Merge branch 'origin' into glsl-compiler-1
[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:
250 if (state[1] == STATE_FOG_COLOR) {
251 COPY_4V(value, ctx->Fog.Color);
252 }
253 else {
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);
259 }
260 return;
261 case STATE_CLIPPLANE:
262 {
263 const GLuint plane = (GLuint) state[1];
264 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
265 }
266 return;
267 case STATE_POINT:
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;
273 }
274 else {
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];
279 value[3] = 1.0F;
280 }
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 /*case STATE_MATRIX:*/
288 {
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 */
294
295 const GLmatrix *matrix;
296 #if 0
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];
302 #else
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];
308 #endif
309 const GLfloat *m;
310 GLuint row, i;
311 ASSERT(firstRow >= 0);
312 ASSERT(firstRow < 4);
313 ASSERT(lastRow >= 0);
314 ASSERT(lastRow < 4);
315 if (mat == STATE_MODELVIEW_MATRIX) {
316 matrix = ctx->ModelviewMatrixStack.Top;
317 }
318 else if (mat == STATE_PROJECTION_MATRIX) {
319 matrix = ctx->ProjectionMatrixStack.Top;
320 }
321 else if (mat == STATE_MVP_MATRIX) {
322 matrix = &ctx->_ModelProjectMatrix;
323 }
324 else if (mat == STATE_TEXTURE_MATRIX) {
325 matrix = ctx->TextureMatrixStack[index].Top;
326 }
327 else if (mat == STATE_PROGRAM_MATRIX) {
328 matrix = ctx->ProgramMatrixStack[index].Top;
329 }
330 else {
331 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
332 return;
333 }
334 if (modifier == STATE_MATRIX_INVERSE ||
335 modifier == STATE_MATRIX_INVTRANS) {
336 /* Be sure inverse is up to date:
337 */
338 _math_matrix_alloc_inv( (GLmatrix *) matrix );
339 _math_matrix_analyse( (GLmatrix*) matrix );
340 m = matrix->inv;
341 }
342 else {
343 m = matrix->m;
344 }
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];
352 }
353 }
354 else {
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];
360 }
361 }
362 }
363 return;
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 */
368 value[3] = 0;
369 return;
370 case STATE_FRAGMENT_PROGRAM:
371 {
372 /* state[1] = {STATE_ENV, STATE_LOCAL} */
373 /* state[2] = parameter index */
374 const int idx = (int) state[2];
375 switch (state[1]) {
376 case STATE_ENV:
377 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
378 break;
379 case STATE_LOCAL:
380 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
381 break;
382 default:
383 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
384 return;
385 }
386 }
387 return;
388
389 case STATE_VERTEX_PROGRAM:
390 {
391 /* state[1] = {STATE_ENV, STATE_LOCAL} */
392 /* state[2] = parameter index */
393 const int idx = (int) state[2];
394 switch (state[1]) {
395 case STATE_ENV:
396 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
397 break;
398 case STATE_LOCAL:
399 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
400 break;
401 default:
402 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
403 return;
404 }
405 }
406 return;
407
408 case STATE_NORMAL_SCALE:
409 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
410 return;
411
412 case STATE_INTERNAL:
413 {
414 switch (state[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;
418 if (texObj) {
419 struct gl_texture_image *texImage = texObj->Image[0][0];
420 ASSIGN_4V(value, 1.0 / texImage->Width, 1.0 / texImage->Height, 0, 1);
421 }
422 break;
423 }
424 default:
425 /* unknown state indexes are silently ignored
426 * should be handled by the driver.
427 */
428 return;
429 }
430 }
431 return;
432
433 default:
434 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
435 return;
436 }
437 }
438
439
440 /**
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.
