/*
* 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"
-
-
-static void
-update_separate_specular(struct gl_context *ctx)
-{
- if (_mesa_need_secondary_color(ctx))
- ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
- else
- ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
-}
+#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_vertex_program *prevVP = ctx->VertexProgram._Current;
const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
&& 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,
- (struct gl_fragment_program *)
- fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
+ gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
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,
- (struct gl_fragment_program *)
- f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
+ gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
- (struct gl_fragment_program *)
- f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
+ gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
}
else {
/* No fragment program */
&& gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
/* Use GLSL geometry shader */
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
- (struct gl_geometry_program *)
- gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
+ gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program));
} else {
/* No geometry program */
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
&& vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
/* Use GLSL vertex shader */
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
- (struct gl_vertex_program *)
- vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
+ gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program));
}
else if (ctx->VertexProgram._Enabled) {
/* Use user-defined vertex program */
update_viewport_matrix(struct gl_context *ctx)
{
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
+ unsigned i;
ASSERT(depthMax > 0);
* 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);
+ for (i = 0; i < ctx->Const.MaxViewports; i++) {
+ _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap,
+ ctx->ViewportArray[i].X, ctx->ViewportArray[i].Y,
+ ctx->ViewportArray[i].Width, ctx->ViewportArray[i].Height,
+ ctx->ViewportArray[i].Near, ctx->ViewportArray[i].Far,
+ depthMax);
+ }
}
}
-/**
- * Update the ctx->Color._ClampFragmentColor field
- */
-static void
-update_clamp_fragment_color(struct gl_context *ctx)
-{
- if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
- ctx->Color._ClampFragmentColor =
- !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
- else
- ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
-}
-
-
-/**
- * Update the ctx->Color._ClampVertexColor field
- */
-static void
-update_clamp_vertex_color(struct gl_context *ctx)
-{
- if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
- ctx->Light._ClampVertexColor =
- !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
- else
- ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
-}
-
-
-/**
- * Update the ctx->Color._ClampReadColor field
- */
-static void
-update_clamp_read_color(struct gl_context *ctx)
-{
- if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
- ctx->Color._ClampReadColor =
- !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
- else
- ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
-}
-
/**
* Update the ctx->VertexProgram._TwoSideEnabled flag.
*/
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_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 (_mesa_need_secondary_color(ctx))
- ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
-}
-#endif
-
-
/**
* Compute derived GL state.
* If __struct gl_contextRec::NewState is non-zero then this function \b must
/* 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 | _NEW_FRAG_CLAMP | _NEW_COLOR);
+ _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
+ _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
+ _NEW_COLOR);
}
if (ctx->VertexProgram._MaintainTnlProgram) {
- prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
- _NEW_TRANSFORM | _NEW_POINT |
+ prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE |
+ _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
_NEW_FOG | _NEW_LIGHT |
_MESA_NEW_NEED_EYE_COORDS);
}
if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
_mesa_update_draw_buffer_bounds( ctx );
- if (new_state & _NEW_POLYGON)
- update_polygon( ctx );
-
if (new_state & _NEW_LIGHT)
_mesa_update_lighting( ctx );
if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
update_twoside( ctx );
- if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
- update_clamp_vertex_color(ctx);
-
if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
_mesa_update_stencil( ctx );
if (new_state & _NEW_PIXEL)
_mesa_update_pixel( ctx, new_state );
- if (new_state & _MESA_NEW_SEPARATE_SPECULAR)
- update_separate_specular( ctx );
-
if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
update_viewport_matrix(ctx);
if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
update_multisample( ctx );
- if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
- update_clamp_read_color(ctx);
-
- if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
- update_clamp_fragment_color(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);
+
+ if (ctx->Const.CheckArrayBounds &&
+ new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) {
+ _mesa_update_vao_max_element(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.NewState = 0;
- if (!ctx->Array.RebindArrays)
- ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
+ ctx->Array.VAO->NewArrays = 0x0;
}
{
if (ctx->varying_vp_inputs != varying_inputs) {
ctx->varying_vp_inputs = varying_inputs;
- ctx->NewState |= _NEW_ARRAY;
+
+ /* 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", __FUNCTION__, varying_inputs);*/
}
}