#include "texobj.h"
#include "texstate.h"
#include "varray.h"
+#include "vbo/vbo.h"
#include "viewport.h"
#include "blend.h"
-/**
- * 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)
-{
- /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
- * program is enabled AND valid. Similarly for ATI fragment shaders.
- * GLSL shaders not relevant here.
- */
- ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
- && ctx->VertexProgram.Current->arb.Instructions;
- ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
- && ctx->FragmentProgram.Current->arb.Instructions;
- ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
- && ctx->ATIFragmentShader.Current->Instructions[0];
-}
-
-
/**
* Update the ctx->*Program._Current pointers to point to the
* current/active programs.
const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
const struct gl_program *prevCP = ctx->ComputeProgram._Current;
- GLbitfield new_state = 0x0;
/*
* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
- else if (ctx->FragmentProgram._Enabled) {
+ 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 (ctx->ATIFragmentShader._Enabled &&
+ 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,
*/
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) {
+ 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 */
+ 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,
}
else {
/* no vertex program */
+ assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
_mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
}
ctx->TessEvalProgram._Current != prevTEP ||
ctx->TessCtrlProgram._Current != prevTCP ||
ctx->ComputeProgram._Current != prevCP)
- new_state |= _NEW_PROGRAM;
+ return _NEW_PROGRAM;
- return new_state;
+ return 0;
}
-/**
- * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
- */
static GLbitfield
-update_program_constants(struct gl_context *ctx)
+update_single_program_constants(struct gl_context *ctx,
+ struct gl_program *prog,
+ gl_shader_stage stage)
{
- GLbitfield new_state = 0x0;
-
- if (ctx->FragmentProgram._Current) {
- const struct gl_program_parameter_list *params =
- ctx->FragmentProgram._Current->Parameters;
+ if (prog) {
+ const struct gl_program_parameter_list *params = prog->Parameters;
if (params && params->StateFlags & ctx->NewState) {
- new_state |= _NEW_PROGRAM_CONSTANTS;
+ if (ctx->DriverFlags.NewShaderConstants[stage])
+ ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
+ else
+ return _NEW_PROGRAM_CONSTANTS;
}
}
-
- /* Don't handle tessellation and geometry shaders here. They don't use
- * any state constants.
- */
-
- if (ctx->VertexProgram._Current) {
- const struct gl_program_parameter_list *params =
- ctx->VertexProgram._Current->Parameters;
- if (params && params->StateFlags & ctx->NewState) {
- new_state |= _NEW_PROGRAM_CONSTANTS;
- }
- }
-
- return new_state;
+ return 0;
}
-
-
/**
- * Update the ctx->Polygon._FrontBit flag.
- */
-static void
-update_frontbit(struct gl_context *ctx)
-{
- if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
- ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW);
- else
- ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW);
-}
-
-
-/**
- * Update the ctx->VertexProgram._TwoSideEnabled flag.
+ * This updates fixed-func state constants such as gl_ModelViewMatrix.
+ * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
*/
-static void
-update_twoside(struct gl_context *ctx)
+static GLbitfield
+update_program_constants(struct gl_context *ctx)
{
- if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
- ctx->VertexProgram._Enabled) {
- ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
- } else {
- ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
- ctx->Light.Model.TwoSide);
+ 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);
+ }
}
+
+ return new_state;
}
_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 (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_OBJECT | _NEW_FOG |
- _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
- _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
- _NEW_COLOR | _NEW_TEXTURE_STATE);
- }
- if (ctx->VertexProgram._MaintainTnlProgram) {
- 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);
- }
-
- /*
- * 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_TEXTURE_MATRIX)
- _mesa_update_texture_matrices(ctx);
-
- if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
- _mesa_update_texture_state(ctx);
-
- if (new_state & _NEW_POLYGON)
- update_frontbit( ctx );
-
if (new_state & _NEW_BUFFERS)
_mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
- if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
- _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
+ /* Handle Core and Compatibility contexts separately. */
+ if (ctx->API == API_OPENGL_COMPAT ||
+ ctx->API == API_OPENGLES) {
+ GLbitfield prog_flags = _NEW_PROGRAM;
+
+ /* Determine which state flags effect vertex/fragment program state */
+ if (ctx->FragmentProgram._MaintainTexEnvProgram) {
+ prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
+ _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
+ _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
+ _NEW_COLOR | _NEW_TEXTURE_STATE);
+ }
+ if (ctx->VertexProgram._MaintainTnlProgram) {
+ 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_LIGHT)
- _mesa_update_lighting( ctx );
+ /*
+ * Now update derived state info
+ */
+ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
+ _mesa_update_modelview_project( ctx, new_state );
- if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
- update_twoside( ctx );
+ if (new_state & _NEW_TEXTURE_MATRIX)
+ _mesa_update_texture_matrices(ctx);
- if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
- _mesa_update_stencil( ctx );
+ if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
+ _mesa_update_texture_state(ctx);
- if (new_state & _NEW_PIXEL)
- _mesa_update_pixel( ctx );
+ 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)
- _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
+ if (new_state & _NEW_PROGRAM)
+ update_program(ctx);
+ }
out:
new_prog_state |= update_program_constants(ctx);
+ ctx->NewState |= new_prog_state;
+ vbo_exec_invalidate_state(ctx);
+
/*
* 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.VAO->NewArrays = 0x0;
}
* 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,
- GLbitfield64 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;
-
- /* Only the fixed-func generated programs need to use the flag
- * and the fixed-func fragment program uses it only if there is also
- * a fixed-func vertex program, so this only depends on the latter.
- *
- * It's okay to check the VP pointer here, because this is called after
- * _mesa_update_state in the vbo module. */
- if (ctx->VertexProgram._TnlProgram ||
- ctx->FragmentProgram._TexEnvProgram) {
- ctx->NewState |= _NEW_VARYING_VP_INPUTS;
- }
- /*printf("%s %x\n", __func__, 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);
+}