2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
26 * \file prog_statevars.c
27 * Program state variable management.
38 #include "prog_statevars.h"
39 #include "prog_parameter.h"
40 #include "nvvertparse.h"
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.
51 _mesa_fetch_state(GLcontext
*ctx
, const gl_state_index state
[],
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().
66 /* state[2] is the material attribute */
69 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
72 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
75 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
78 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
81 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
87 _mesa_problem(ctx
, "Invalid material state in fetch_state");
93 /* state[1] is the light number */
94 const GLuint ln
= (GLuint
) state
[1];
95 /* state[2] is the light attribute */
98 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
101 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
104 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
107 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
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
;
115 case STATE_SPOT_DIRECTION
:
116 COPY_3V(value
, ctx
->Light
.Light
[ln
].EyeDirection
);
117 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
119 case STATE_SPOT_CUTOFF
:
120 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
122 case STATE_HALF_VECTOR
:
124 GLfloat eye_z
[] = {0, 0, 1};
126 /* Compute infinite half angle vector:
127 * half-vector = light_position + (0, 0, 1)
128 * and then normalize. w = 0
130 * light.EyePosition.w should be 0 for infinite lights.
132 ADD_3V(value
, eye_z
, ctx
->Light
.Light
[ln
].EyePosition
);
133 NORMALIZE_3FV(value
);
137 case STATE_POSITION_NORMALIZED
:
138 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
139 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_DIFFUSE
+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_DIFFUSE
+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
].EyePlaneS
);
216 case STATE_TEXGEN_EYE_T
:
217 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EyePlaneT
);
219 case STATE_TEXGEN_EYE_R
:
220 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EyePlaneR
);
222 case STATE_TEXGEN_EYE_Q
:
223 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EyePlaneQ
);
225 case STATE_TEXGEN_OBJECT_S
:
226 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneS
);
228 case STATE_TEXGEN_OBJECT_T
:
229 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneT
);
231 case STATE_TEXGEN_OBJECT_R
:
232 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneR
);
234 case STATE_TEXGEN_OBJECT_Q
:
235 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneQ
);
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 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColor
);
250 if (state
[1] == STATE_FOG_COLOR
) {
251 COPY_4V(value
, ctx
->Fog
.Color
);
254 ASSERT(state
[1] == STATE_FOG_PARAMS
);
255 value
[0] = ctx
->Fog
.Density
;
256 value
[1] = ctx
->Fog
.Start
;
257 value
[2] = ctx
->Fog
.End
;
258 value
[3] = 1.0F
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
);
261 case STATE_CLIPPLANE
:
263 const GLuint plane
= (GLuint
) state
[1];
264 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
268 if (state
[1] == STATE_POINT_SIZE
) {
269 value
[0] = ctx
->Point
.Size
;
270 value
[1] = ctx
->Point
.MinSize
;
271 value
[2] = ctx
->Point
.MaxSize
;
272 value
[3] = ctx
->Point
.Threshold
;
275 ASSERT(state
[1] == STATE_POINT_ATTENUATION
);
276 value
[0] = ctx
->Point
.Params
[0];
277 value
[1] = ctx
->Point
.Params
[1];
278 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
:
287 /*case STATE_MATRIX:*/
289 /* state[1] = modelview, projection, texture, etc. */
290 /* state[2] = which texture matrix or program matrix */
291 /* state[3] = first row to fetch */
292 /* state[4] = last row to fetch */
293 /* state[5] = transpose, inverse or invtrans */
295 const GLmatrix
*matrix
;
297 const gl_state_index mat
= state
[1];
298 const GLuint index
= (GLuint
) state
[2];
299 const GLuint firstRow
= (GLuint
) state
[3];
300 const GLuint lastRow
= (GLuint
) state
[4];
301 const gl_state_index modifier
