Reimplement the post-increment/decrement functions.
[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_HALF:
120 {
121 GLfloat eye_z[] = {0, 0, 1};
122
123 /* Compute infinite half angle vector:
124 * half-vector = light_position + (0, 0, 1)
125 * and then normalize. w = 0
126 *
127 * light.EyePosition.w should be 0 for infinite lights.
128 */
129 ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
130 NORMALIZE_3FV(value);
131 value[3] = 0;
132 }
133 return;
134 case STATE_POSITION_NORMALIZED:
135 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
136 NORMALIZE_3FV( value );
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_DIFFUSE+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_DIFFUSE+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].EyePlaneS);
212 return;
213 case STATE_TEXGEN_EYE_T:
214 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
215 return;
216 case STATE_TEXGEN_EYE_R:
217 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
218 return;
219 case STATE_TEXGEN_EYE_Q:
220 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
221 return;
222 case STATE_TEXGEN_OBJECT_S:
223 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
224 return;
225 case STATE_TEXGEN_OBJECT_T:
226 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
227 return;
228 case STATE_TEXGEN_OBJECT_R:
229 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
230 return;
231 case STATE_TEXGEN_OBJECT_Q:
232 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
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 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
244 }
245 return;
246 case STATE_FOG_COLOR:
247 COPY_4V(value, ctx->Fog.Color);
248 return;
249 case STATE_FOG_PARAMS:
250 value[0] = ctx->Fog.Density;
251 value[1] = ctx->Fog.Start;
252 value[2] = ctx->Fog.End;
253 value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
254 return;
255 case STATE_CLIPPLANE:
256 {
257 const GLuint plane = (GLuint) state[1];
258 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
259 }
260 return;
261 case STATE_POINT_SIZE:
262 value[0] = ctx->Point.Size;
263 value[1] = ctx->Point.MinSize;
264 value[2] = ctx->Point.MaxSize;
265 value[3] = ctx->Point.Threshold;
266 return;
267 case STATE_POINT_ATTENUATION:
268 value[0] = ctx->Point.Params[0];
269 value[1] = ctx->Point.Params[1];
270 value[2] = ctx->Point.Params[2];
271 value[3] = 1.0F;
272 return;
273 case STATE_MATRIX:
274 {
275 /* state[1] = modelview, projection, texture, etc. */
276 /* state[2] = which texture matrix or program matrix */
277 /* state[3] = first row to fetch */
278 /* state[4] = last row to fetch */
279 /* state[5] = transpose, inverse or invtrans */
280
281 const GLmatrix *matrix;
282 const gl_state_index mat = state[1];
283 const GLuint index = (GLuint) state[2];
284 const GLuint firstRow = (GLuint) state[3];
285 const GLuint lastRow = (GLuint) state[4];
286 const gl_state_index modifier = state[5];
287 const GLfloat *m;
288 GLuint row, i;
289 if (mat == STATE_MODELVIEW) {
290 matrix = ctx->ModelviewMatrixStack.Top;
291 }
292 else if (mat == STATE_PROJECTION) {
293 matrix = ctx->ProjectionMatrixStack.Top;
294 }
295 else if (mat == STATE_MVP) {
296 matrix = &ctx->_ModelProjectMatrix;
297 }
298 else if (mat == STATE_TEXTURE) {
299 matrix = ctx->TextureMatrixStack[index].Top;
300 }
301 else if (mat == STATE_PROGRAM) {
302 matrix = ctx->ProgramMatrixStack[index].Top;
303 }
304 else {
305 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
306 return;
307 }
308 if (modifier == STATE_MATRIX_INVERSE ||
309 modifier == STATE_MATRIX_INVTRANS) {
310 /* Be sure inverse is up to date:
311 */
312 _math_matrix_alloc_inv( (GLmatrix *) matrix );
313 _math_matrix_analyse( (GLmatrix*) matrix );
314 m = matrix->inv;
315 }
316 else {
317 m = matrix->m;
318 }
319 if (modifier == STATE_MATRIX_TRANSPOSE ||
320 modifier == STATE_MATRIX_INVTRANS) {
321 for (i = 0, row = firstRow; row <= lastRow; row++) {
322 value[i++] = m[row * 4 + 0];
