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.
32 #include "main/glheader.h"
33 #include "main/context.h"
34 #include "main/hash.h"
35 #include "main/imports.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "prog_statevars.h"
39 #include "prog_parameter.h"
43 * Use the list of tokens in the state[] array to find global GL state
44 * and return it in <value>. Usually, four values are returned in <value>
45 * but matrix queries may return as many as 16 values.
46 * This function is used for ARB vertex/fragment programs.
47 * The program parser will produce the state[] values.
50 _mesa_fetch_state(GLcontext
*ctx
, const gl_state_index state
[],
56 /* state[1] is either 0=front or 1=back side */
57 const GLuint face
= (GLuint
) state
[1];
58 const struct gl_material
*mat
= &ctx
->Light
.Material
;
59 ASSERT(face
== 0 || face
== 1);
60 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
61 ASSERT(MAT_ATTRIB_FRONT_AMBIENT
+ 1 == MAT_ATTRIB_BACK_AMBIENT
);
62 /* XXX we could get rid of this switch entirely with a little
63 * work in arbprogparse.c's parse_state_single_item().
65 /* state[2] is the material attribute */
68 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+ face
]);
71 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+ face
]);
74 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+ face
]);
77 COPY_4V(value
, mat
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
+ face
]);
80 value
[0] = mat
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ face
][0];
86 _mesa_problem(ctx
, "Invalid material state in fetch_state");
92 /* state[1] is the light number */
93 const GLuint ln
= (GLuint
) state
[1];
94 /* state[2] is the light attribute */
97 COPY_4V(value
, ctx
->Light
.Light
[ln
].Ambient
);
100 COPY_4V(value
, ctx
->Light
.Light
[ln
].Diffuse
);
103 COPY_4V(value
, ctx
->Light
.Light
[ln
].Specular
);
106 COPY_4V(value
, ctx
->Light
.Light
[ln
].EyePosition
);
108 case STATE_ATTENUATION
:
109 value
[0] = ctx
->Light
.Light
[ln
].ConstantAttenuation
;
110 value
[1] = ctx
->Light
.Light
[ln
].LinearAttenuation
;
111 value
[2] = ctx
->Light
.Light
[ln
].QuadraticAttenuation
;
112 value
[3] = ctx
->Light
.Light
[ln
].SpotExponent
;
114 case STATE_SPOT_DIRECTION
:
115 COPY_3V(value
, ctx
->Light
.Light
[ln
].EyeDirection
);
116 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
118 case STATE_SPOT_CUTOFF
:
119 value
[0] = ctx
->Light
.Light
[ln
].SpotCutoff
;
121 case STATE_HALF_VECTOR
:
123 static const GLfloat eye_z
[] = {0, 0, 1};
125 /* Compute infinite half angle vector:
126 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
127 * light.EyePosition.w should be 0 for infinite lights.
129 COPY_3V(p
, ctx
->Light
.Light
[ln
].EyePosition
);
131 ADD_3V(value
, p
, eye_z
);
132 NORMALIZE_3FV(value
);
137 _mesa_problem(ctx
, "Invalid light state in fetch_state");
141 case STATE_LIGHTMODEL_AMBIENT
:
142 COPY_4V(value
, ctx
->Light
.Model
.Ambient
);
144 case STATE_LIGHTMODEL_SCENECOLOR
:
148 for (i
= 0; i
< 3; i
++) {
149 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
150 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
][i
]
151 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_EMISSION
][i
];
153 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3];
158 for (i
= 0; i
< 3; i
++) {
159 value
[i
] = ctx
->Light
.Model
.Ambient
[i
]
160 * ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_AMBIENT
][i
]