= state
[5];
303 const gl_state_index mat
= state
[0];
304 const GLuint index
= (GLuint
) state
[1];
305 const GLuint firstRow
= (GLuint
) state
[2];
306 const GLuint lastRow
= (GLuint
) state
[3];
307 const gl_state_index modifier
= state
[4];
311 ASSERT(firstRow
>= 0);
312 ASSERT(firstRow
< 4);
313 ASSERT(lastRow
>= 0);
315 if (mat
== STATE_MODELVIEW_MATRIX
) {
316 matrix
= ctx
->ModelviewMatrixStack
.Top
;
318 else if (mat
== STATE_PROJECTION_MATRIX
) {
319 matrix
= ctx
->ProjectionMatrixStack
.Top
;
321 else if (mat
== STATE_MVP_MATRIX
) {
322 matrix
= &ctx
->_ModelProjectMatrix
;
324 else if (mat
== STATE_TEXTURE_MATRIX
) {
325 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
327 else if (mat
== STATE_PROGRAM_MATRIX
) {
328 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
331 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
334 if (modifier
== STATE_MATRIX_INVERSE
||
335 modifier
== STATE_MATRIX_INVTRANS
) {
336 /* Be sure inverse is up to date:
338 _math_matrix_alloc_inv( (GLmatrix
*) matrix
);
339 _math_matrix_analyse( (GLmatrix
*) matrix
);
345 if (modifier
== STATE_MATRIX_TRANSPOSE
||
346 modifier
== STATE_MATRIX_INVTRANS
) {
347 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
348 value
[i
++] = m
[row
* 4 + 0];
349 value
[i
++] = m
[row
* 4 + 1];
350 value
[i
++] = m
[row
* 4 + 2];
351 value
[i
++] = m
[row
* 4 + 3];
355 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
356 value
[i
++] = m
[row
+ 0];
357 value
[i
++] = m
[row
+ 4];
358 value
[i
++] = m
[row
+ 8];
359 value
[i
++] = m
[row
+ 12];
364 case STATE_DEPTH_RANGE
:
365 value
[0] = ctx
->Viewport
.Near
; /* near */
366 value
[1] = ctx
->Viewport
.Far
; /* far */
367 value
[2] = ctx
->Viewport
.Far
- ctx
->Viewport
.Near
; /* far - near */
370 case STATE_FRAGMENT_PROGRAM
:
372 /* state[1] = {STATE_ENV, STATE_LOCAL} */
373 /* state[2] = parameter index */
374 const int idx
= (int) state
[2];
377 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
380 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
383 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
389 case STATE_VERTEX_PROGRAM
:
391 /* state[1] = {STATE_ENV, STATE_LOCAL} */
392 /* state[2] = parameter index */
393 const int idx
= (int) state
[2];
396 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
399 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
402 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
408 case STATE_NORMAL_SCALE
:
409 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
415 case STATE_TEXRECT_SCALE
: {
416 const int unit
= (int) state
[2];
417 const struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
419 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
420 ASSIGN_4V(value
, 1.0 / texImage
->Width
, 1.0 / texImage
->Height
, 0, 1);
425 /* unknown state indexes are silently ignored
426 * should be handled by the driver.
434 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
441 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
442 * indicate that the given context state may have changed.
443 * The bitmask is used during validation to determine if we need to update
444 * vertex/fragment program parameters (like "state.material.color") when
445 * some GL state has changed.
448 _mesa_program_state_flags(const GLint state
[STATE_LENGTH
])
453 case STATE_LIGHTMODEL_AMBIENT
:
454 case STATE_LIGHTMODEL_SCENECOLOR
:
455 case STATE_LIGHTPROD
:
459 case STATE_TEXENV_COLOR
:
464 case STATE_FOG_COLOR
:
465 case STATE_FOG_PARAMS
:
469 case STATE_CLIPPLANE
:
470 return _NEW_TRANSFORM
;
475 case STATE_MODELVIEW_MATRIX
:
476 return _NEW_MODELVIEW
;
477 case STATE_PROJECTION_MATRIX
:
478 return _NEW_PROJECTION
;
479 case STATE_MVP_MATRIX
:
480 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
481 case STATE_TEXTURE_MATRIX
:
482 return _NEW_TEXTURE_MATRIX
;
483 case STATE_PROGRAM_MATRIX
:
484 return _NEW_TRACK_MATRIX
;
486 case STATE_DEPTH_RANGE
:
487 return _NEW_VIEWPORT
;
489 case STATE_FRAGMENT_PROGRAM
:
490 case STATE_VERTEX_PROGRAM
:
493 case STATE_NORMAL_SCALE
:
494 return _NEW_MODELVIEW
;
498 case STATE_TEXRECT_SCALE
:
501 /* unknown state indexes are silently ignored and
502 * no flag set, since it is handled by the driver.
