mesa/program: replace Elements() with ARRAY_SIZE()
[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 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
45
46
47 /**
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.
53 */
54 static void
55 _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
56 GLfloat *value)
57 {
58 switch (state[0]) {
59 case STATE_MATERIAL:
60 {
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().
69 */
70 /* state[2] is the material attribute */
71 switch (state[2]) {
72 case STATE_AMBIENT:
73 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
74 return;
75 case STATE_DIFFUSE:
76 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
77 return;
78 case STATE_SPECULAR:
79 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
80 return;
81 case STATE_EMISSION:
82 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
83 return;
84 case STATE_SHININESS:
85 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
86 value[1] = 0.0F;
87 value[2] = 0.0F;
88 value[3] = 1.0F;
89 return;
90 default:
91 _mesa_problem(ctx, "Invalid material state in fetch_state");
92 return;
93 }
94 }
95 case STATE_LIGHT:
96 {
97 /* state[1] is the light number */
98 const GLuint ln = (GLuint) state[1];
99 /* state[2] is the light attribute */
100 switch (state[2]) {
101 case STATE_AMBIENT:
102 COPY_4V(value, ctx->Light.Light[ln].Ambient);
103 return;
104 case STATE_DIFFUSE:
105 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
106 return;
107 case STATE_SPECULAR:
108 COPY_4V(value, ctx->Light.Light[ln].Specular);
109 return;
110 case STATE_POSITION:
111 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
112 return;
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;
118 return;
119 case STATE_SPOT_DIRECTION:
120 COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
121 value[3] = ctx->Light.Light[ln]._CosCutoff;
122 return;
123 case STATE_SPOT_CUTOFF:
124 value[0] = ctx->Light.Light[ln].SpotCutoff;
125 return;
126 case STATE_HALF_VECTOR:
127 {
128 static const GLfloat eye_z[] = {0, 0, 1};
129 GLfloat p[3];
130 /* Compute infinite half angle vector:
131 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
132 * light.EyePosition.w should be 0 for infinite lights.
133 */
134 COPY_3V(p, ctx->Light.Light[ln].EyePosition);
135 NORMALIZE_3FV(p);
136 ADD_3V(value, p, eye_z);
137 NORMALIZE_3FV(value);
138 value[3] = 1.0;
139 }
140 return;
141 default:
142 _mesa_problem(ctx, "Invalid light state in fetch_state");
143 return;
144 }
145 }
146 case STATE_LIGHTMODEL_AMBIENT:
147 COPY_4V(value, ctx->Light.Model.Ambient);
148 return;
149 case STATE_LIGHTMODEL_SCENECOLOR:
150 if (state[1] == 0) {
151 /* front */
152 GLint i;
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];
157 }
158 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
159 }
160 else {
161 /* back */
162 GLint i;
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];
167 }
168 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
169 }
170 return;
171 case STATE_LIGHTPROD:
172 {
173 const GLuint ln = (GLuint) state[1];
174 const GLuint face = (GLuint) state[2];
175 GLint i;
176 assert(face == 0 || face == 1);
177 switch (state[3]) {
178 case STATE_AMBIENT:
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];
182 }
183 /* [3] = material alpha */
184 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
185 return;
186 case STATE_DIFFUSE:
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];
190 }
191 /* [3] = material alpha */
192 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
193 return;
194 case STATE_SPECULAR:
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];
198 }
199 /* [3] = material alpha */
200 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
201 return;
202 default:
203 _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
204 return;
205 }
206 }
207 case STATE_TEXGEN:
208 {
209 /* state[1] is the texture unit */
210 const GLuint unit = (GLuint) state[1];
211 /* state[2] is the texgen attribute */
212 switch (state[2]) {
213 case STATE_TEXGEN_EYE_S:
214 COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
215 return;
216 case STATE_TEXGEN_EYE_T:
217 COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
218 return;
219 case STATE_TEXGEN_EYE_R:
220 COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
221 return;
222 case STATE_TEXGEN_EYE_Q:
223 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
224 return;
225 case STATE_TEXGEN_OBJECT_S:
226 COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
227 return;
