/*
* Mesa 3-D graphics library
- * Version: 7.3
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "mtypes.h"
+#include "arrayobj.h"
#include "context.h"
#include "debug.h"
#include "macros.h"
#include "pixel.h"
#include "program/program.h"
#include "program/prog_parameter.h"
+#include "shaderobj.h"
#include "state.h"
#include "stencil.h"
#include "texenvprogram.h"
#include "texobj.h"
#include "texstate.h"
+#include "varray.h"
+#include "vbo/vbo.h"
+#include "viewport.h"
+#include "blend.h"
-static void
-update_separate_specular(struct gl_context *ctx)
-{
- if (NEED_SECONDARY_COLOR(ctx))
- ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
- else
- ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
-}
-
-
-/**
- * Compute the index of the last array element that can be safely accessed
- * in a vertex array. We can really only do this when the array lives in
- * a VBO.
- * The array->_MaxElement field will be updated.
- * Later in glDrawArrays/Elements/etc we can do some bounds checking.
- */
-static void
-compute_max_element(struct gl_client_array *array)
-{
- assert(array->Enabled);
- if (array->BufferObj->Name) {
- GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr;
- GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size;
-
- if (offset < obj_size) {
- array->_MaxElement = (obj_size - offset +
- array->StrideB -
- array->_ElementSize) / array->StrideB;
- } else {
- array->_MaxElement = 0;
- }
- }
- else {
- /* user-space array, no idea how big it is */
- array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
- }
-}
-
-
-/**
- * Helper for update_arrays().
- * \return min(current min, array->_MaxElement).
- */
-static GLuint
-update_min(GLuint min, struct gl_client_array *array)
-{
- compute_max_element(array);
- return MIN2(min, array->_MaxElement);
-}
-
-
-/**
- * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
- * Need to do this upon new array state or new buffer object state.
- */
-static void
-update_arrays( struct gl_context *ctx )
-{
- struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
- GLuint i, min = ~0;
-
- /* find min of _MaxElement values for all enabled arrays */
-
- /* 0 */
- if (ctx->VertexProgram._Current
- && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
- }
- else if (arrayObj->Vertex.Enabled) {
- min = update_min(min, &arrayObj->Vertex);
- }
-
- /* 1 */
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
- }
- /* no conventional vertex weight array */
-
- /* 2 */
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
- }
- else if (arrayObj->Normal.Enabled) {
- min = update_min(min, &arrayObj->Normal);
- }
-
- /* 3 */
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
- }
- else if (arrayObj->Color.Enabled) {
- min = update_min(min, &arrayObj->Color);
- }
-
- /* 4 */
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
- }
- else if (arrayObj->SecondaryColor.Enabled) {
- min = update_min(min, &arrayObj->SecondaryColor);
- }
-
- /* 5 */
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
- }
- else if (arrayObj->FogCoord.Enabled) {
- min = update_min(min, &arrayObj->FogCoord);
- }
-
- /* 6 */
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
- }
- else if (arrayObj->Index.Enabled) {
- min = update_min(min, &arrayObj->Index);
- }
-
- /* 7 */
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
- }
-
- /* 8..15 */
- for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
- if (ctx->VertexProgram._Enabled
- && arrayObj->VertexAttrib[i].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[i]);
- }
- else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
- && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
- min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
- }
- }
-
- /* 16..31 */
- if (ctx->VertexProgram._Current) {
- for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
- if (arrayObj->VertexAttrib[i].Enabled) {
- min = update_min(min, &arrayObj->VertexAttrib[i]);
- }
- }
- }
-
- if (arrayObj->EdgeFlag.Enabled) {
- min = update_min(min, &arrayObj->EdgeFlag);
- }
-
- /* _MaxElement is one past the last legal array element */
- arrayObj->_MaxElement = min;
-}
-
-
-/**
- * Update the following fields:
- * ctx->VertexProgram._Enabled
- * ctx->FragmentProgram._Enabled
- * ctx->ATIFragmentShader._Enabled
- * This needs to be done before texture state validation.
- */
-static void
-update_program_enables(struct gl_context *ctx)
+void
+_mesa_update_allow_draw_out_of_order(struct gl_context *ctx)
{
- /* These _Enabled flags indicate if the program is enabled AND valid. */
- ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
- && ctx->VertexProgram.Current->Base.Instructions;
- ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
- && ctx->FragmentProgram.Current->Base.Instructions;
- ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
- && ctx->ATIFragmentShader.Current->Instructions[0];
+ /* Out-of-order drawing is useful when vertex array draws and immediate
+ * mode are interleaved.
