21d518a8100e58ccedd2ac9580b221f834c88f78
[mesa.git] / src / mesa / shader / prog_statevars.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file prog_statevars.c
27 * Program state variable management.
28 * \author Brian Paul
29 */
30
31
32 #include "glheader.h"
33 #include "context.h"
34 #include "hash.h"
35 #include "imports.h"
36 #include "macros.h"
37 #include "mtypes.h"
38 #include "prog_statevars.h"
39 #include "prog_parameter.h"
40 #include "nvvertparse.h"
41
42
43 /**
44 * Use the list of tokens in the state[] array to find global GL state
45 * and return it in <value>. Usually, four values are returned in <value>
46 * but matrix queries may return as many as 16 values.
47 * This function is used for ARB vertex/fragment programs.
48 * The program parser will produce the state[] values.
49 */
50 static void
51 _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
52 GLfloat *value)
53 {
54 switch (state[0]) {
55 case STATE_MATERIAL:
56 {
57 /* state[1] is either 0=front or 1=back side */
58 const GLuint face = (GLuint) state[1];
59 const struct gl_material *mat = &ctx->Light.Material;
60 ASSERT(face == 0 || face == 1);
61 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
62 ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
63 /* XXX we could get rid of this switch entirely with a little
64 * work in arbprogparse.c's parse_state_single_item().
65 */
66 /* state[2] is the material attribute */
67 switch (state[2]) {
68 case STATE_AMBIENT:
69 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
70 return;
71 case STATE_DIFFUSE:
72 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
73 return;
74 case STATE_SPECULAR:
75 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
76 return;
77 case STATE_EMISSION:
78 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
79 return;
80 case STATE_SHININESS:
81 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
82 value[1] = 0.0F;
83 value[2] = 0.0F;
84 value[3] = 1.0F;
85 return;
86 default:
87 _mesa_problem(ctx, "Invalid material state in fetch_state");
88 return;
89 }
90 }
91 case STATE_LIGHT:
92 {
93 /* state[1] is the light number */
94 const GLuint ln = (GLuint) state[1];
95 /* state[2] is the light attribute */
96 switch (state[2]) {
97 case STATE_AMBIENT:
98 COPY_4V(value, ctx->Light.Light[ln].Ambient);
99 return;
100 case STATE_DIFFUSE:
101 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
102 return;
103 case STATE_SPECULAR:
104 COPY_4V(value, ctx->Light.Light[ln].Specular);
105 return;
106 case STATE_POSITION:
107 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
108 return;
109 case STATE_ATTENUATION:
110 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
111 value[1] = ctx->Light.Light[ln].LinearAttenuation;
112 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
113 value[3] = ctx->Light.Light[ln].SpotExponent;
114 return;
115 case STATE_SPOT_DIRECTION:
116 COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
117 value[3] = ctx->Light.Light[ln]._CosCutoff;
118 return;
119 case STATE_SPOT_CUTOFF:
120 value[0] = ctx->Light.Light[ln].SpotCutoff;
121 return;
122 case STATE_HALF_VECTOR:
123 {
124 GLfloat eye_z[] = {0, 0, 1};
125
126 /* Compute infinite half angle vector:
127 * half-vector = light_position + (0, 0, 1)
128 * and then normalize. w = 0
129 *
130 * light.EyePosition.w should be 0 for infinite lights.
