*/
if (vsProg) {
/* Use GLSL vertex shader */
+ assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
_mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
}
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);
}
}
-/**
- * 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) {
- if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT]) {
- ctx->NewDriverState |=
- ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT];
- } else {
- new_state |= _NEW_PROGRAM_CONSTANTS;
- }
+ if (ctx->DriverFlags.NewShaderConstants[stage])
+ ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
+ else
+ return _NEW_PROGRAM_CONSTANTS;
}
}
+ return 0;
+}
- /* 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) {
- if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX]) {
- ctx->NewDriverState |=
- ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX];
- } else {
- new_state |= _NEW_PROGRAM_CONSTANTS;
- }
+/**
+ * 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 =
+ 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);
}
}
update_program(ctx);
}
- if (new_state & _NEW_ARRAY)
- _mesa_update_vao_derived_arrays(ctx, ctx->Array.VAO);
-
out:
new_prog_state |= update_program_constants(ctx);
*/
ctx->Driver.UpdateState(ctx);
ctx->NewState = 0;
- 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,
- GLbitfield varying_inputs )
+static void
+set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs)
{
- if (ctx->API != API_OPENGL_COMPAT &&
- ctx->API != API_OPENGLES)
+ /*
+ * 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);
+}