+ *
+ * Example with 3 draws:
+ * glBegin();
+ * glVertex();
+ * glEnd();
+ * glDrawElements();
+ * glBegin();
+ * glVertex();
+ * glEnd();
+ *
+ * Out-of-order drawing changes the execution order like this:
+ * glDrawElements();
+ * glBegin();
+ * glVertex();
+ * glVertex();
+ * glEnd();
+ *
+ * If out-of-order draws are enabled, immediate mode vertices are not
+ * flushed before glDrawElements, resulting in fewer draws and lower CPU
+ * overhead. This helps workstation applications.
+ *
+ * This is a simplified version of out-of-order determination to catch
+ * common cases.
+ *
+ * RadeonSI has a complete and more complicated out-of-order determination
+ * for driver-internal reasons.
+ */
+ /* Only the compatibility profile with immediate mode needs this. */
+ if (ctx->API != API_OPENGL_COMPAT || !ctx->Const.AllowDrawOutOfOrder)
+ return;
+
+ /* If all of these are NULL, GLSL is disabled. */
+ struct gl_program *vs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ struct gl_program *tcs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+ struct gl_program *tes =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
+ struct gl_program *gs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+ struct gl_program *fs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+ GLenum16 depth_func = ctx->Depth.Func;
+
+ /* Z fighting and any primitives with equal Z shouldn't be reordered
+ * with LESS/LEQUAL/GREATER/GEQUAL functions.
+ *
+ * When drawing 2 primitive with equal Z:
+ * - with LEQUAL/GEQUAL, the last primitive wins the Z test.
+ * - with LESS/GREATER, the first primitive wins the Z test.
+ *
+ * Here we ignore that on the basis that such cases don't occur in real
+ * apps, and we they do occur, they occur with blending where out-of-order
+ * drawing is always disabled.
+ */
+ bool previous_state = ctx->_AllowDrawOutOfOrder;
+ ctx->_AllowDrawOutOfOrder =
+ ctx->DrawBuffer &&
+ ctx->DrawBuffer->Visual.depthBits &&
+ ctx->Depth.Test &&
+ ctx->Depth.Mask &&
+ (depth_func == GL_NEVER ||
+ depth_func == GL_LESS ||
+ depth_func == GL_LEQUAL ||
+ depth_func == GL_GREATER ||
+ depth_func == GL_GEQUAL) &&
+ (!ctx->DrawBuffer->Visual.stencilBits ||
+ !ctx->Stencil.Enabled) &&
+ (!ctx->Color.ColorMask ||
+ (!ctx->Color.BlendEnabled &&
+ (!ctx->Color.ColorLogicOpEnabled ||
+ ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) &&
+ (!vs || !vs->info.writes_memory) &&
+ (!tes || !tes->info.writes_memory) &&
+ (!tcs || !tcs->info.writes_memory) &&
+ (!gs || !gs->info.writes_memory) &&
+ (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests);
+
+ /* If we are disabling out-of-order drawing, we need to flush queued
+ * vertices.
+ */
+ if (previous_state && !ctx->_AllowDrawOutOfOrder)
+ FLUSH_VERTICES(ctx, 0);
}
/**
- * Update vertex/fragment program state. In particular, update these fields:
- * ctx->VertexProgram._Current
- * ctx->VertexProgram._TnlProgram,
- * These point to the highest priority enabled vertex/fragment program or are
- * NULL if fixed-function processing is to be done.
+ * Update the ctx->*Program._Current pointers to point to the
+ * current/active programs.
+ *
+ * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
+ * programs or programs derived from fixed-function state.
*
* This function needs to be called after texture state validation in case
* we're generating a fragment program from fixed-function texture state.
static GLbitfield
update_program(struct gl_context *ctx)
{
- const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
- const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
- const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
- const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
- const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
- const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
- GLbitfield new_state = 0x0;
+ struct gl_program *vsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ struct gl_program *tcsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+ struct gl_program *tesProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
+ struct gl_program *gsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+ struct gl_program *fsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+ struct gl_program *csProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
+ const struct gl_program *prevVP = ctx->VertexProgram._Current;
+ const struct gl_program *prevFP = ctx->FragmentProgram._Current;
+ const struct gl_program *prevGP = ctx->GeometryProgram._Current;
+ const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
+ const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
+ const struct gl_program *prevCP = ctx->ComputeProgram._Current;
/*
* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
* follows:
* 1. OpenGL 2.0/ARB vertex/fragment shaders
* 2. ARB/NV vertex/fragment programs
- * 3. Programs derived from fixed-function state.