323 value[i++] = m[row * 4 + 1];
324 value[i++] = m[row * 4 + 2];
325 value[i++] = m[row * 4 + 3];
326 }
327 }
328 else {
329 for (i = 0, row = firstRow; row <= lastRow; row++) {
330 value[i++] = m[row + 0];
331 value[i++] = m[row + 4];
332 value[i++] = m[row + 8];
333 value[i++] = m[row + 12];
334 }
335 }
336 }
337 return;
338 case STATE_DEPTH_RANGE:
339 value[0] = ctx->Viewport.Near; /* near */
340 value[1] = ctx->Viewport.Far; /* far */
341 value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
342 value[3] = 0;
343 return;
344 case STATE_FRAGMENT_PROGRAM:
345 {
346 /* state[1] = {STATE_ENV, STATE_LOCAL} */
347 /* state[2] = parameter index */
348 const int idx = (int) state[2];
349 switch (state[1]) {
350 case STATE_ENV:
351 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
352 break;
353 case STATE_LOCAL:
354 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
355 break;
356 default:
357 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
358 return;
359 }
360 }
361 return;
362
363 case STATE_VERTEX_PROGRAM:
364 {
365 /* state[1] = {STATE_ENV, STATE_LOCAL} */
366 /* state[2] = parameter index */
367 const int idx = (int) state[2];
368 switch (state[1]) {
369 case STATE_ENV:
370 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
371 break;
372 case STATE_LOCAL:
373 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
374 break;
375 default:
376 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
377 return;
378 }
379 }
380 return;
381
382 case STATE_INTERNAL:
383 {
384 switch (state[1]) {
385 case STATE_NORMAL_SCALE:
386 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
387 break;
388 case STATE_TEXRECT_SCALE: {
389 const int unit = (int) state[2];
390 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
391 if (texObj) {
392 struct gl_texture_image *texImage = texObj->Image[0][0];
393 ASSIGN_4V(value, 1.0 / texImage->Width, 1.0 / texImage->Height, 0, 1);
394 }
395 break;
396 }
397 default:
398 /* unknown state indexes are silently ignored
399 * should be handled by the driver.
400 */
401 return;
402 }
403 }
404 return;
405
406 default:
407 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
408 return;
409 }
410 }
411
412
413 /**
414 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
415 * indicate that the given context state may have changed.
416 * The bitmask is used during validation to determine if we need to update
417 * vertex/fragment program parameters (like "state.material.color") when
418 * some GL state has changed.
419 */
420 GLbitfield
421 _mesa_program_state_flags(const GLint state[STATE_LENGTH])
422 {
423 switch (state[0]) {
424 case STATE_MATERIAL:
425 case STATE_LIGHT:
426 case STATE_LIGHTMODEL_AMBIENT:
427 case STATE_LIGHTMODEL_SCENECOLOR:
428 case STATE_LIGHTPROD:
429 return _NEW_LIGHT;
430
431 case STATE_TEXGEN:
432 case STATE_TEXENV_COLOR:
433 return _NEW_TEXTURE;
434
435 case STATE_FOG_COLOR:
436 case STATE_FOG_PARAMS:
437 return _NEW_FOG;
438
439 case STATE_CLIPPLANE:
440 return _NEW_TRANSFORM;
441
442 case STATE_POINT_SIZE:
443 case STATE_POINT_ATTENUATION:
444 return _NEW_POINT;
445
446 case STATE_MATRIX:
447 switch (state[1]) {
448 case STATE_MODELVIEW:
449 return _NEW_MODELVIEW;
450 case STATE_PROJECTION:
451 return _NEW_PROJECTION;
452 case STATE_MVP:
453 return _NEW_MODELVIEW | _NEW_PROJECTION;
454 case STATE_TEXTURE:
455 return _NEW_TEXTURE_MATRIX;
456 case STATE_PROGRAM:
457 return _NEW_TRACK_MATRIX;
458 default:
459 _mesa_problem(NULL,
460 "unexpected matrix in _mesa_program_state_flags()");
461 return 0;
462 }
463
464 case STATE_DEPTH_RANGE:
465 return _NEW_VIEWPORT;
466
467 case STATE_FRAGMENT_PROGRAM:
468 case STATE_VERTEX_PROGRAM:
469 return _NEW_PROGRAM;
470
471 case STATE_INTERNAL:
472 switch (state[1]) {
473 case STATE_NORMAL_SCALE:
474 return _NEW_MODELVIEW;
475 case STATE_TEXRECT_SCALE:
476 return _NEW_TEXTURE;
477 default:
478 /* unknown state indexes are silently ignored and
479 * no flag set, since it is handled by the driver.