131 */
132 ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
133 NORMALIZE_3FV(value);
134 value[3] = 0;
135 }
136 return;
137 case STATE_POSITION_NORMALIZED:
138 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
139 NORMALIZE_3FV( value );
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_DIFFUSE+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_DIFFUSE+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].EyePlaneS);
215 return;
216 case STATE_TEXGEN_EYE_T:
217 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
218 return;
219 case STATE_TEXGEN_EYE_R:
220 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
221 return;
222 case STATE_TEXGEN_EYE_Q:
223 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
224 return;
225 case STATE_TEXGEN_OBJECT_S:
226 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
227 return;
228 case STATE_TEXGEN_OBJECT_T:
229 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
230 return;
231 case STATE_TEXGEN_OBJECT_R:
232 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
233 return;
234 case STATE_TEXGEN_OBJECT_Q:
235 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
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 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
247 }
248 return;
249 case STATE_FOG_COLOR:
250 COPY_4V(value, ctx->Fog.Color);
251 return;
252 case STATE_FOG_PARAMS:
253 value[0] = ctx->Fog.Density;
254 value[1] = ctx->Fog.Start;
255 value[2] = ctx->Fog.End;
256 value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
257 return;
258 case STATE_CLIPPLANE:
259 {
260 const GLuint plane = (GLuint) state[1];
261 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
262 }
263 return;
264 case STATE_POINT_SIZE:
265 value[0] = ctx->Point.Size;
266 value[1] = ctx->Point.MinSize;
267 value[2] = ctx->Point.MaxSize;
268 value[3] = ctx->Point.Threshold;
269 return;
270 case STATE_POINT_ATTENUATION:
271 value[0] = ctx->Point.Params[0];
272 value[1] = ctx->Point.Params[1];
273 value[2] = ctx->Point.Params[2];
274 value[3] = 1.0F;
275 return;
276 case STATE_MODELVIEW_MATRIX:
277 case STATE_PROJECTION_MATRIX:
278 case STATE_MVP_MATRIX:
279 case STATE_TEXTURE_MATRIX:
280 case STATE_PROGRAM_MATRIX:
281 /*case STATE_MATRIX:*/
282 {
283 /* state[1] = modelview, projection, texture, etc. */
284 /* state[2] = which texture matrix or program matrix */
285 /* state[3] = first row to fetch */
286 /* state[4] = last row to fetch */
287 /* state[5] = transpose, inverse or invtrans */
288
289 const GLmatrix *matrix;
290 const gl_state_index mat = state[0];
291 const GLuint index = (GLuint) state[1];
292 const GLuint firstRow = (GLuint) state[2];
293 const GLuint lastRow = (GLuint) state[3];
294 const gl_state_index modifier = state[4];
295 const GLfloat *m;
296 GLuint row, i;
297 ASSERT(firstRow >= 0);
298 ASSERT(firstRow < 4);
299 ASSERT(lastRow >= 0);
300 ASSERT(lastRow < 4);
301 if (mat == STATE_MODELVIEW_MATRIX) {
302 matrix = ctx->ModelviewMatrixStack.Top;
303 }
304 else if (mat == STATE_PROJECTION_MATRIX) {
305 matrix = ctx->ProjectionMatrixStack.Top;
306 }
307 else if (mat == STATE_MVP_MATRIX) {
308 matrix = &ctx->_ModelProjectMatrix;
309 }
310 else if (mat == STATE_TEXTURE_MATRIX) {
311 matrix = ctx->TextureMatrixStack[index].Top;
312 }
313 else if (mat == STATE_PROGRAM_MATRIX) {
314 matrix = ctx->ProgramMatrixStack[index].Top;
315 }
316 else {
317 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
318 return;
319 }
320 if (modifier == STATE_MATRIX_INVERSE ||
321 modifier == STATE_MATRIX_INVTRANS) {
322 /* Be sure inverse is up to date:
323 */
324 _math_matrix_alloc_inv( (GLmatrix *) matrix );
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_DEPTH_RANGE:
351 value[0] = ctx->Viewport.Near; /* near */
352 value[1] = ctx->Viewport.Far; /* far */
353 value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
354 value[3] = 0;
355 return;
356 case STATE_FRAGMENT_PROGRAM:
357 {
358 /* state[1] = {STATE_ENV, STATE_LOCAL} */
359 /* state[2] = parameter index */
360 const int idx = (int) state[2];
361 switch (state[1]) {
362 case STATE_ENV:
363 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
364 break;
365 case STATE_LOCAL:
366 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
367 break;
368 default:
369 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
370 return;
371 }
372 }
373 return;
374
375 case STATE_VERTEX_PROGRAM:
376 {
377 /* state[1] = {STATE_ENV, STATE_LOCAL} */
378 /* state[2] = parameter index */
379 const int idx = (int) state[2];
380 switch (state[1]) {
381 case STATE_ENV:
382 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
383 break;
384 case STATE_LOCAL:
385 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
386 break;
387 default:
388 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
389 return;
390 }
391 }
392 return;
393
394 case STATE_NORMAL_SCALE:
395 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
396 return;
397
398 case STATE_INTERNAL:
399 {
400 switch (state[1]) {
401 case STATE_TEXRECT_SCALE: {
402 const int unit = (int) state[2];
403 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
404 if (texObj) {
405 struct gl_texture_image *texImage = texObj->Image[0][0];
406 ASSIGN_4V(value, 1.0 / texImage->Width, 1.0 / texImage->Height, 0, 1);
407 }
408 break;
409 }
410 default:
411 /* unknown state indexes are silently ignored
412 * should be handled by the driver.