+ * 3. ATI fragment shader
+ * 4. Programs derived from fixed-function state.
*
* Note: it's possible for a vertex shader to get used with a fragment
* program (and vice versa) here, but in practice that shouldn't ever
* come up, or matter.
*/
- if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
- /* Use shader programs */
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
- fsProg->FragmentProgram);
- }
- else if (ctx->FragmentProgram._Enabled) {
- /* use user-defined vertex program */
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
- ctx->FragmentProgram.Current);
+ if (fsProg) {
+ /* Use GLSL fragment shader */
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
+ NULL);
+ }
+ else if (_mesa_arb_fragment_program_enabled(ctx)) {
+ /* Use user-defined fragment program */
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
+ ctx->FragmentProgram.Current);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
+ NULL);
+ }
+ else if (_mesa_ati_fragment_shader_enabled(ctx) &&
+ ctx->ATIFragmentShader.Current->Program) {
+ /* Use the enabled ATI fragment shader's associated program */
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
+ ctx->ATIFragmentShader.Current->Program);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
+ NULL);
}
else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
- /* Use fragment program generated from fixed-function state.
- */
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
- _mesa_get_fixed_func_fragment_program(ctx));
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
- ctx->FragmentProgram._Current);
+ /* Use fragment program generated from fixed-function state */
+ struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
+
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
+ f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
+ f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
}
else {
- /* no fragment program */
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
+ /* No fragment program */
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
+ NULL);
}
- if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
- /* Use shader programs */
- _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
- gsProg->GeometryProgram);
+ if (gsProg) {
+ /* Use GLSL geometry shader */
+ _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
} else {
- /* no fragment program */
- _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
+ /* No geometry program */
+ _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
+ }
+
+ if (tesProg) {
+ /* Use GLSL tessellation evaluation shader */
+ _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
+ }
+ else {
+ /* No tessellation evaluation program */
+ _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
+ }
+
+ if (tcsProg) {
+ /* Use GLSL tessellation control shader */
+ _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
+ }
+ else {
+ /* No tessellation control program */
+ _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
}
/* Examine vertex program after fragment program as
* _mesa_get_fixed_func_vertex_program() needs to know active
* fragprog inputs.
*/
- if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
- /* Use shader programs */
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
- vsProg->VertexProgram);
+ if (vsProg) {
+ /* Use GLSL vertex shader */
+ assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
+ _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
}
- else if (ctx->VertexProgram._Enabled) {
- /* use user-defined vertex program */
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
- ctx->VertexProgram.Current);
+ else if (_mesa_arb_vertex_program_enabled(ctx)) {
+ /* Use user-defined vertex program */
+ assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
+ _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
+ ctx->VertexProgram.Current);
}
else if (ctx->VertexProgram._MaintainTnlProgram) {
- /* Use vertex program generated from fixed-function state.