446 */
447 GLbitfield
448 _mesa_program_state_flags(const GLint state[STATE_LENGTH])
449 {
450 switch (state[0]) {
451 case STATE_MATERIAL:
452 case STATE_LIGHT:
453 case STATE_LIGHTMODEL_AMBIENT:
454 case STATE_LIGHTMODEL_SCENECOLOR:
455 case STATE_LIGHTPROD:
456 return _NEW_LIGHT;
457
458 case STATE_TEXGEN:
459 case STATE_TEXENV_COLOR:
460 return _NEW_TEXTURE;
461
462 case STATE_FOG:
463 #if 0
464 case STATE_FOG_COLOR:
465 case STATE_FOG_PARAMS:
466 #endif
467 return _NEW_FOG;
468
469 case STATE_CLIPPLANE:
470 return _NEW_TRANSFORM;
471
472 case STATE_POINT:
473 return _NEW_POINT;
474
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;
485
486 case STATE_DEPTH_RANGE:
487 return _NEW_VIEWPORT;
488
489 case STATE_FRAGMENT_PROGRAM:
490 case STATE_VERTEX_PROGRAM:
491 return _NEW_PROGRAM;
492
493 case STATE_NORMAL_SCALE:
494 return _NEW_MODELVIEW;
495
496 case STATE_INTERNAL:
497 switch (state[1]) {
498 case STATE_TEXRECT_SCALE:
499 return _NEW_TEXTURE;
500 default:
501 /* unknown state indexes are silently ignored and
502 * no flag set, since it is handled by the driver.
503 */
504 return 0;
505 }
506
507 default:
508 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
509 return 0;
510 }
511 }
512
513
514 static void
515 append(char *dst, const char *src)
516 {
517 while (*dst)
518 dst++;
519 while (*src)
520 *dst++ = *src++;
521 *dst = 0;
522 }
523
524
525 static void
526 append_token(char *dst, gl_state_index k)
527 {
528 switch (k) {
529 case STATE_MATERIAL:
530 append(dst, "material");
531 break;
532 case STATE_LIGHT:
533 append(dst, "light");
534 break;
535 case STATE_LIGHTMODEL_AMBIENT:
536 append(dst, "lightmodel.ambient");
537 break;
538 case STATE_LIGHTMODEL_SCENECOLOR:
539 break;
540 case STATE_LIGHTPROD:
541 append(dst, "lightprod");
542 break;
543 case STATE_TEXGEN:
544 append(dst, "texgen");
545 break;
546 case STATE_FOG:
547 append(dst, "fog");
548 break;
549 case STATE_FOG_COLOR:
550 append(dst, ".color");
551 break;
552 case STATE_FOG_PARAMS:
553 append(dst, ".params");
554 break;
555 case STATE_CLIPPLANE:
556 append(dst, "clip");
557 break;
558 case STATE_POINT:
559 append(dst, "point");
560 break;
561 case STATE_POINT_SIZE:
562 append(dst, "size");
563 break;
564 case STATE_POINT_ATTENUATION:
565 append(dst, "attenuation");
566 break;
567 case STATE_MODELVIEW_MATRIX:
568 append(dst, "matrix.modelview");
569 break;
570 case STATE_PROJECTION_MATRIX:
571 append(dst, "matrix.projection");
572 break;
573 case STATE_MVP_MATRIX:
574 append(dst, "matrix.mvp");
575 break;
576 case STATE_TEXTURE_MATRIX:
577 append(dst, "matrix.texture");
578 break;
579 case STATE_PROGRAM_MATRIX:
580 append(dst, "matrix.program");
581 break;
582 case STATE_MATRIX_INVERSE:
583 append(dst, ".inverse");
584 break;
585 case STATE_MATRIX_TRANSPOSE:
586 append(dst, ".transpose");
587 break;
588 case STATE_MATRIX_INVTRANS:
589 append(dst, ".invtrans");
590 break;
591 case STATE_AMBIENT:
592 append(dst, ".ambient");
593 break;
594 case STATE_DIFFUSE:
595 append(dst, ".diffuse");
596 break;
597 case STATE_SPECULAR:
598 append(dst, ".specular");
599 break;
600 case STATE_EMISSION:
601 append(dst, ".emission");
602 break;
603 case STATE_SHININESS:
604 append(dst, "lshininess");
605 break;
606 case STATE_HALF_VECTOR:
607 append(dst, ".half");
608 break;
609 case STATE_POSITION:
610 append(dst, ".position");
611 break;
612 case STATE_ATTENUATION:
613 append(dst, ".attenuation");
614 break;
615 case STATE_SPOT_DIRECTION:
616 append(dst, ".spot.direction");
617 break;
618 case STATE_SPOT_CUTOFF:
619 append(dst, ".spot.cutoff");
620 break;
621 case STATE_TEXGEN_EYE_S:
622 append(dst, "eye.s");
623 break;
624 case STATE_TEXGEN_EYE_T:
625 append(dst, "eye.t");
626 break;
627 case STATE_TEXGEN_EYE_R:
628 append(dst, "eye.r");