228 case STATE_TEXGEN_OBJECT_T:
229 COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
230 return;
231 case STATE_TEXGEN_OBJECT_R:
232 COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
233 return;
234 case STATE_TEXGEN_OBJECT_Q:
235 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
236 return;
237 default:
238 _mesa_problem(ctx, "Invalid texgen state in fetch_state");
239 return;
240 }
241 }
242 case STATE_TEXENV_COLOR:
243 {
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);
248 else
249 COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
250 }
251 return;
252 case STATE_FOG_COLOR:
253 if (_mesa_get_clamp_fragment_color(ctx))
254 COPY_4V(value, ctx->Fog.Color);
255 else
256 COPY_4V(value, ctx->Fog.ColorUnclamped);
257 return;
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);
263 return;
264 case STATE_CLIPPLANE:
265 {
266 const GLuint plane = (GLuint) state[1];
267 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
268 }
269 return;
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;
275 return;
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];
280 value[3] = 1.0F;
281 return;
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:
287 {
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];
299 const GLfloat *m;
300 GLuint row, i;
301 assert(firstRow < 4);
302 assert(lastRow < 4);
303 if (mat == STATE_MODELVIEW_MATRIX) {
304 matrix = ctx->ModelviewMatrixStack.Top;
305 }
306 else if (mat == STATE_PROJECTION_MATRIX) {
307 matrix = ctx->ProjectionMatrixStack.Top;
308 }
309 else if (mat == STATE_MVP_MATRIX) {
310 matrix = &ctx->_ModelProjectMatrix;
311 }
312 else if (mat == STATE_TEXTURE_MATRIX) {
313 assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
314 matrix = ctx->TextureMatrixStack[index].Top;
315 }
316 else if (mat == STATE_PROGRAM_MATRIX) {
317 assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
318 matrix = ctx->ProgramMatrixStack[index].Top;
319 }
320 else {
321 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
322 return;
323 }
324 if (modifier == STATE_MATRIX_INVERSE ||
325 modifier == STATE_MATRIX_INVTRANS) {
326 /* Be sure inverse is up to date:
327 */
328 _math_matrix_analyse( (GLmatrix*) matrix );
329 m = matrix->inv;
330 }
331 else {
332 m = matrix->m;
333 }
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];
341 }
342 }
343 else {
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];
349 }
350 }
351 }
352 return;
353 case STATE_NUM_SAMPLES:
354 ((int *)value)[0] = ctx->DrawBuffer->Visual.samples;
355 return;
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 */
360 value[3] = 1.0;
361 return;
362 case STATE_FRAGMENT_PROGRAM:
363 {
364 /* state[1] = {STATE_ENV, STATE_LOCAL} */
365 /* state[2] = parameter index */
366 const int idx = (int) state[2];
367 switch (state[1]) {
368 case STATE_ENV:
369 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
370 return;
371 case STATE_LOCAL:
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)
376 return;
377 }
378
379 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
380 return;
381 default:
382 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
383 return;
384 }
385 }
386 return;
387
388 case STATE_VERTEX_PROGRAM:
389 {
390 /* state[1] = {STATE_ENV, STATE_LOCAL} */
391 /* state[2] = parameter index */
392 const int idx = (int) state[2];
393 switch (state[1]) {
394 case STATE_ENV:
395 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
396 return;
397 case STATE_LOCAL:
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)
402 return;
403 }
404
405 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
406 return;
407 default:
408 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
409 return;
410 }
411 }
412 return;
413
414 case STATE_NORMAL_SCALE:
415 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
416 return;
417
418 case STATE_INTERNAL:
419 switch (state[1]) {
420 case STATE_CURRENT_ATTRIB:
421 {
422 const GLuint idx = (GLuint) state[2];
423 COPY_4V(value, ctx->Current.Attrib[idx]);
424 }
425 return;
426
427 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
428 {
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);
437 }
438 else
439 COPY_4V(value, ctx->Current.Attrib[idx]);
440 }
441 return;
442
443 case STATE_NORMAL_SCALE:
444 ASSIGN_4V(value,
445 ctx->_ModelViewInvScale,
446 ctx->_ModelViewInvScale,
447 ctx->_ModelViewInvScale,
448 1);
449 return;
450
451 case STATE_TEXRECT_SCALE:
452 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
453 * Used to convert unnormalized texcoords to normalized texcoords.
