUM_SAMPLES
:
853 append(dst
, "numsamples");
855 case STATE_DEPTH_RANGE
:
856 append(dst
, "depth.range");
858 case STATE_VERTEX_PROGRAM
:
859 case STATE_FRAGMENT_PROGRAM
:
865 append(dst
, "local");
867 /* BEGIN internal state vars */
869 append(dst
, ".internal.");
871 case STATE_CURRENT_ATTRIB
:
872 append(dst
, "current");
874 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
:
875 append(dst
, "currentAttribMaybeVPClamped");
877 case STATE_NORMAL_SCALE
:
878 append(dst
, "normalScale");
880 case STATE_TEXRECT_SCALE
:
881 append(dst
, "texrectScale");
883 case STATE_FOG_PARAMS_OPTIMIZED
:
884 append(dst
, "fogParamsOptimized");
886 case STATE_POINT_SIZE_CLAMPED
:
887 append(dst
, "pointSizeClamped");
889 case STATE_LIGHT_SPOT_DIR_NORMALIZED
:
890 append(dst
, "lightSpotDirNormalized");
892 case STATE_LIGHT_POSITION
:
893 append(dst
, "lightPosition");
895 case STATE_LIGHT_POSITION_NORMALIZED
:
896 append(dst
, "light.position.normalized");
898 case STATE_LIGHT_HALF_VECTOR
:
899 append(dst
, "lightHalfVector");
902 append(dst
, "PTscale");
905 append(dst
, "PTbias");
908 append(dst
, "FbSize");
910 case STATE_FB_WPOS_Y_TRANSFORM
:
911 append(dst
, "FbWposYTransform");
914 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
915 append(dst
, "driverState");
920 append_face(char *dst
, GLint face
)
923 append(dst
, "front.");
925 append(dst
, "back.");
929 append_index(char *dst
, GLint index
)
932 sprintf(s
, "[%d]", index
);
937 * Make a string from the given state vector.
938 * For example, return "state.matrix.texture[2].inverse".
939 * Use free() to deallocate the string.
942 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
947 append(str
, "state.");
948 append_token(str
, state
[0]);
952 append_face(str
, state
[1]);
953 append_token(str
, state
[2]);
956 append_index(str
, state
[1]); /* light number [i]. */
957 append_token(str
, state
[2]); /* coefficients */
959 case STATE_LIGHTMODEL_AMBIENT
:
960 append(str
, "lightmodel.ambient");
962 case STATE_LIGHTMODEL_SCENECOLOR
:
964 append(str
, "lightmodel.front.scenecolor");
967 append(str
, "lightmodel.back.scenecolor");
970 case STATE_LIGHTPROD
:
971 append_index(str
, state
[1]); /* light number [i]. */
972 append_face(str
, state
[2]);
973 append_token(str
, state
[3]);
976 append_index(str
, state
[1]); /* tex unit [i] */
977 append_token(str
, state
[2]); /* plane coef */
979 case STATE_TEXENV_COLOR
:
980 append_index(str
, state
[1]); /* tex unit [i] */
981 append(str
, "color");
983 case STATE_CLIPPLANE
:
984 append_index(str
, state
[1]); /* plane [i] */
985 append(str
, ".plane");
987 case STATE_MODELVIEW_MATRIX
:
988 case STATE_PROJECTION_MATRIX
:
989 case STATE_MVP_MATRIX
:
990 case STATE_TEXTURE_MATRIX
:
991 case STATE_PROGRAM_MATRIX
:
993 /* state[0] = modelview, projection, texture, etc. */
994 /* state[1] = which texture matrix or program matrix */
995 /* state[2] = first row to fetch */
996 /* state[3] = last row to fetch */
997 /* state[4] = transpose, inverse or invtrans */
998 const gl_state_index mat
= state
[0];
999 const GLuint index
= (GLuint
) state
[1];
1000 const GLuint firstRow
= (GLuint
) state
[2];
1001 const GLuint lastRow
= (GLuint
) state
[3];
1002 const gl_state_index modifier
= state
[4];
1004 mat
== STATE_TEXTURE_MATRIX
||
1005 mat
== STATE_PROGRAM_MATRIX
)
1006 append_index(str
, index
);
1008 append_token(str
, modifier
);
1009 if (firstRow
== lastRow
)
1010 sprintf(tmp
, ".row[%d]", firstRow
);
1012 sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
1016 case STATE_POINT_SIZE
:
1018 case STATE_POINT_ATTENUATION
:
1020 case STATE_FOG_PARAMS
:
1022 case STATE_FOG_COLOR
:
1024 case STATE_NUM_SAMPLES
:
1026 case STATE_DEPTH_RANGE
:
1028 case STATE_FRAGMENT_PROGRAM
:
1029 case STATE_VERTEX_PROGRAM
:
1030 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1031 /* state[2] = parameter index */
1032 append_token(str
, state
[1]);
1033 append_index(str
, state
[2]);
1035 case STATE_NORMAL_SCALE
:
1037 case STATE_INTERNAL
:
1038 append_token(str
, state
[1]);
1039 if (state
[1] == STATE_CURRENT_ATTRIB
)
1040 append_index(str
, state
[2]);
1043 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
1047 return _mesa_strdup(str
);
1052 * Loop over all the parameters in a parameter list. If the parameter
1053 * is a GL state reference, look up the current value of that state
1054 * variable and put it into the parameter's Value[4] array.
1055 * Other parameter types never change or are explicitly set by the user
1056 * with glUniform() or glProgramParameter(), etc.
1057 * This would be called at glBegin time.
1060 _mesa_load_state_parameters(struct gl_context
*ctx
,
1061 struct gl_program_parameter_list
*paramList
)
1068 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
1069 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
1070 _mesa_fetch_state(ctx
,
1071 paramList
->Parameters
[i
].StateIndexes
,
1072 ¶mList
->ParameterValues
[i
][0].f
);