161 + ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_EMISSION
][i
];
163 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_DIFFUSE
][3];
166 case STATE_LIGHTPROD
:
168 const GLuint ln
= (GLuint
) state
[1];
169 const GLuint face
= (GLuint
) state
[2];
171 ASSERT(face
== 0 || face
== 1);
174 for (i
= 0; i
< 3; i
++) {
175 value
[i
] = ctx
->Light
.Light
[ln
].Ambient
[i
] *
176 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][i
];
178 /* [3] = material alpha */
179 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_AMBIENT
+face
][3];
182 for (i
= 0; i
< 3; i
++) {
183 value
[i
] = ctx
->Light
.Light
[ln
].Diffuse
[i
] *
184 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][i
];
186 /* [3] = material alpha */
187 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
+face
][3];
190 for (i
= 0; i
< 3; i
++) {
191 value
[i
] = ctx
->Light
.Light
[ln
].Specular
[i
] *
192 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][i
];
194 /* [3] = material alpha */
195 value
[3] = ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SPECULAR
+face
][3];
198 _mesa_problem(ctx
, "Invalid lightprod state in fetch_state");
204 /* state[1] is the texture unit */
205 const GLuint unit
= (GLuint
) state
[1];
206 /* state[2] is the texgen attribute */
208 case STATE_TEXGEN_EYE_S
:
209 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EyePlaneS
);
211 case STATE_TEXGEN_EYE_T
:
212 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EyePlaneT
);
214 case STATE_TEXGEN_EYE_R
:
215 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EyePlaneR
);
217 case STATE_TEXGEN_EYE_Q
:
218 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EyePlaneQ
);
220 case STATE_TEXGEN_OBJECT_S
:
221 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneS
);
223 case STATE_TEXGEN_OBJECT_T
:
224 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneT
);
226 case STATE_TEXGEN_OBJECT_R
:
227 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneR
);
229 case STATE_TEXGEN_OBJECT_Q
:
230 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].ObjectPlaneQ
);
233 _mesa_problem(ctx
, "Invalid texgen state in fetch_state");
237 case STATE_TEXENV_COLOR
:
239 /* state[1] is the texture unit */
240 const GLuint unit
= (GLuint
) state
[1];
241 COPY_4V(value
, ctx
->Texture
.Unit
[unit
].EnvColor
);
244 case STATE_FOG_COLOR
:
245 COPY_4V(value
, ctx
->Fog
.Color
);
247 case STATE_FOG_PARAMS
:
248 value
[0] = ctx
->Fog
.Density
;
249 value
[1] = ctx
->Fog
.Start
;
250 value
[2] = ctx
->Fog
.End
;
251 value
[3] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
252 ? 1.0f
: (GLfloat
)(1.0 / (ctx
->Fog
.End
- ctx
->Fog
.Start
));
254 case STATE_CLIPPLANE
:
256 const GLuint plane
= (GLuint
) state
[1];
257 COPY_4V(value
, ctx
->Transform
.EyeUserPlane
[plane
]);
260 case STATE_POINT_SIZE
:
261 value
[0] = ctx
->Point
.Size
;
262 value
[1] = ctx
->Point
.MinSize
;
263 value
[2] = ctx
->Point
.MaxSize
;
264 value
[3] = ctx
->Point
.Threshold
;
266 case STATE_POINT_ATTENUATION
:
267 value
[0] = ctx
->Point
.Params
[0];
268 value
[1] = ctx
->Point
.Params
[1];
269 value
[2] = ctx
->Point
.Params
[2];
272 case STATE_MODELVIEW_MATRIX
:
273 case STATE_PROJECTION_MATRIX
:
274 case STATE_MVP_MATRIX
:
275 case STATE_TEXTURE_MATRIX
:
276 case STATE_PROGRAM_MATRIX
:
277 case STATE_COLOR_MATRIX
:
279 /* state[0] = modelview, projection, texture, etc. */
280 /* state[1] = which texture matrix or program matrix */
281 /* state[2] = first row to fetch */