454 */
455 {
456 const int unit = (int) state[2];
457 const struct gl_texture_object *texObj
458 = ctx->Texture.Unit[unit]._Current;
459 if (texObj) {
460 struct gl_texture_image *texImage = texObj->Image[0][0];
461 ASSIGN_4V(value,
462 (GLfloat) (1.0 / texImage->Width),
463 (GLfloat) (1.0 / texImage->Height),
464 0.0f, 1.0f);
465 }
466 }
467 return;
468
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
473 * single MAD.
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)
477 */
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);
483 return;
484
485 case STATE_POINT_SIZE_CLAMPED:
486 {
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.
496 */
497 GLfloat minImplSize;
498 GLfloat maxImplSize;
499 if (ctx->Point.PointSprite) {
500 minImplSize = ctx->Const.MinPointSizeAA;
501 maxImplSize = ctx->Const.MaxPointSize;
502 }
503 else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
504 minImplSize = ctx->Const.MinPointSizeAA;
505 maxImplSize = ctx->Const.MaxPointSizeAA;
506 }
507 else {
508 minImplSize = ctx->Const.MinPointSize;
509 maxImplSize = ctx->Const.MaxPointSize;
510 }
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;
515 }
516 return;
517 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
518 {
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;
524 }
525 return;
526
527 case STATE_LIGHT_POSITION:
528 {
529 const GLuint ln = (GLuint) state[2];
530 COPY_4V(value, ctx->Light.Light[ln]._Position);
531 }
532 return;
533
534 case STATE_LIGHT_POSITION_NORMALIZED:
535 {
536 const GLuint ln = (GLuint) state[2];
537 COPY_4V(value, ctx->Light.Light[ln]._Position);
538 NORMALIZE_3FV( value );
539 }
540 return;
541
542 case STATE_LIGHT_HALF_VECTOR:
543 {
544 const GLuint ln = (GLuint) state[2];
545 GLfloat p[3];
546 /* Compute infinite half angle vector:
547 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
548 * light.EyePosition.w should be 0 for infinite lights.
549 */
550 COPY_3V(p, ctx->Light.Light[ln]._Position);
551 NORMALIZE_3FV(p);
552 ADD_3V(value, p, ctx->_EyeZDir);
553 NORMALIZE_3FV(value);
554 value[3] = 1.0;
555 }
556 return;
557
558 case STATE_PT_SCALE:
559 value[0] = ctx->Pixel.RedScale;
560 value[1] = ctx->Pixel.GreenScale;
561 value[2] = ctx->Pixel.BlueScale;
562 value[3] = ctx->Pixel.AlphaScale;
563 return;
564
565 case STATE_PT_BIAS:
566 value[0] = ctx->Pixel.RedBias;
567 value[1] = ctx->Pixel.GreenBias;
568 value[2] = ctx->Pixel.BlueBias;
569 value[3] = ctx->Pixel.AlphaBias;
570 return;
571
572 case STATE_FB_SIZE:
573 value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
574 value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
575 value[2] = 0.0F;
576 value[3] = 0.0F;
577 return;
578
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). */
584 value[0] = 1.0F;
585 value[1] = 0.0F;
586 value[2] = -1.0F;
587 value[3] = (GLfloat) ctx->DrawBuffer->Height;
588 } else {
589 /* Flipping Y upside down (XY) followed by identity (ZW). */
590 value[0] = -1.0F;
591 value[1] = (GLfloat) ctx->DrawBuffer->Height;
592 value[2] = 1.0F;
593 value[3] = 0.0F;
594 }
595 return;
596
597 /* XXX: make sure new tokens added here are also handled in the
598 * _mesa_program_state_flags() switch, below.
