/*
* 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 "texobj.h"
#include "texstate.h"
#include "varray.h"
+#include "viewport.h"
#include "blend.h"
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;
- struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
+ const struct gl_shader_program *vsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ const struct gl_shader_program *gsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+ struct gl_shader_program *fsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+ const struct gl_shader_program *csProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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;
+ const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current;
GLbitfield new_state = 0x0;
/*
&& fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* Use GLSL fragment shader */
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
fsProg);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
else if (ctx->FragmentProgram._Enabled) {
/* Use user-defined fragment program */
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
NULL);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
ctx->FragmentProgram.Current);
struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
f);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
}
+ if (csProg && csProg->LinkStatus
+ && csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) {
+ /* Use GLSL compute shader */
+ _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current,
+ gl_compute_program(csProg->_LinkedShaders[MESA_SHADER_COMPUTE]->Program));
+ } else {
+ /* no compute program */
+ _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current, NULL);
+ }
+
/* Let the driver know what's happening:
*/
if (ctx->FragmentProgram._Current != prevFP) {
if (ctx->GeometryProgram._Current != prevGP) {
new_state |= _NEW_PROGRAM;
if (ctx->Driver.BindProgram) {
- ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
+ ctx->Driver.BindProgram(ctx, GL_GEOMETRY_PROGRAM_NV,
(struct gl_program *) ctx->GeometryProgram._Current);
}
}
}
}
+ if (ctx->ComputeProgram._Current != prevCP) {
+ new_state |= _NEW_PROGRAM;
+ if (ctx->Driver.BindProgram) {
+ ctx->Driver.BindProgram(ctx, GL_COMPUTE_PROGRAM_NV,
+ (struct gl_program *) ctx->ComputeProgram._Current);
+ }
+ }
+
return new_state;
}
}
}
- 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;
- }
- }
+ /* Don't handle geometry shaders here. They don't use any state
+ * constants.
+ */
if (ctx->VertexProgram._Current) {
const struct gl_program_parameter_list *params =
+/**
+ * Update the ctx->Polygon._FrontBit flag.
+ */
static void
-update_viewport_matrix(struct gl_context *ctx)
+update_frontbit(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);
+ if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
+ ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW);
+ else
+ ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW);
}
static void
update_twoside(struct gl_context *ctx)
{
- if (ctx->Shader.CurrentVertexProgram ||
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
ctx->VertexProgram._Enabled) {
ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
} else {
}
-/*
- * Check polygon state and set DD_TRI_OFFSET
- * in ctx->_TriangleCaps if needed.
- */
-static void
-update_polygon(struct gl_context *ctx)
-{
- ctx->_TriangleCaps &= ~DD_TRI_OFFSET;
-
- 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;
- }
-
- /*
- * 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.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;
-}
-#endif
-
-
/**
* Compute derived GL state.
* If __struct gl_contextRec::NewState is non-zero then this function \b must
if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
_mesa_update_texture( ctx, new_state );
+ if (new_state & _NEW_POLYGON)
+ update_frontbit( ctx );
+
if (new_state & _NEW_BUFFERS)
- _mesa_update_framebuffer(ctx);
+ _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
- _mesa_update_draw_buffer_bounds( ctx );
-
- if (new_state & _NEW_POLYGON)
- update_polygon( ctx );
+ _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
if (new_state & _NEW_LIGHT)
_mesa_update_lighting( ctx );
if (new_state & _NEW_PIXEL)
_mesa_update_pixel( ctx, new_state );
- if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
- update_viewport_matrix(ctx);
-
if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
update_multisample( ctx );
-#if 0
- if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
- | _NEW_STENCIL | _MESA_NEW_SEPARATE_SPECULAR))
- update_tricaps( ctx, new_state );
-#endif
-
/* ctx->_NeedEyeCoords is now up to date.
*
* If the truth value of this variable has changed, update for the
new_prog_state |= update_program( ctx );
}
- if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
- _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj);
+ if (new_state & _NEW_ARRAY)
+ _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
out:
new_prog_state |= update_program_constants(ctx);
new_state = ctx->NewState | new_prog_state;
ctx->NewState = 0;
ctx->Driver.UpdateState(ctx, new_state);
- ctx->Array.ArrayObj->NewArrays = 0x0;
+ ctx->Array.VAO->NewArrays = 0x0;
}
ctx->FragmentProgram._TexEnvProgram) {
ctx->NewState |= _NEW_VARYING_VP_INPUTS;
}
- /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
+ /*printf("%s %x\n", __func__, varying_inputs);*/
}
}