413 */
414 return;
415 }
416 }
417 return;
418
419 default:
420 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
421 return;
422 }
423 }
424
425
426 /**
427 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
428 * indicate that the given context state may have changed.
429 * The bitmask is used during validation to determine if we need to update
430 * vertex/fragment program parameters (like "state.material.color") when
431 * some GL state has changed.
432 */
433 GLbitfield
434 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
435 {
436 switch (state[0]) {
437 case STATE_MATERIAL:
438 case STATE_LIGHT:
439 case STATE_LIGHTMODEL_AMBIENT:
440 case STATE_LIGHTMODEL_SCENECOLOR:
441 case STATE_LIGHTPROD:
442 return _NEW_LIGHT;
443
444 case STATE_TEXGEN:
445 case STATE_TEXENV_COLOR:
446 return _NEW_TEXTURE;
447
448 case STATE_FOG_COLOR:
449 case STATE_FOG_PARAMS:
450 return _NEW_FOG;
451
452 case STATE_CLIPPLANE:
453 return _NEW_TRANSFORM;
454
455 case STATE_POINT_SIZE:
456 case STATE_POINT_ATTENUATION:
457 return _NEW_POINT;
458
459 case STATE_MODELVIEW_MATRIX:
460 return _NEW_MODELVIEW;
461 case STATE_PROJECTION_MATRIX:
462 return _NEW_PROJECTION;
463 case STATE_MVP_MATRIX:
464 return _NEW_MODELVIEW | _NEW_PROJECTION;
465 case STATE_TEXTURE_MATRIX:
466 return _NEW_TEXTURE_MATRIX;
467 case STATE_PROGRAM_MATRIX:
468 return _NEW_TRACK_MATRIX;
469
470 case STATE_DEPTH_RANGE:
471 return _NEW_VIEWPORT;
472
473 case STATE_FRAGMENT_PROGRAM:
474 case STATE_VERTEX_PROGRAM:
475 return _NEW_PROGRAM;
476
477 case STATE_NORMAL_SCALE:
478 return _NEW_MODELVIEW;
479
480 case STATE_INTERNAL:
481 switch (state[1]) {
482 case STATE_TEXRECT_SCALE:
483 return _NEW_TEXTURE;
484 default:
485 /* unknown state indexes are silently ignored and
486 * no flag set, since it is handled by the driver.