480 */
481 return 0;
482 }
483
484 default:
485 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
486 return 0;
487 }
488 }
489
490
491 static void
492 append(char *dst, const char *src)
493 {
494 while (*dst)
495 dst++;
496 while (*src)
497 *dst++ = *src++;
498 *dst = 0;
499 }
500
501
502 static void
503 append_token(char *dst, gl_state_index k)
504 {
505 switch (k) {
506 case STATE_MATERIAL:
507 append(dst, "material.");
508 break;
509 case STATE_LIGHT:
510 append(dst, "light");
511 break;
512 case STATE_LIGHTMODEL_AMBIENT:
513 append(dst, "lightmodel.ambient");
514 break;
515 case STATE_LIGHTMODEL_SCENECOLOR:
516 break;
517 case STATE_LIGHTPROD:
518 append(dst, "lightprod");
519 break;
520 case STATE_TEXGEN:
521 append(dst, "texgen");
522 break;
523 case STATE_FOG_COLOR:
524 append(dst, "fog.color");
525 break;
526 case STATE_FOG_PARAMS:
527 append(dst, "fog.params");
528 break;
529 case STATE_CLIPPLANE:
530 append(dst, "clip");
531 break;
532 case STATE_POINT_SIZE:
533 append(dst, "point.size");
534 break;
535 case STATE_POINT_ATTENUATION:
536 append(dst, "point.attenuation");
537 break;
538 case STATE_MATRIX:
539 append(dst, "matrix.");
540 break;
541 case STATE_MODELVIEW:
542 append(dst, "modelview");
543 break;
544 case STATE_PROJECTION:
545 append(dst, "projection");
546 break;
547 case STATE_MVP:
548 append(dst, "mvp");
549 break;
550 case STATE_TEXTURE:
551 append(dst, "texture");
552 break;
553 case STATE_PROGRAM:
554 append(dst, "program");
555 break;
556 case STATE_MATRIX_INVERSE:
557 append(dst, ".inverse");
558 break;
559 case STATE_MATRIX_TRANSPOSE:
560 append(dst, ".transpose");
561 break;
562 case STATE_MATRIX_INVTRANS:
563 append(dst, ".invtrans");
564 break;
565 case STATE_AMBIENT:
566 append(dst, "ambient");
567 break;
568 case STATE_DIFFUSE:
569 append(dst, "diffuse");
570 break;
571 case STATE_SPECULAR:
572 append(dst, "specular");
573 break;
574 case STATE_EMISSION:
575 append(dst, "emission");
576 break;
577 case STATE_SHININESS:
578 append(dst, "shininess");
579 break;
580 case STATE_HALF:
581 append(dst, "half");
582 break;
583 case STATE_POSITION:
584 append(dst, ".position");
585 break;
586 case STATE_ATTENUATION:
587 append(dst, ".attenuation");
588 break;
589 case STATE_SPOT_DIRECTION:
590 append(dst, ".spot.direction");
591 break;
592 case STATE_TEXGEN_EYE_S:
593 append(dst, "eye.s");
594 break;
595 case STATE_TEXGEN_EYE_T:
596 append(dst, "eye.t");
597 break;
598 case STATE_TEXGEN_EYE_R:
599 append(dst, "eye.r");
600 break;
601 case STATE_TEXGEN_EYE_Q:
602 append(dst, "eye.q");
603 break;
604 case STATE_TEXGEN_OBJECT_S:
605 append(dst, "object.s");
606 break;
607 case STATE_TEXGEN_OBJECT_T:
608 append(dst, "object.t");
609 break;
610 case STATE_TEXGEN_OBJECT_R:
611 append(dst, "object.r");
612 break;
613 case STATE_TEXGEN_OBJECT_Q:
614 append(dst, "object.q");
615 break;
616 case STATE_TEXENV_COLOR:
617 append(dst, "texenv");
618 break;
619 case STATE_DEPTH_RANGE:
620 append(dst, "depth.range");
621 break;
622 case STATE_VERTEX_PROGRAM:
623 case STATE_FRAGMENT_PROGRAM:
624 break;
625 case STATE_ENV:
626 append(dst, "env");
627 break;
628 case STATE_LOCAL:
629 append(dst, "local");
630 break;
631 case STATE_INTERNAL:
632 case STATE_NORMAL_SCALE:
633 case STATE_POSITION_NORMALIZED:
634 append(dst, "(internal)");
635 break;
636 default:
637 ;
638 }
639 }
640
641 static void
642 append_face(char *dst, GLint face)
643 {
644 if (face == 0)
645 append(dst, "front.");
646 else
647 append(dst, "back.");
648 }
649
650 static void
651 append_index(char *dst, GLint index)
652 {
653 char s[20];
654 _mesa_sprintf(s, "[%d].", index);
655 append(dst, s);
656 }
657
658 /**
659 * Make a string from the given state vector.