- */
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
- _mesa_get_fixed_func_vertex_program(ctx));
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
- ctx->VertexProgram._Current);
+ /* Use vertex program generated from fixed-function state */
+ assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
+ _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
+ _mesa_get_fixed_func_vertex_program(ctx));
+ _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
+ ctx->VertexProgram._Current);
}
else {
/* no vertex program */
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
+ assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
+ _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
+ }
+
+ if (csProg) {
+ /* Use GLSL compute shader */
+ _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
+ } else {
+ /* no compute program */
+ _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
}
/* Let the driver know what's happening:
*/
- if (ctx->FragmentProgram._Current != prevFP) {
- new_state |= _NEW_PROGRAM;
- if (ctx->Driver.BindProgram) {
- ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
- (struct gl_program *) ctx->FragmentProgram._Current);
- }
- }
+ if (ctx->FragmentProgram._Current != prevFP ||
+ ctx->VertexProgram._Current != prevVP ||
+ ctx->GeometryProgram._Current != prevGP ||
+ ctx->TessEvalProgram._Current != prevTEP ||
+ ctx->TessCtrlProgram._Current != prevTCP ||
+ ctx->ComputeProgram._Current != prevCP)
+ return _NEW_PROGRAM;
+
+ return 0;
+}
- if (ctx->GeometryProgram._Current != prevGP) {
- new_state |= _NEW_PROGRAM;
- if (ctx->Driver.BindProgram) {
- ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
- (struct gl_program *) ctx->GeometryProgram._Current);
- }
- }
- if (ctx->VertexProgram._Current != prevVP) {
- new_state |= _NEW_PROGRAM;
- if (ctx->Driver.BindProgram) {
- ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
- (struct gl_program *) ctx->VertexProgram._Current);
+static GLbitfield
+update_single_program_constants(struct gl_context *ctx,
+ struct gl_program *prog,
+ gl_shader_stage stage)
+{
+ if (prog) {
+ const struct gl_program_parameter_list *params = prog->Parameters;
+ if (params && params->StateFlags & ctx->NewState) {
+ if (ctx->DriverFlags.NewShaderConstants[stage])
+ ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
+ else
+ return _NEW_PROGRAM_CONSTANTS;
}
}
-
- return new_state;
+ return 0;
}
/**
+ * This updates fixed-func state constants such as gl_ModelViewMatrix.
* Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
*/
static GLbitfield
update_program_constants(struct gl_context *ctx)
{
- GLbitfield new_state = 0x0;
-
- if (ctx->FragmentProgram._Current) {
- const struct gl_program_parameter_list *params =
- ctx->FragmentProgram._Current->Base.Parameters;
- if (params && params->StateFlags & ctx->NewState) {
- new_state |= _NEW_PROGRAM_CONSTANTS;
- }
- }
-
- if (ctx->GeometryProgram._Current) {
- const struct gl_program_parameter_list *params =
- ctx->GeometryProgram._Current->Base.Parameters;
- /*FIXME: StateFlags is always 0 because we have unnamed constant
- * not state changes */
- if (params /*&& params->StateFlags & ctx->NewState*/) {
- new_state |= _NEW_PROGRAM_CONSTANTS;
- }
- }
-
- if (ctx->VertexProgram._Current) {
- const struct gl_program_parameter_list *params =
- ctx->VertexProgram._Current->Base.Parameters;
- if (params && params->StateFlags & ctx->NewState) {
- new_state |= _NEW_PROGRAM_CONSTANTS;
+ GLbitfield new_state =
+ update_single_program_constants(ctx, ctx->VertexProgram._Current,
+ MESA_SHADER_VERTEX) |
+ update_single_program_constants(ctx, ctx->FragmentProgram._Current,
+ MESA_SHADER_FRAGMENT);
+
+ if (ctx->API == API_OPENGL_COMPAT &&
+ ctx->Const.GLSLVersionCompat >= 150) {
+ new_state |=
+ update_single_program_constants(ctx, ctx->GeometryProgram._Current,
+ MESA_SHADER_GEOMETRY);
+
+ if (_mesa_has_ARB_tessellation_shader(ctx)) {
+ new_state |=
+ update_single_program_constants(ctx, ctx->TessCtrlProgram._Current,
+ MESA_SHADER_TESS_CTRL) |
+ update_single_program_constants(ctx, ctx->TessEvalProgram._Current,
+ MESA_SHADER_TESS_EVAL);
}
}
}
-
-
-static void
-update_viewport_matrix(struct gl_context *ctx)
-{
- const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
-
- ASSERT(depthMax > 0);
-
- /* Compute scale and bias values. This is really driver-specific
- * and should be maintained elsewhere if at all.
- * NOTE: RasterPos uses this.
- */
- _math_matrix_viewport(&ctx->Viewport._WindowMap,
- ctx->Viewport.X, ctx->Viewport.Y,
- ctx->Viewport.Width, ctx->Viewport.Height,
- ctx->Viewport.Near, ctx->Viewport.Far,
- depthMax);
-}
-
-
-/**
- * Update derived multisample state.