599 */
600 default:
601 /* Unknown state indexes are silently ignored here.
602 * Drivers may do something special.
603 */
604 return;
605 }
606 return;
607
608 default:
609 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
610 return;
611 }
612 }
613
614
615 /**
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.
621 */
622 GLbitfield
623 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
624 {
625 switch (state[0]) {
626 case STATE_MATERIAL:
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;
631
632 case STATE_LIGHT:
633 case STATE_LIGHTMODEL_AMBIENT:
634 return _NEW_LIGHT;
635
636 case STATE_TEXGEN:
637 return _NEW_TEXTURE;
638 case STATE_TEXENV_COLOR:
639 return _NEW_TEXTURE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
640
641 case STATE_FOG_COLOR:
642 return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
643 case STATE_FOG_PARAMS:
644 return _NEW_FOG;
645
646 case STATE_CLIPPLANE:
647 return _NEW_TRANSFORM;
648
649 case STATE_POINT_SIZE:
650 case STATE_POINT_ATTENUATION:
651 return _NEW_POINT;
652
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;
663
664 case STATE_NUM_SAMPLES:
665 return _NEW_BUFFERS;
666
667 case STATE_DEPTH_RANGE:
668 return _NEW_VIEWPORT;
669
670 case STATE_FRAGMENT_PROGRAM:
671 case STATE_VERTEX_PROGRAM:
672 return _NEW_PROGRAM;
673
674 case STATE_NORMAL_SCALE:
675 return _NEW_MODELVIEW;
676
677 case STATE_INTERNAL:
678 switch (state[1]) {
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;
683
684 case STATE_NORMAL_SCALE:
685 return _NEW_MODELVIEW;
686
687 case STATE_TEXRECT_SCALE:
688 return _NEW_TEXTURE;
689 case STATE_FOG_PARAMS_OPTIMIZED:
690 return _NEW_FOG;
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:
697 return _NEW_LIGHT;
698
699 case STATE_PT_SCALE:
700 case STATE_PT_BIAS:
701 return _NEW_PIXEL;
702
703 case STATE_FB_SIZE:
704 case STATE_FB_WPOS_Y_TRANSFORM:
705 return _NEW_BUFFERS;
706
707 default:
708 /* unknown state indexes are silently ignored and
709 * no flag set, since it is handled by the driver.
710 */
711 return 0;
712 }
713
714 default:
715 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
716 return 0;
717 }
718 }
719
720
721 static void
722 append(char *dst, const char *src)
723 {
724 while (*dst)
725 dst++;
726 while (*src)
727 *dst++ = *src++;
728 *dst = 0;
729 }
730
731
732 /**
733 * Convert token 'k' to a string, append it onto 'dst' string.