487 */
488 return 0;
489 }
490
491 default:
492 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
493 return 0;
494 }
495 }
496
497
498 static void
499 append(char *dst, const char *src)
500 {
501 while (*dst)
502 dst++;
503 while (*src)
504 *dst++ = *src++;
505 *dst = 0;
506 }
507
508
509 static void
510 append_token(char *dst, gl_state_index k)
511 {
512 switch (k) {
513 case STATE_MATERIAL:
514 append(dst, "material");
515 break;
516 case STATE_LIGHT:
517 append(dst, "light");
518 break;
519 case STATE_LIGHTMODEL_AMBIENT:
520 append(dst, "lightmodel.ambient");
521 break;
522 case STATE_LIGHTMODEL_SCENECOLOR:
523 break;
524 case STATE_LIGHTPROD:
525 append(dst, "lightprod");
526 break;
527 case STATE_TEXGEN:
528 append(dst, "texgen");
529 break;
530 case STATE_FOG_COLOR:
531 append(dst, "fog.color");
532 break;
533 case STATE_FOG_PARAMS:
534 append(dst, "fog.params");
535 break;
536 case STATE_CLIPPLANE:
537 append(dst, "clip");
538 break;
539 case STATE_POINT_SIZE:
540 append(dst, "point.size");
541 break;
542 case STATE_POINT_ATTENUATION:
543 append(dst, "point.attenuation");
544 break;
545 case STATE_MODELVIEW_MATRIX:
546 append(dst, "matrix.modelview");
547 break;
548 case STATE_PROJECTION_MATRIX:
549 append(dst, "matrix.projection");
550 break;
551 case STATE_MVP_MATRIX:
552 append(dst, "matrix.mvp");
553 break;
554 case STATE_TEXTURE_MATRIX:
555 append(dst, "matrix.texture");
556 break;
557 case STATE_PROGRAM_MATRIX:
558 append(dst, "matrix.program");
559 break;
560 case STATE_MATRIX_INVERSE:
561 append(dst, ".inverse");
562 break;
563 case STATE_MATRIX_TRANSPOSE:
564 append(dst, ".transpose");
565 break;
566 case STATE_MATRIX_INVTRANS:
567 append(dst, ".invtrans");
568 break;
569 case STATE_AMBIENT:
570 append(dst, ".ambient");
571 break;
572 case STATE_DIFFUSE:
573 append(dst, ".diffuse");
574 break;
575 case STATE_SPECULAR:
576 append(dst, ".specular");
577 break;
578 case STATE_EMISSION:
579 append(dst, ".emission");
580 break;
581 case STATE_SHININESS:
582 append(dst, "lshininess");
583 break;
584 case STATE_HALF_VECTOR:
585 append(dst, ".half");
586 break;
587 case STATE_POSITION:
588 append(dst, ".position");
589 break;
590 case STATE_ATTENUATION:
591 append(dst, ".attenuation");
592 break;
593 case STATE_SPOT_DIRECTION:
594 append(dst, ".spot.direction");
595 break;
596 case STATE_SPOT_CUTOFF:
597 append(dst, ".spot.cutoff");
598 break;
599 case STATE_TEXGEN_EYE_S:
600 append(dst, "eye.s");
601 break;
602 case STATE_TEXGEN_EYE_T:
603 append(dst, "eye.t");
604 break;
605 case STATE_TEXGEN_EYE_R:
606 append(dst, "eye.r");
607 break;
608 case STATE_TEXGEN_EYE_Q:
609 append(dst, "eye.q");
610 break;
611 case STATE_TEXGEN_OBJECT_S:
612 append(dst, "object.s");
613 break;
614 case STATE_TEXGEN_OBJECT_T:
615 append(dst, "object.t");
616 break;
617 case STATE_TEXGEN_OBJECT_R:
618 append(dst, "object.r");
619 break;
620 case STATE_TEXGEN_OBJECT_Q:
621 append(dst, "object.q");
622 break;
623 case STATE_TEXENV_COLOR:
624 append(dst, "texenv");
625 break;
626 case STATE_DEPTH_RANGE:
627 append(dst, "depth.range");
628 break;
629 case STATE_VERTEX_PROGRAM:
630 case STATE_FRAGMENT_PROGRAM:
631 break;
632 case STATE_ENV:
633 append(dst, "env");
634 break;
635 case STATE_LOCAL:
636 append(dst, "local");
637 break;
638 case STATE_NORMAL_SCALE:
639 append(dst, "normalScale");
640 break;
641 case STATE_INTERNAL:
642 case STATE_POSITION_NORMALIZED:
643 append(dst, "(internal)");
644 break;
645 default:
646 ;
647 }
648 }
649
650 static void
651 append_face(char *dst, GLint face)
652 {
653 if (face == 0)
654 append(dst, "front.");
655 else
656 append(dst, "back.");
657 }
658
659 static void
660 append_index(char *dst, GLint index)
661 {
662 char s[20];
663 _mesa_sprintf(s, "[%d]", index);
664 append(dst, s);
665 }
666
667 /**
668 * Make a string from the given state vector.
669 * For example, return "state.matrix.texture[2].inverse".
670 * Use _mesa_free() to deallocate the string.