- */
static void
-update_multisample(struct gl_context *ctx)
+update_fixed_func_program_usage(struct gl_context *ctx)
{
- ctx->Multisample._Enabled = GL_FALSE;
- if (ctx->Multisample.Enabled &&
- ctx->DrawBuffer &&
- ctx->DrawBuffer->Visual.sampleBuffers)
- ctx->Multisample._Enabled = GL_TRUE;
+ ctx->FragmentProgram._UsesTexEnvProgram =
+ ctx->FragmentProgram._MaintainTexEnvProgram &&
+ !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/
+ !_mesa_arb_fragment_program_enabled(ctx) &&
+ !(_mesa_ati_fragment_shader_enabled(ctx) &&
+ ctx->ATIFragmentShader.Current->Program);
+
+ ctx->VertexProgram._UsesTnlProgram =
+ ctx->VertexProgram._MaintainTnlProgram &&
+ !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */
+ !_mesa_arb_vertex_program_enabled(ctx);
}
-/**
- * Update derived color/blend/logicop state.
- */
-static void
-update_color(struct gl_context *ctx)
-{
- /* This is needed to support 1.1's RGB logic ops AND
- * 1.0's blending logicops.
- */
- ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
-}
-
-
-/*
- * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
- * in ctx->_TriangleCaps if needed.
- */
-static void
-update_polygon(struct gl_context *ctx)
-{
- ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
-
- if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
- ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
-
- if ( ctx->Polygon.OffsetPoint
- || ctx->Polygon.OffsetLine
- || ctx->Polygon.OffsetFill)
- ctx->_TriangleCaps |= DD_TRI_OFFSET;
-}
-
-
-/**
- * Update the ctx->_TriangleCaps bitfield.
- * XXX that bitfield should really go away someday!
- * This function must be called after other update_*() functions since
- * there are dependencies on some other derived values.
- */
-#if 0
-static void
-update_tricaps(struct gl_context *ctx, GLbitfield new_state)
-{
- ctx->_TriangleCaps = 0;
-
- /*
- * Points
- */
- if (1/*new_state & _NEW_POINT*/) {
- if (ctx->Point.SmoothFlag)
- ctx->_TriangleCaps |= DD_POINT_SMOOTH;
- if (ctx->Point._Attenuated)
- ctx->_TriangleCaps |= DD_POINT_ATTEN;
- }
-
- /*
- * Lines
- */
- if (1/*new_state & _NEW_LINE*/) {
- if (ctx->Line.SmoothFlag)
- ctx->_TriangleCaps |= DD_LINE_SMOOTH;
- if (ctx->Line.StippleFlag)
- ctx->_TriangleCaps |= DD_LINE_STIPPLE;
- }
-
- /*
- * Polygons
- */
- if (1/*new_state & _NEW_POLYGON*/) {
- if (ctx->Polygon.SmoothFlag)
- ctx->_TriangleCaps |= DD_TRI_SMOOTH;
- if (ctx->Polygon.StippleFlag)
- ctx->_TriangleCaps |= DD_TRI_STIPPLE;
- if (ctx->Polygon.FrontMode != GL_FILL
- || ctx->Polygon.BackMode != GL_FILL)
- ctx->_TriangleCaps |= DD_TRI_UNFILLED;
- if (ctx->Polygon.CullFlag
- && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
- ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
- if (ctx->Polygon.OffsetPoint ||
- ctx->Polygon.OffsetLine ||
- ctx->Polygon.OffsetFill)
- ctx->_TriangleCaps |= DD_TRI_OFFSET;
- }
-
- /*
- * Lighting and shading
- */
- if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
- ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
- if (ctx->Light.ShadeModel == GL_FLAT)
- ctx->_TriangleCaps |= DD_FLATSHADE;
- if (NEED_SECONDARY_COLOR(ctx))
- ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
-
- /*
- * Stencil
- */
- if (ctx->Stencil._TestTwoSide)
- ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
-}
-#endif
-
-
/**
* Compute derived GL state.
* If __struct gl_contextRec::NewState is non-zero then this function \b must
_mesa_update_state_locked( struct gl_context *ctx )
{
GLbitfield new_state = ctx->NewState;
- GLbitfield prog_flags = _NEW_PROGRAM;
GLbitfield new_prog_state = 0x0;
+ const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
- if (new_state == _NEW_CURRENT_ATTRIB)
+ /* we can skip a bunch of state validation checks if the dirty
+ * state matches one or more bits in 'computed_states'.