282 /* state[3] = last row to fetch */
283 /* state[4] = transpose, inverse or invtrans */
284 const GLmatrix
*matrix
;
285 const gl_state_index mat
= state
[0];
286 const GLuint index
= (GLuint
) state
[1];
287 const GLuint firstRow
= (GLuint
) state
[2];
288 const GLuint lastRow
= (GLuint
) state
[3];
289 const gl_state_index modifier
= state
[4];
292 ASSERT(firstRow
>= 0);
293 ASSERT(firstRow
< 4);
294 ASSERT(lastRow
>= 0);
296 if (mat
== STATE_MODELVIEW_MATRIX
) {
297 matrix
= ctx
->ModelviewMatrixStack
.Top
;
299 else if (mat
== STATE_PROJECTION_MATRIX
) {
300 matrix
= ctx
->ProjectionMatrixStack
.Top
;
302 else if (mat
== STATE_MVP_MATRIX
) {
303 matrix
= &ctx
->_ModelProjectMatrix
;
305 else if (mat
== STATE_TEXTURE_MATRIX
) {
306 matrix
= ctx
->TextureMatrixStack
[index
].Top
;
308 else if (mat
== STATE_PROGRAM_MATRIX
) {
309 matrix
= ctx
->ProgramMatrixStack
[index
].Top
;
311 else if (mat
== STATE_COLOR_MATRIX
) {
312 matrix
= ctx
->ColorMatrixStack
.Top
;
315 _mesa_problem(ctx
, "Bad matrix name in _mesa_fetch_state()");
318 if (modifier
== STATE_MATRIX_INVERSE
||
319 modifier
== STATE_MATRIX_INVTRANS
) {
320 /* Be sure inverse is up to date:
322 _math_matrix_alloc_inv( (GLmatrix
*) matrix
);
323 _math_matrix_analyse( (GLmatrix
*) matrix
);
329 if (modifier
== STATE_MATRIX_TRANSPOSE
||
330 modifier
== STATE_MATRIX_INVTRANS
) {
331 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
332 value
[i
++] = m
[row
* 4 + 0];
333 value
[i
++] = m
[row
* 4 + 1];
334 value
[i
++] = m
[row
* 4 + 2];
335 value
[i
++] = m
[row
* 4 + 3];
339 for (i
= 0, row
= firstRow
; row
<= lastRow
; row
++) {
340 value
[i
++] = m
[row
+ 0];
341 value
[i
++] = m
[row
+ 4];
342 value
[i
++] = m
[row
+ 8];
343 value
[i
++] = m
[row
+ 12];
348 case STATE_DEPTH_RANGE
:
349 value
[0] = ctx
->Viewport
.Near
; /* near */
350 value
[1] = ctx
->Viewport
.Far
; /* far */
351 value
[2] = ctx
->Viewport
.Far
- ctx
->Viewport
.Near
; /* far - near */
354 case STATE_FRAGMENT_PROGRAM
:
356 /* state[1] = {STATE_ENV, STATE_LOCAL} */
357 /* state[2] = parameter index */
358 const int idx
= (int) state
[2];
361 COPY_4V(value
, ctx
->FragmentProgram
.Parameters
[idx
]);
364 COPY_4V(value
, ctx
->FragmentProgram
.Current
->Base
.LocalParams
[idx
]);
367 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
373 case STATE_VERTEX_PROGRAM
:
375 /* state[1] = {STATE_ENV, STATE_LOCAL} */
376 /* state[2] = parameter index */
377 const int idx
= (int) state
[2];
380 COPY_4V(value
, ctx
->VertexProgram
.Parameters
[idx
]);
383 COPY_4V(value
, ctx
->VertexProgram
.Current
->Base
.LocalParams
[idx
]);
386 _mesa_problem(ctx
, "Bad state switch in _mesa_fetch_state()");
392 case STATE_NORMAL_SCALE
:
393 ASSIGN_4V(value
, ctx
->_ModelViewInvScale
, 0, 0, 1);
398 case STATE_NORMAL_SCALE
:
400 ctx
->_ModelViewInvScale
,
401 ctx
->_ModelViewInvScale
,
402 ctx
->_ModelViewInvScale
,
405 case STATE_TEXRECT_SCALE
:
407 const int unit
= (int) state
[2];
408 const struct gl_texture_object
*texObj
409 = ctx
->Texture
.Unit
[unit
]._Current
;
411 struct gl_texture_image
*texImage
= texObj
->Image
[0][0];
412 ASSIGN_4V(value
, (GLfloat
) (1.0 / texImage
->Width
),
413 (GLfloat
)(1.0 / texImage
->Height
),
418 case STATE_FOG_PARAMS_OPTIMIZED
:
419 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
420 * might be more expensive than EX2 on some hw, plus it needs
421 * another constant (e) anyway. Linear fog can now be done with a