508 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
515 append(char *dst
, const char *src
)
526 append_token(char *dst
, gl_state_index k
)
530 append(dst
, "material");
533 append(dst
, "light");
535 case STATE_LIGHTMODEL_AMBIENT
:
536 append(dst
, "lightmodel.ambient");
538 case STATE_LIGHTMODEL_SCENECOLOR
:
540 case STATE_LIGHTPROD
:
541 append(dst
, "lightprod");
544 append(dst
, "texgen");
549 case STATE_FOG_COLOR
:
550 append(dst
, ".color");
552 case STATE_FOG_PARAMS
:
553 append(dst
, ".params");
555 case STATE_CLIPPLANE
:
559 append(dst
, "point");
561 case STATE_POINT_SIZE
:
564 case STATE_POINT_ATTENUATION
:
565 append(dst
, "attenuation");
567 case STATE_MODELVIEW_MATRIX
:
568 append(dst
, "matrix.modelview");
570 case STATE_PROJECTION_MATRIX
:
571 append(dst
, "matrix.projection");
573 case STATE_MVP_MATRIX
:
574 append(dst
, "matrix.mvp");
576 case STATE_TEXTURE_MATRIX
:
577 append(dst
, "matrix.texture");
579 case STATE_PROGRAM_MATRIX
:
580 append(dst
, "matrix.program");
582 case STATE_MATRIX_INVERSE
:
583 append(dst
, ".inverse");
585 case STATE_MATRIX_TRANSPOSE
:
586 append(dst
, ".transpose");
588 case STATE_MATRIX_INVTRANS
:
589 append(dst
, ".invtrans");
592 append(dst
, ".ambient");
595 append(dst
, ".diffuse");
598 append(dst
, ".specular");
601 append(dst
, ".emission");
603 case STATE_SHININESS
:
604 append(dst
, "lshininess");
606 case STATE_HALF_VECTOR
:
607 append(dst
, ".half");
610 append(dst
, ".position");
612 case STATE_ATTENUATION
:
613 append(dst
, ".attenuation");
615 case STATE_SPOT_DIRECTION
:
616 append(dst
, ".spot.direction");
618 case STATE_SPOT_CUTOFF
:
619 append(dst
, ".spot.cutoff");
621 case STATE_TEXGEN_EYE_S
:
622 append(dst
, "eye.s");
624 case STATE_TEXGEN_EYE_T
:
625 append(dst
, "eye.t");
627 case STATE_TEXGEN_EYE_R
:
628 append(dst
, "eye.r");
630 case STATE_TEXGEN_EYE_Q
:
631 append(dst
, "eye.q");
633 case STATE_TEXGEN_OBJECT_S
:
634 append(dst
, "object.s");
636 case STATE_TEXGEN_OBJECT_T
:
637 append(dst
, "object.t");
639 case STATE_TEXGEN_OBJECT_R
:
640 append(dst
, "object.r");
642 case STATE_TEXGEN_OBJECT_Q
:
643 append(dst
, "object.q");
645 case STATE_TEXENV_COLOR
:
646 append(dst
, "texenv");
648 case STATE_DEPTH_RANGE
:
649 append(dst
, "depth.range");
651 case STATE_VERTEX_PROGRAM
:
652 case STATE_FRAGMENT_PROGRAM
:
658 append(dst
, "local");
660 case STATE_NORMAL_SCALE
:
661 append(dst
, "normalScale");
664 case STATE_POSITION_NORMALIZED
:
665 append(dst
, "(internal)");
673 append_face(char *dst
, GLint face
)
676 append(dst
, "front.");
678 append(dst
, "back.");
682 append_index(char *dst
, GLint index
)
685 _mesa_sprintf(s
, "[%d]", index
);
690 * Make a string from the given state vector.