+ */
+ if ((new_state & computed_states) == 0)
goto out;
if (MESA_VERBOSE & VERBOSE_STATE)
_mesa_print_state("_mesa_update_state", new_state);
- /* Determine which state flags effect vertex/fragment program state */
- if (ctx->FragmentProgram._MaintainTexEnvProgram) {
- prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
- _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
- _NEW_PROGRAM);
- }
- if (ctx->VertexProgram._MaintainTnlProgram) {
- prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
- _NEW_TRANSFORM | _NEW_POINT |
- _NEW_FOG | _NEW_LIGHT |
- _MESA_NEW_NEED_EYE_COORDS);
- }
-
- /*
- * Now update derived state info
- */
-
- if (new_state & prog_flags)
- update_program_enables( ctx );
-
- if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
- _mesa_update_modelview_project( ctx, new_state );
-
- if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
- _mesa_update_texture( ctx, new_state );
-
if (new_state & _NEW_BUFFERS)
- _mesa_update_framebuffer(ctx);
-
- if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
- _mesa_update_draw_buffer_bounds( ctx );
+ _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
- if (new_state & _NEW_POLYGON)
- update_polygon( ctx );
+ /* Handle Core and Compatibility contexts separately. */
+ if (ctx->API == API_OPENGL_COMPAT ||
+ ctx->API == API_OPENGLES) {
+ GLbitfield prog_flags = _NEW_PROGRAM;
- if (new_state & _NEW_LIGHT)
- _mesa_update_lighting( ctx );
+ if (new_state & _NEW_PROGRAM)
+ update_fixed_func_program_usage(ctx);
- if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
- _mesa_update_stencil( ctx );
-
- if (new_state & _MESA_NEW_TRANSFER_STATE)
- _mesa_update_pixel( ctx, new_state );
+ /* Determine which states affect fixed-func vertex/fragment program. */
+ if (ctx->FragmentProgram._UsesTexEnvProgram) {
+ prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
+ _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
+ _NEW_RENDERMODE | _NEW_COLOR | _NEW_TEXTURE_STATE);
+ }
- if (new_state & _DD_NEW_SEPARATE_SPECULAR)
- update_separate_specular( ctx );
+ if (ctx->VertexProgram._UsesTnlProgram) {
+ prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
+ _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
+ _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
+ _MESA_NEW_NEED_EYE_COORDS);
+ }
- if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
- update_viewport_matrix(ctx);
+ /*
+ * Now update derived state info
+ */
+ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
+ _mesa_update_modelview_project( ctx, new_state );
- if (new_state & _NEW_MULTISAMPLE)
- update_multisample( ctx );
+ if (new_state & _NEW_TEXTURE_MATRIX)
+ _mesa_update_texture_matrices(ctx);
- if (new_state & _NEW_COLOR)
- update_color( ctx );
+ if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
+ _mesa_update_texture_state(ctx);
-#if 0
- if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
- | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
- update_tricaps( ctx, new_state );
-#endif
+ if (new_state & _NEW_LIGHT)
+ _mesa_update_lighting(ctx);
- /* ctx->_NeedEyeCoords is now up to date.
- *
- * If the truth value of this variable has changed, update for the
- * new lighting space and recompute the positions of lights and the
- * normal transform.
- *
- * If the lighting space hasn't changed, may still need to recompute
- * light positions & normal transforms for other reasons.
- */
- if (new_state & _MESA_NEW_NEED_EYE_COORDS)
- _mesa_update_tnl_spaces( ctx, new_state );
+ if (new_state & _NEW_PIXEL)
+ _mesa_update_pixel( ctx );
- if (new_state & prog_flags) {
- /* When we generate programs from fixed-function vertex/fragment state
- * this call may generate/bind a new program. If so, we need to
- * propogate the _NEW_PROGRAM flag to the driver.
+ /* ctx->_NeedEyeCoords is now up to date.
+ *
+ * If the truth value of this variable has changed, update for the
+ * new lighting space and recompute the positions of lights and the
+ * normal transform.
+ *
+ * If the lighting space hasn't changed, may still need to recompute
+ * light positions & normal transforms for other reasons.
*/
- new_prog_state |= update_program( ctx );
- }
+ if (new_state & _MESA_NEW_NEED_EYE_COORDS)
+ _mesa_update_tnl_spaces( ctx, new_state );
+
+ if (new_state & prog_flags) {
+ /* When we generate programs from fixed-function vertex/fragment state
+ * this call may generate/bind a new program. If so, we need to
+ * propogate the _NEW_PROGRAM flag to the driver.