423 * linear: fogcoord * -1/(end-start) + end/(end-start)
424 * exp: 2^-(density/ln(2) * fogcoord)
425 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
427 value
[0] = (ctx
->Fog
.End
== ctx
->Fog
.Start
)
428 ? 1.0f
: (GLfloat
)(-1.0F
/ (ctx
->Fog
.End
- ctx
->Fog
.Start
));
429 value
[1] = ctx
->Fog
.End
* -value
[0];
430 value
[2] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_LN2
);
431 value
[3] = (GLfloat
)(ctx
->Fog
.Density
* ONE_DIV_SQRT_LN2
);
434 case STATE_LIGHT_SPOT_DIR_NORMALIZED
: {
435 /* here, state[2] is the light number */
436 /* pre-normalize spot dir */
437 const GLuint ln
= (GLuint
) state
[2];
438 COPY_3V(value
, ctx
->Light
.Light
[ln
]._NormDirection
);
439 value
[3] = ctx
->Light
.Light
[ln
]._CosCutoff
;
443 case STATE_LIGHT_POSITION
: {
444 const GLuint ln
= (GLuint
) state
[2];
445 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
449 case STATE_LIGHT_POSITION_NORMALIZED
: {
450 const GLuint ln
= (GLuint
) state
[2];
451 COPY_4V(value
, ctx
->Light
.Light
[ln
]._Position
);
452 NORMALIZE_3FV( value
);
456 case STATE_LIGHT_HALF_VECTOR
: {
457 const GLuint ln
= (GLuint
) state
[2];
459 /* Compute infinite half angle vector:
460 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
461 * light.EyePosition.w should be 0 for infinite lights.
463 COPY_3V(p
, ctx
->Light
.Light
[ln
]._Position
);
465 ADD_3V(value
, p
, ctx
->_EyeZDir
);
466 NORMALIZE_3FV(value
);
474 value
[0] = ctx
->Pixel
.RedScale
;
475 value
[1] = ctx
->Pixel
.GreenScale
;
476 value
[2] = ctx
->Pixel
.BlueScale
;
477 value
[3] = ctx
->Pixel
.AlphaScale
;
480 value
[0] = ctx
->Pixel
.RedBias
;
481 value
[1] = ctx
->Pixel
.GreenBias
;
482 value
[2] = ctx
->Pixel
.BlueBias
;
483 value
[3] = ctx
->Pixel
.AlphaBias
;
485 case STATE_PCM_SCALE
:
486 COPY_4V(value
, ctx
->Pixel
.PostColorMatrixScale
);
489 COPY_4V(value
, ctx
->Pixel
.PostColorMatrixBias
);
492 /* unknown state indexes are silently ignored
493 * should be handled by the driver.
500 _mesa_problem(ctx
, "Invalid state in _mesa_fetch_state");
507 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
508 * indicate that the given context state may have changed.
509 * The bitmask is used during validation to determine if we need to update
510 * vertex/fragment program parameters (like "state.material.color") when
511 * some GL state has changed.
514 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
519 case STATE_LIGHTMODEL_AMBIENT
:
520 case STATE_LIGHTMODEL_SCENECOLOR
:
521 case STATE_LIGHTPROD
:
525 case STATE_TEXENV_COLOR
:
528 case STATE_FOG_COLOR
:
529 case STATE_FOG_PARAMS
:
532 case STATE_CLIPPLANE
:
533 return _NEW_TRANSFORM
;
535 case STATE_POINT_SIZE
:
536 case STATE_POINT_ATTENUATION
:
539 case STATE_MODELVIEW_MATRIX
:
540 return _NEW_MODELVIEW
;
541 case STATE_PROJECTION_MATRIX
:
542 return _NEW_PROJECTION
;
543 case STATE_MVP_MATRIX
:
544 return _NEW_MODELVIEW
| _NEW_PROJECTION
;
545 case STATE_TEXTURE_MATRIX
:
546 return _NEW_TEXTURE_MATRIX
;
547 case STATE_PROGRAM_MATRIX
:
548 return _NEW_TRACK_MATRIX
;
549 case STATE_COLOR_MATRIX
:
550 return _NEW_COLOR_MATRIX
;
552 case STATE_DEPTH_RANGE
:
553 return _NEW_VIEWPORT
;
555 case STATE_FRAGMENT_PROGRAM
:
556 case STATE_VERTEX_PROGRAM
:
559 case STATE_NORMAL_SCALE
:
560 return _NEW_MODELVIEW
;
564 case STATE_TEXRECT_SCALE
:
566 case STATE_FOG_PARAMS_OPTIMIZED
:
569 /* unknown state indexes are silently ignored and
570 * no flag set, since it is handled by the driver.