691 * For example, return "state.matrix.texture[2].inverse".
692 * Use _mesa_free() to deallocate the string.
695 _mesa_program_state_string(const GLint state
[STATE_LENGTH
])
700 append(str
, "state.");
701 append_token(str
, (gl_state_index
) state
[0]);
705 append_face(str
, state
[1]);
706 append_token(str
, (gl_state_index
) state
[2]);
709 append_index(str
, state
[1]); /* light number [i]. */
710 append_token(str
, (gl_state_index
) state
[2]); /* coefficients */
712 case STATE_LIGHTMODEL_AMBIENT
:
713 append(str
, "lightmodel.ambient");
715 case STATE_LIGHTMODEL_SCENECOLOR
:
717 append(str
, "lightmodel.front.scenecolor");
720 append(str
, "lightmodel.back.scenecolor");
723 case STATE_LIGHTPROD
:
724 append_index(str
, state
[1]); /* light number [i]. */
725 append_face(str
, state
[2]);
726 append_token(str
, (gl_state_index
) state
[3]);
729 append_index(str
, state
[1]); /* tex unit [i] */
730 append_token(str
, (gl_state_index
) state
[2]); /* plane coef */
732 case STATE_TEXENV_COLOR
:
733 append_index(str
, state
[1]); /* tex unit [i] */
734 append(str
, "color");
738 append_token(str
, (gl_state_index
) state
[1]); /* color or params */
740 case STATE_CLIPPLANE
:
741 append_index(str
, state
[1]); /* plane [i] */
742 append(str
, ".plane");
745 append_token(str
, state
[1]);
747 case STATE_MODELVIEW_MATRIX
:
748 case STATE_PROJECTION_MATRIX
:
749 case STATE_MVP_MATRIX
:
750 case STATE_TEXTURE_MATRIX
:
751 case STATE_PROGRAM_MATRIX
:
753 /* state[0] = modelview, projection, texture, etc. */
754 /* state[1] = which texture matrix or program matrix */
755 /* state[2] = first row to fetch */
756 /* state[3] = last row to fetch */
757 /* state[4] = transpose, inverse or invtrans */
758 const gl_state_index mat
= (gl_state_index
) state
[0];
759 const GLuint index
= (GLuint
) state
[1];
760 const GLuint firstRow
= (GLuint
) state
[2];
761 const GLuint lastRow
= (GLuint
) state
[3];
762 const gl_state_index modifier
= (gl_state_index
) state
[4];
764 mat
== STATE_TEXTURE_MATRIX
||
765 mat
== STATE_PROGRAM_MATRIX
)
766 append_index(str
, index
);
768 append_token(str
, modifier
);
769 if (firstRow
== lastRow
)
770 _mesa_sprintf(tmp
, ".row[%d]", firstRow
);
772 _mesa_sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
776 case STATE_DEPTH_RANGE
:
778 case STATE_FRAGMENT_PROGRAM
:
779 case STATE_VERTEX_PROGRAM
:
780 /* state[1] = {STATE_ENV, STATE_LOCAL} */
781 /* state[2] = parameter index */
782 append_token(str
, (gl_state_index
) state
[1]);
783 append_index(str
, state
[2]);
788 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
792 return _mesa_strdup(str
);
797 * Loop over all the parameters in a parameter list. If the parameter
798 * is a GL state reference, look up the current value of that state
799 * variable and put it into the parameter's Value[4] array.
800 * This would be called at glBegin time when using a fragment program.
803 _mesa_load_state_parameters(GLcontext
*ctx
,
804 struct gl_program_parameter_list
*paramList
)
811 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
812 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
813 _mesa_fetch_state(ctx
,
814 (gl_state_index
*) paramList
->Parameters
[i
].StateIndexes
,
815 paramList
->ParameterValues
[i
]);