734 */
735 static void
736 append_token(char *dst, gl_state_index k)
737 {
738 switch (k) {
739 case STATE_MATERIAL:
740 append(dst, "material");
741 break;
742 case STATE_LIGHT:
743 append(dst, "light");
744 break;
745 case STATE_LIGHTMODEL_AMBIENT:
746 append(dst, "lightmodel.ambient");
747 break;
748 case STATE_LIGHTMODEL_SCENECOLOR:
749 break;
750 case STATE_LIGHTPROD:
751 append(dst, "lightprod");
752 break;
753 case STATE_TEXGEN:
754 append(dst, "texgen");
755 break;
756 case STATE_FOG_COLOR:
757 append(dst, "fog.color");
758 break;
759 case STATE_FOG_PARAMS:
760 append(dst, "fog.params");
761 break;
762 case STATE_CLIPPLANE:
763 append(dst, "clip");
764 break;
765 case STATE_POINT_SIZE:
766 append(dst, "point.size");
767 break;
768 case STATE_POINT_ATTENUATION:
769 append(dst, "point.attenuation");
770 break;
771 case STATE_MODELVIEW_MATRIX:
772 append(dst, "matrix.modelview");
773 break;
774 case STATE_PROJECTION_MATRIX:
775 append(dst, "matrix.projection");
776 break;
777 case STATE_MVP_MATRIX:
778 append(dst, "matrix.mvp");
779 break;
780 case STATE_TEXTURE_MATRIX:
781 append(dst, "matrix.texture");
782 break;
783 case STATE_PROGRAM_MATRIX:
784 append(dst, "matrix.program");
785 break;
786 case STATE_MATRIX_INVERSE:
787 append(dst, ".inverse");
788 break;
789 case STATE_MATRIX_TRANSPOSE:
790 append(dst, ".transpose");
791 break;
792 case STATE_MATRIX_INVTRANS:
793 append(dst, ".invtrans");
794 break;
795 case STATE_AMBIENT:
796 append(dst, ".ambient");
797 break;
798 case STATE_DIFFUSE:
799 append(dst, ".diffuse");
800 break;
801 case STATE_SPECULAR:
802 append(dst, ".specular");
803 break;
804 case STATE_EMISSION:
805 append(dst, ".emission");
806 break;
807 case STATE_SHININESS:
808 append(dst, "lshininess");
809 break;
810 case STATE_HALF_VECTOR:
811 append(dst, ".half");
812 break;
813 case STATE_POSITION:
814 append(dst, ".position");
815 break;
816 case STATE_ATTENUATION:
817 append(dst, ".attenuation");
818 break;
819 case STATE_SPOT_DIRECTION:
820 append(dst, ".spot.direction");
821 break;
822 case STATE_SPOT_CUTOFF:
823 append(dst, ".spot.cutoff");
824 break;
825 case STATE_TEXGEN_EYE_S:
826 append(dst, ".eye.s");
827 break;
828 case STATE_TEXGEN_EYE_T:
829 append(dst, ".eye.t");
830 break;
831 case STATE_TEXGEN_EYE_R:
832 append(dst, ".eye.r");
833 break;
834 case STATE_TEXGEN_EYE_Q:
835 append(dst, ".eye.q");
836 break;
837 case STATE_TEXGEN_OBJECT_S:
838 append(dst, ".object.s");
839 break;
840 case STATE_TEXGEN_OBJECT_T:
841 append(dst, ".object.t");
842 break;
843 case STATE_TEXGEN_OBJECT_R:
844 append(dst, ".object.r");
845 break;
846 case STATE_TEXGEN_OBJECT_Q:
847 append(dst, ".object.q");
848 break;
849 case STATE_TEXENV_COLOR:
850 append(dst, "texenv");
851 break;
852 case STATE_NUM_SAMPLES:
853 append(dst, "numsamples");
854 break;
855 case STATE_DEPTH_RANGE:
856 append(dst, "depth.range");
857 break;
858 case STATE_VERTEX_PROGRAM:
859 case STATE_FRAGMENT_PROGRAM:
860 break;
861 case STATE_ENV:
862 append(dst, "env");
863 break;
864 case STATE_LOCAL:
865 append(dst, "local");
866 break;
867 /* BEGIN internal state vars */
868 case STATE_INTERNAL:
869 append(dst, ".internal.");
870 break;
871 case STATE_CURRENT_ATTRIB:
872 append(dst, "current");
873 break;
874 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
875 append(dst, "currentAttribMaybeVPClamped");
876 break;
877 case STATE_NORMAL_SCALE:
878 append(dst, "normalScale");
879 break;
880 case STATE_TEXRECT_SCALE:
881 append(dst, "texrectScale");
882 break;
883 case STATE_FOG_PARAMS_OPTIMIZED:
884 append(dst, "fogParamsOptimized");
885 break;
886 case STATE_POINT_SIZE_CLAMPED:
887 append(dst, "pointSizeClamped");
888 break;
889 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
890 append(dst, "lightSpotDirNormalized");
891 break;
892 case STATE_LIGHT_POSITION:
893 append(dst, "lightPosition");
894 break;
895 case STATE_LIGHT_POSITION_NORMALIZED:
896 append(dst, "light.position.normalized");
897 break;
898 case STATE_LIGHT_HALF_VECTOR:
899 append(dst, "lightHalfVector");
900 break;
901 case STATE_PT_SCALE:
902 append(dst, "PTscale");
903 break;
904 case STATE_PT_BIAS:
905 append(dst, "PTbias");
906 break;
907 case STATE_FB_SIZE:
908 append(dst, "FbSize");
909 break;
910 case STATE_FB_WPOS_Y_TRANSFORM:
911 append(dst, "FbWposYTransform");
912 break;
913 default:
914 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
915 append(dst, "driverState");
916 }
917 }
918
919 static void
920 append_face(char *dst, GLint face)
921 {
922 if (face == 0)
923 append(dst, "front.");
924 else
925 append(dst, "back.");
926 }
927
928 static void
929 append_index(char *dst, GLint index)
930 {
931 char s[20];
932 sprintf(s, "[%d]", index);
933 append(dst, s);
934 }
935
936 /**
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.