576 _mesa_problem(NULL
, "unexpected state[0] in make_state_flags()");
583 append(char *dst
, const char *src
)
594 append_token(char *dst
, gl_state_index k
)
598 append(dst
, "material");
601 append(dst
, "light");
603 case STATE_LIGHTMODEL_AMBIENT
:
604 append(dst
, "lightmodel.ambient");
606 case STATE_LIGHTMODEL_SCENECOLOR
:
608 case STATE_LIGHTPROD
:
609 append(dst
, "lightprod");
612 append(dst
, "texgen");
614 case STATE_FOG_COLOR
:
615 append(dst
, "fog.color");
617 case STATE_FOG_PARAMS
:
618 append(dst
, "fog.params");
620 case STATE_CLIPPLANE
:
623 case STATE_POINT_SIZE
:
624 append(dst
, "point.size");
626 case STATE_POINT_ATTENUATION
:
627 append(dst
, "point.attenuation");
629 case STATE_MODELVIEW_MATRIX
:
630 append(dst
, "matrix.modelview");
632 case STATE_PROJECTION_MATRIX
:
633 append(dst
, "matrix.projection");
635 case STATE_MVP_MATRIX
:
636 append(dst
, "matrix.mvp");
638 case STATE_TEXTURE_MATRIX
:
639 append(dst
, "matrix.texture");
641 case STATE_PROGRAM_MATRIX
:
642 append(dst
, "matrix.program");
644 case STATE_COLOR_MATRIX
:
645 append(dst
, "matrix.color");
647 case STATE_MATRIX_INVERSE
:
648 append(dst
, ".inverse");
650 case STATE_MATRIX_TRANSPOSE
:
651 append(dst
, ".transpose");
653 case STATE_MATRIX_INVTRANS
:
654 append(dst
, ".invtrans");
657 append(dst
, ".ambient");
660 append(dst
, ".diffuse");
663 append(dst
, ".specular");
666 append(dst
, ".emission");
668 case STATE_SHININESS
:
669 append(dst
, "lshininess");
671 case STATE_HALF_VECTOR
:
672 append(dst
, ".half");
675 append(dst
, ".position");
677 case STATE_ATTENUATION
:
678 append(dst
, ".attenuation");
680 case STATE_SPOT_DIRECTION
:
681 append(dst
, ".spot.direction");
683 case STATE_SPOT_CUTOFF
:
684 append(dst
, ".spot.cutoff");
686 case STATE_TEXGEN_EYE_S
:
687 append(dst
, "eye.s");
689 case STATE_TEXGEN_EYE_T
:
690 append(dst
, "eye.t");
692 case STATE_TEXGEN_EYE_R
:
693 append(dst
, "eye.r");
695 case STATE_TEXGEN_EYE_Q
:
696 append(dst
, "eye.q");
698 case STATE_TEXGEN_OBJECT_S
:
699 append(dst
, "object.s");
701 case STATE_TEXGEN_OBJECT_T
:
702 append(dst
, "object.t");
704 case STATE_TEXGEN_OBJECT_R
:
705 append(dst
, "object.r");
707 case STATE_TEXGEN_OBJECT_Q
:
708 append(dst
, "object.q");
710 case STATE_TEXENV_COLOR
:
711 append(dst
, "texenv");
713 case STATE_DEPTH_RANGE
:
714 append(dst
, "depth.range");
716 case STATE_VERTEX_PROGRAM
:
717 case STATE_FRAGMENT_PROGRAM
:
723 append(dst
, "local");
725 case STATE_NORMAL_SCALE
:
726 append(dst
, "normalScale");
729 append(dst
, "(internal)");
732 append(dst
, "PTscale");
735 append(dst
, "PTbias");
737 case STATE_PCM_SCALE
:
738 append(dst
, "PCMscale");
741 append(dst
, "PCMbias");
749 append_face(char *dst
, GLint face
)
752 append(dst
, "front.");
754 append(dst
, "back.");
758 append_index(char *dst
, GLint index
)
761 _mesa_sprintf(s
, "[%d]", index
);
766 * Make a string from the given state vector.