671 */
672 const char *
673 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
674 {
675 char str[1000] = "";
676 char tmp[30];
677
678 append(str, "state.");
679 append_token(str, (gl_state_index) state[0]);
680
681 switch (state[0]) {
682 case STATE_MATERIAL:
683 append_face(str, state[1]);
684 append_token(str, (gl_state_index) state[2]);
685 break;
686 case STATE_LIGHT:
687 append_index(str, state[1]); /* light number [i]. */
688 append_token(str, (gl_state_index) state[2]); /* coefficients */
689 break;
690 case STATE_LIGHTMODEL_AMBIENT:
691 append(str, "lightmodel.ambient");
692 break;
693 case STATE_LIGHTMODEL_SCENECOLOR:
694 if (state[1] == 0) {
695 append(str, "lightmodel.front.scenecolor");
696 }
697 else {
698 append(str, "lightmodel.back.scenecolor");
699 }
700 break;
701 case STATE_LIGHTPROD:
702 append_index(str, state[1]); /* light number [i]. */
703 append_face(str, state[2]);
704 append_token(str, (gl_state_index) state[3]);
705 break;
706 case STATE_TEXGEN:
707 append_index(str, state[1]); /* tex unit [i] */
708 append_token(str, (gl_state_index) state[2]); /* plane coef */
709 break;
710 case STATE_TEXENV_COLOR:
711 append_index(str, state[1]); /* tex unit [i] */
712 append(str, "color");
713 break;
714 case STATE_CLIPPLANE:
715 append_index(str, state[1]); /* plane [i] */
716 append(str, ".plane");
717 break;
718 case STATE_MODELVIEW_MATRIX:
719 case STATE_PROJECTION_MATRIX:
720 case STATE_MVP_MATRIX:
721 case STATE_TEXTURE_MATRIX:
722 case STATE_PROGRAM_MATRIX:
723 {
724 /* state[0] = modelview, projection, texture, etc. */
725 /* state[1] = which texture matrix or program matrix */
726 /* state[2] = first row to fetch */
727 /* state[3] = last row to fetch */
728 /* state[4] = transpose, inverse or invtrans */
729 const gl_state_index mat = (gl_state_index) state[0];
730 const GLuint index = (GLuint) state[1];
731 const GLuint firstRow = (GLuint) state[2];
732 const GLuint lastRow = (GLuint) state[3];
733 const gl_state_index modifier = (gl_state_index) state[4];
734 if (index ||
735 mat == STATE_TEXTURE_MATRIX ||
736 mat == STATE_PROGRAM_MATRIX)
737 append_index(str, index);
738 if (modifier)
739 append_token(str, modifier);
740 if (firstRow == lastRow)
741 _mesa_sprintf(tmp, ".row[%d]", firstRow);
742 else
743 _mesa_sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
744 append(str, tmp);
745 }
746 break;
747 case STATE_DEPTH_RANGE:
748 break;
749 case STATE_FRAGMENT_PROGRAM:
750 case STATE_VERTEX_PROGRAM:
751 /* state[1] = {STATE_ENV, STATE_LOCAL} */
752 /* state[2] = parameter index */
753 append_token(str, (gl_state_index) state[1]);
754 append_index(str, state[2]);
755 break;
756 case STATE_INTERNAL:
757 break;
758 default:
759 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
760 break;
761 }
762
763 return _mesa_strdup(str);
764 }
765
766
767 /**
768 * Loop over all the parameters in a parameter list. If the parameter
769 * is a GL state reference, look up the current value of that state
770 * variable and put it into the parameter's Value[4] array.
771 * This would be called at glBegin time when using a fragment program.
772 */
773 void
774 _mesa_load_state_parameters(GLcontext *ctx,
775 struct gl_program_parameter_list *paramList)
776 {
777 GLuint i;
778
779 if (!paramList)
780 return;
781
782 for (i = 0; i < paramList->NumParameters; i++) {
783 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
784 _mesa_fetch_state(ctx,
785 (gl_state_index *) paramList->Parameters[i].StateIndexes,
786 paramList->ParameterValues[i]);
787 }
788 }
789 }
790