940 */
941 char *
942 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
943 {
944 char str[1000] = "";
945 char tmp[30];
946
947 append(str, "state.");
948 append_token(str, state[0]);
949
950 switch (state[0]) {
951 case STATE_MATERIAL:
952 append_face(str, state[1]);
953 append_token(str, state[2]);
954 break;
955 case STATE_LIGHT:
956 append_index(str, state[1]); /* light number [i]. */
957 append_token(str, state[2]); /* coefficients */
958 break;
959 case STATE_LIGHTMODEL_AMBIENT:
960 append(str, "lightmodel.ambient");
961 break;
962 case STATE_LIGHTMODEL_SCENECOLOR:
963 if (state[1] == 0) {
964 append(str, "lightmodel.front.scenecolor");
965 }
966 else {
967 append(str, "lightmodel.back.scenecolor");
968 }
969 break;
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]);
974 break;
975 case STATE_TEXGEN:
976 append_index(str, state[1]); /* tex unit [i] */
977 append_token(str, state[2]); /* plane coef */
978 break;
979 case STATE_TEXENV_COLOR:
980 append_index(str, state[1]); /* tex unit [i] */
981 append(str, "color");
982 break;
983 case STATE_CLIPPLANE:
984 append_index(str, state[1]); /* plane [i] */
985 append(str, ".plane");
986 break;
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:
992 {
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];
1003 if (index ||
1004 mat == STATE_TEXTURE_MATRIX ||
1005 mat == STATE_PROGRAM_MATRIX)
1006 append_index(str, index);
1007 if (modifier)
1008 append_token(str, modifier);
1009 if (firstRow == lastRow)
1010 sprintf(tmp, ".row[%d]", firstRow);
1011 else
1012 sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1013 append(str, tmp);
1014 }
1015 break;
1016 case STATE_POINT_SIZE:
1017 break;
1018 case STATE_POINT_ATTENUATION:
1019 break;
1020 case STATE_FOG_PARAMS:
1021 break;
1022 case STATE_FOG_COLOR:
1023 break;
1024 case STATE_NUM_SAMPLES:
1025 break;
1026 case STATE_DEPTH_RANGE:
1027 break;
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]);
1034 break;
1035 case STATE_NORMAL_SCALE:
1036 break;
1037 case STATE_INTERNAL:
1038 append_token(str, state[1]);
1039 if (state[1] == STATE_CURRENT_ATTRIB)
1040 append_index(str, state[2]);
1041 break;
1042 default:
1043 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1044 break;
1045 }
1046
1047 return _mesa_strdup(str);
1048 }
1049
1050
1051 /**
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.
1058 */
1059 void
1060 _mesa_load_state_parameters(struct gl_context *ctx,
1061 struct gl_program_parameter_list *paramList)
1062 {
1063 GLuint i;
1064
1065 if (!paramList)
1066 return;
1067
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 &paramList->ParameterValues[i][0].f);
1073 }
1074 }
1075 }