767 * For example, return "state.matrix.texture[2].inverse".
768 * Use _mesa_free() to deallocate the string.
771 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
776 append(str
, "state.");
777 append_token(str
, (gl_state_index
) state
[0]);
781 append_face(str
, state
[1]);
782 append_token(str
, (gl_state_index
) state
[2]);
785 append_index(str
, state
[1]); /* light number [i]. */
786 append_token(str
, (gl_state_index
) state
[2]); /* coefficients */
788 case STATE_LIGHTMODEL_AMBIENT
:
789 append(str
, "lightmodel.ambient");
791 case STATE_LIGHTMODEL_SCENECOLOR
:
793 append(str
, "lightmodel.front.scenecolor");
796 append(str
, "lightmodel.back.scenecolor");
799 case STATE_LIGHTPROD
:
800 append_index(str
, state
[1]); /* light number [i]. */
801 append_face(str
, state
[2]);
802 append_token(str
, (gl_state_index
) state
[3]);
805 append_index(str
, state
[1]); /* tex unit [i] */
806 append_token(str
, (gl_state_index
) state
[2]); /* plane coef */
808 case STATE_TEXENV_COLOR
:
809 append_index(str
, state
[1]); /* tex unit [i] */
810 append(str
, "color");
812 case STATE_CLIPPLANE
:
813 append_index(str
, state
[1]); /* plane [i] */
814 append(str
, ".plane");
816 case STATE_MODELVIEW_MATRIX
:
817 case STATE_PROJECTION_MATRIX
:
818 case STATE_MVP_MATRIX
:
819 case STATE_TEXTURE_MATRIX
:
820 case STATE_PROGRAM_MATRIX
:
821 case STATE_COLOR_MATRIX
:
823 /* state[0] = modelview, projection, texture, etc. */
824 /* state[1] = which texture matrix or program matrix */
825 /* state[2] = first row to fetch */
826 /* state[3] = last row to fetch */
827 /* state[4] = transpose, inverse or invtrans */
828 const gl_state_index mat
= (gl_state_index
) state
[0];
829 const GLuint index
= (GLuint
) state
[1];
830 const GLuint firstRow
= (GLuint
) state
[2];
831 const GLuint lastRow
= (GLuint
) state
[3];
832 const gl_state_index modifier
= (gl_state_index
) state
[4];
834 mat
== STATE_TEXTURE_MATRIX
||
835 mat
== STATE_PROGRAM_MATRIX
)
836 append_index(str
, index
);
838 append_token(str
, modifier
);
839 if (firstRow
== lastRow
)
840 _mesa_sprintf(tmp
, ".row[%d]", firstRow
);
842 _mesa_sprintf(tmp
, ".row[%d..%d]", firstRow
, lastRow
);
846 case STATE_POINT_SIZE
:
848 case STATE_POINT_ATTENUATION
:
850 case STATE_FOG_PARAMS
:
852 case STATE_FOG_COLOR
:
854 case STATE_DEPTH_RANGE
:
856 case STATE_FRAGMENT_PROGRAM
:
857 case STATE_VERTEX_PROGRAM
:
858 /* state[1] = {STATE_ENV, STATE_LOCAL} */
859 /* state[2] = parameter index */
860 append_token(str
, (gl_state_index
) state
[1]);
861 append_index(str
, state
[2]);
866 _mesa_problem(NULL
, "Invalid state in _mesa_program_state_string");
870 return _mesa_strdup(str
);
875 * Loop over all the parameters in a parameter list. If the parameter
876 * is a GL state reference, look up the current value of that state
877 * variable and put it into the parameter's Value[4] array.
878 * This would be called at glBegin time when using a fragment program.
881 _mesa_load_state_parameters(GLcontext
*ctx
,
882 struct gl_program_parameter_list
*paramList
)
889 /*assert(ctx->Driver.NeedFlush == 0);*/
891 for (i
= 0; i
< paramList
->NumParameters
; i
++) {
892 if (paramList
->Parameters
[i
].Type
== PROGRAM_STATE_VAR
) {
893 _mesa_fetch_state(ctx
,
894 (gl_state_index
*) paramList
->Parameters
[i
].StateIndexes
,
895 paramList
->ParameterValues
[i
]);