629 break;
630 case STATE_TEXGEN_EYE_Q:
631 append(dst, "eye.q");
632 break;
633 case STATE_TEXGEN_OBJECT_S:
634 append(dst, "object.s");
635 break;
636 case STATE_TEXGEN_OBJECT_T:
637 append(dst, "object.t");
638 break;
639 case STATE_TEXGEN_OBJECT_R:
640 append(dst, "object.r");
641 break;
642 case STATE_TEXGEN_OBJECT_Q:
643 append(dst, "object.q");
644 break;
645 case STATE_TEXENV_COLOR:
646 append(dst, "texenv");
647 break;
648 case STATE_DEPTH_RANGE:
649 append(dst, "depth.range");
650 break;
651 case STATE_VERTEX_PROGRAM:
652 case STATE_FRAGMENT_PROGRAM:
653 break;
654 case STATE_ENV:
655 append(dst, "env");
656 break;
657 case STATE_LOCAL:
658 append(dst, "local");
659 break;
660 case STATE_NORMAL_SCALE:
661 append(dst, "normalScale");
662 break;
663 case STATE_INTERNAL:
664 case STATE_POSITION_NORMALIZED:
665 append(dst, "(internal)");
666 break;
667 default:
668 ;
669 }
670 }
671
672 static void
673 append_face(char *dst, GLint face)
674 {
675 if (face == 0)
676 append(dst, "front.");
677 else
678 append(dst, "back.");
679 }
680
681 static void
682 append_index(char *dst, GLint index)
683 {
684 char s[20];
685 _mesa_sprintf(s, "[%d]", index);
686 append(dst, s);
687 }
688
689 /**
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.
693 */
694 const char *
695 _mesa_program_state_string(const GLint state[STATE_LENGTH])
696 {
697 char str[1000] = "";
698 char tmp[30];
699
700 append(str, "state.");
701 append_token(str, (gl_state_index) state[0]);
702
703 switch (state[0]) {
704 case STATE_MATERIAL:
705 append_face(str, state[1]);
706 append_token(str, (gl_state_index) state[2]);
707 break;
708 case STATE_LIGHT:
709 append_index(str, state[1]); /* light number [i]. */
710 append_token(str, (gl_state_index) state[2]); /* coefficients */
711 break;
712 case STATE_LIGHTMODEL_AMBIENT:
713 append(str, "lightmodel.ambient");
714 break;
715 case STATE_LIGHTMODEL_SCENECOLOR:
716 if (state[1] == 0) {
717 append(str, "lightmodel.front.scenecolor");
718 }
719 else {
720 append(str, "lightmodel.back.scenecolor");
721 }
722 break;
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]);
727 break;
728 case STATE_TEXGEN:
729 append_index(str, state[1]); /* tex unit [i] */
730 append_token(str, (gl_state_index) state[2]); /* plane coef */
731 break;
732 case STATE_TEXENV_COLOR:
733 append_index(str, state[1]); /* tex unit [i] */
734 append(str, "color");
735 break;
736 case STATE_FOG:
737 append(str, "fog");
738 append_token(str, (gl_state_index) state[1]); /* color or params */
739 break;
740 case STATE_CLIPPLANE:
741 append_index(str, state[1]); /* plane [i] */
742 append(str, ".plane");
743 break;
744 case STATE_POINT:
745 append_token(str, state[1]);
746 break;
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:
752 {
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];
763 if (index ||
764 mat == STATE_TEXTURE_MATRIX ||
765 mat == STATE_PROGRAM_MATRIX)
766 append_index(str, index);
767 if (modifier)
768 append_token(str, modifier);
769 if (firstRow == lastRow)
770 _mesa_sprintf(tmp, ".row[%d]", firstRow);
771 else
772 _mesa_sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
773 append(str, tmp);
774 }
775 break;
776 case STATE_DEPTH_RANGE:
777 break;
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]);
784 break;
785 case STATE_INTERNAL:
786 break;
787 default:
788 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
789 break;
790 }
791
792 return _mesa_strdup(str);
793 }
794
795
796 /**
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.
801 */
802 void
803 _mesa_load_state_parameters(GLcontext *ctx,
804 struct gl_program_parameter_list *paramList)
805 {
806 GLuint i;
807
808 if (!paramList)
809 return;
810
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]);
816 }
817 }
818 }
819