660 * For example, return "state.matrix.texture[2].inverse".
661 * Use _mesa_free() to deallocate the string.
662 */
663 const char *
664 _mesa_program_state_string(const GLint state[STATE_LENGTH])
665 {
666 char str[1000] = "";
667 char tmp[30];
668
669 append(str, "state.");
670 append_token(str, (gl_state_index) state[0]);
671
672 switch (state[0]) {
673 case STATE_MATERIAL:
674 append_face(str, state[1]);
675 append_token(str, (gl_state_index) state[2]);
676 break;
677 case STATE_LIGHT:
678 append(str, "light");
679 append_index(str, state[1]); /* light number [i]. */
680 append_token(str, (gl_state_index) state[2]); /* coefficients */
681 break;
682 case STATE_LIGHTMODEL_AMBIENT:
683 append(str, "lightmodel.ambient");
684 break;
685 case STATE_LIGHTMODEL_SCENECOLOR:
686 if (state[1] == 0) {
687 append(str, "lightmodel.front.scenecolor");
688 }
689 else {
690 append(str, "lightmodel.back.scenecolor");
691 }
692 break;
693 case STATE_LIGHTPROD:
694 append_index(str, state[1]); /* light number [i]. */
695 append_face(str, state[2]);
696 append_token(str, (gl_state_index) state[3]);
697 break;
698 case STATE_TEXGEN:
699 append_index(str, state[1]); /* tex unit [i] */
700 append_token(str, (gl_state_index) state[2]); /* plane coef */
701 break;
702 case STATE_TEXENV_COLOR:
703 append_index(str, state[1]); /* tex unit [i] */
704 append(str, "color");
705 break;
706 case STATE_FOG_COLOR:
707 case STATE_FOG_PARAMS:
708 break;
709 case STATE_CLIPPLANE:
710 append_index(str, state[1]); /* plane [i] */
711 append(str, "plane");
712 break;
713 case STATE_POINT_SIZE:
714 case STATE_POINT_ATTENUATION:
715 break;
716 case STATE_MATRIX:
717 {
718 /* state[1] = modelview, projection, texture, etc. */
719 /* state[2] = which texture matrix or program matrix */
720 /* state[3] = first row to fetch */
721 /* state[4] = last row to fetch */
722 /* state[5] = transpose, inverse or invtrans */
723 const gl_state_index mat = (gl_state_index) state[1];
724 const GLuint index = (GLuint) state[2];
725 const GLuint firstRow = (GLuint) state[3];
726 const GLuint lastRow = (GLuint) state[4];
727 const gl_state_index modifier = (gl_state_index) state[5];
728 append_token(str, mat);
729 if (index)
730 append_index(str, index);
731 if (modifier)
732 append_token(str, modifier);
733 if (firstRow == lastRow)
734 _mesa_sprintf(tmp, ".row[%d]", firstRow);
735 else
736 _mesa_sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
737 append(str, tmp);
738 }
739 break;
740 case STATE_DEPTH_RANGE:
741 break;
742 case STATE_FRAGMENT_PROGRAM:
743 case STATE_VERTEX_PROGRAM:
744 /* state[1] = {STATE_ENV, STATE_LOCAL} */
745 /* state[2] = parameter index */
746 append_token(str, (gl_state_index) state[1]);
747 append_index(str, state[2]);
748 break;
749 case STATE_INTERNAL:
750 break;
751 default:
752 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
753 break;
754 }
755
756 return _mesa_strdup(str);
757 }
758
759
760 /**
761 * Loop over all the parameters in a parameter list. If the parameter
762 * is a GL state reference, look up the current value of that state
763 * variable and put it into the parameter's Value[4] array.
764 * This would be called at glBegin time when using a fragment program.
765 */
766 void
767 _mesa_load_state_parameters(GLcontext *ctx,
768 struct gl_program_parameter_list *paramList)
769 {
770 GLuint i;
771
772 if (!paramList)
773 return;
774
775 for (i = 0; i < paramList->NumParameters; i++) {
776 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
777 _mesa_fetch_state(ctx,
778 paramList->Parameters[i].StateIndexes,
779 paramList->ParameterValues[i]);
780 }
781 }
782 }
783