+ */
+ new_prog_state |= update_program(ctx);
+ }
+ } else {
+ /* GL Core and GLES 2/3 contexts */
+ if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
+ _mesa_update_texture_state(ctx);
- if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
- update_arrays( ctx );
+ if (new_state & _NEW_PROGRAM)
+ update_program(ctx);
+ }
out:
new_prog_state |= update_program_constants(ctx);
+ ctx->NewState |= new_prog_state;
+
/*
* Give the driver a chance to act upon the new_state flags.
* The driver might plug in different span functions, for example.
* Also, this is where the driver can invalidate the state of any
* active modules (such as swrast_setup, swrast, tnl, etc).
- *
- * Set ctx->NewState to zero to avoid recursion if
- * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
*/
- new_state = ctx->NewState | new_prog_state;
+ ctx->Driver.UpdateState(ctx);
ctx->NewState = 0;
- ctx->Driver.UpdateState(ctx, new_state);
- ctx->Array.NewState = 0;
}
* may vary or otherwise differ from the ctx->Current values.
* Otherwise, the fp should track them as state values instead.
*/
-void
-_mesa_set_varying_vp_inputs( struct gl_context *ctx,
- GLbitfield varying_inputs )
+static void
+set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs)
{
+ /*
+ * The gl_context::varying_vp_inputs value is only used when in
+ * VP_MODE_FF mode.
+ */
+ if (VP_MODE_FF != ctx->VertexProgram._VPMode)
+ return;
+
+ /* Only fixed-func generated programs ever uses varying_vp_inputs. */
+ if (!ctx->VertexProgram._MaintainTnlProgram &&
+ !ctx->FragmentProgram._MaintainTexEnvProgram)
+ return;
+
if (ctx->varying_vp_inputs != varying_inputs) {
ctx->varying_vp_inputs = varying_inputs;
- ctx->NewState |= _NEW_ARRAY;
- /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
+ ctx->NewState |= _NEW_VARYING_VP_INPUTS;
}
}
ctx->NewState |= _NEW_PROGRAM;
}
}
+
+
+static void
+set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m)
+{
+ if (ctx->VertexProgram._VPMode == m)
+ return;
+
+ /* On change we may get new maps into the current values */
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
+
+ /* Finally memorize the value */
+ ctx->VertexProgram._VPMode = m;
+
+ /* Since we only track the varying inputs while being in fixed function
+ * vertex processing mode, we may need to recheck for the
+ * _NEW_VARYING_VP_INPUTS bit.
+ */
+ set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs);
+}
+
+
+/**
+ * Update ctx->VertexProgram._VPMode.
+ * This is to distinguish whether we're running
+ * a vertex program/shader,
+ * a fixed-function TNL program or
+ * a fixed function vertex transformation without any program.
+ */
+void
+_mesa_update_vertex_processing_mode(struct gl_context *ctx)
+{
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
+ set_vertex_processing_mode(ctx, VP_MODE_SHADER);
+ else if (_mesa_arb_vertex_program_enabled(ctx))
+ set_vertex_processing_mode(ctx, VP_MODE_SHADER);
+ else
+ set_vertex_processing_mode(ctx, VP_MODE_FF);
+}
+
+
+/**
+ * Set the _DrawVAO and the net enabled arrays.
+ * The vao->_Enabled bitmask is transformed due to position/generic0
+ * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied
+ * to filter out arrays unwanted for the currently executed draw operation.
+ * For example, the generic attributes are masked out form the _DrawVAO's
+ * enabled arrays when a fixed function array draw is executed.
+ */
+void
+_mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao,
+ GLbitfield filter)
+{
+ struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO;
+ bool new_array = false;
+ if (*ptr != vao) {
+ _mesa_reference_vao_(ctx, ptr, vao);
+
+ new_array = true;
+ }
+
+ if (vao->NewArrays) {
+ _mesa_update_vao_derived_arrays(ctx, vao);
+ vao->NewArrays = 0;
+
+ new_array = true;
+ }
+
+ /* May shuffle the position and generic0 bits around, filter out unwanted */
+ const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao);
+ if (ctx->Array._DrawVAOEnabledAttribs != enabled)
+ new_array = true;
+
+ if (new_array)
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
+
+ ctx->Array._DrawVAOEnabledAttribs = enabled;
+ set_varying_vp_inputs(ctx, enabled);
+}