mesa: print internal.current[i] attrib
[mesa.git] / src / mesa / shader / prog_statevars.c
index 34c47413506c95f24d07e610c6ed01341e59da7b..058d4bbafb7537355e7c9c6c0fcdb33fe2f7a60c 100644 (file)
@@ -112,7 +112,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
             value[3] = ctx->Light.Light[ln].SpotExponent;
             return;
          case STATE_SPOT_DIRECTION:
-            COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
+            COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
             value[3] = ctx->Light.Light[ln]._CosCutoff;
             return;
          case STATE_SPOT_CUTOFF:
@@ -206,28 +206,28 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
          /* state[2] is the texgen attribute */
          switch (state[2]) {
          case STATE_TEXGEN_EYE_S:
-            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
             return;
          case STATE_TEXGEN_EYE_T:
-            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
             return;
          case STATE_TEXGEN_EYE_R:
-            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
             return;
          case STATE_TEXGEN_EYE_Q:
-            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
             return;
          case STATE_TEXGEN_OBJECT_S:
-            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
             return;
          case STATE_TEXGEN_OBJECT_T:
-            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
             return;
          case STATE_TEXGEN_OBJECT_R:
-            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
             return;
          case STATE_TEXGEN_OBJECT_Q:
-            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
+            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
             return;
          default:
             _mesa_problem(ctx, "Invalid texgen state in fetch_state");
@@ -359,10 +359,10 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
          switch (state[1]) {
             case STATE_ENV:
                COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
-               break;
+               return;
             case STATE_LOCAL:
                COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
-               break;
+               return;
             default:
                _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
                return;
@@ -378,10 +378,10 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
          switch (state[1]) {
             case STATE_ENV:
                COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
-               break;
+               return;
             case STATE_LOCAL:
                COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
-               break;
+               return;
             default:
                _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
                return;
@@ -395,11 +395,12 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
 
    case STATE_INTERNAL:
       switch (state[1]) {
-      case STATE_CURRENT_ATTRIB: {
-         const GLuint idx = (GLuint) state[2];
-         COPY_4V(value, ctx->Current.Attrib[idx]);
+      case STATE_CURRENT_ATTRIB:
+         {
+            const GLuint idx = (GLuint) state[2];
+            COPY_4V(value, ctx->Current.Attrib[idx]);
+         }
          return;
-      }                                                  
 
       case STATE_NORMAL_SCALE:
          ASSIGN_4V(value, 
@@ -408,19 +409,25 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
                    ctx->_ModelViewInvScale, 
                    1);
          return;
+
       case STATE_TEXRECT_SCALE:
+         /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
+          * Used to convert unnormalized texcoords to normalized texcoords.
+          */
          {
             const int unit = (int) state[2];
             const struct gl_texture_object *texObj
                = ctx->Texture.Unit[unit]._Current;
             if (texObj) {
                struct gl_texture_image *texImage = texObj->Image[0][0];
-               ASSIGN_4V(value, (GLfloat) (1.0 / texImage->Width),
-                         (GLfloat)(1.0 / texImage->Height),
+               ASSIGN_4V(value,
+                         (GLfloat) (1.0 / texImage->Width),
+                         (GLfloat) (1.0 / texImage->Height),
                          0.0f, 1.0f);
             }
          }
          return;
+
       case STATE_FOG_PARAMS_OPTIMIZED:
          /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
           * might be more expensive than EX2 on some hw, plus it needs
@@ -437,82 +444,118 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
          value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
          return;
 
-      case STATE_LIGHT_SPOT_DIR_NORMALIZED: {
-         /* here, state[2] is the light number */
-         /* pre-normalize spot dir */
-         const GLuint ln = (GLuint) state[2];
-         COPY_3V(value, ctx->Light.Light[ln]._NormDirection);
-         value[3] = ctx->Light.Light[ln]._CosCutoff;
+      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
+         {
+            /* here, state[2] is the light number */
+            /* pre-normalize spot dir */
+            const GLuint ln = (GLuint) state[2];
+            COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
+            value[3] = ctx->Light.Light[ln]._CosCutoff;
+         }
          return;
-      }
 
-      case STATE_LIGHT_POSITION: {
-         const GLuint ln = (GLuint) state[2];
-         COPY_4V(value, ctx->Light.Light[ln]._Position);
+      case STATE_LIGHT_POSITION:
+         {
+            const GLuint ln = (GLuint) state[2];
+            COPY_4V(value, ctx->Light.Light[ln]._Position);
+         }
          return;
-      }
 
-      case STATE_LIGHT_POSITION_NORMALIZED: {
-         const GLuint ln = (GLuint) state[2];
-         COPY_4V(value, ctx->Light.Light[ln]._Position);
-         NORMALIZE_3FV( value );
+      case STATE_LIGHT_POSITION_NORMALIZED:
+         {
+            const GLuint ln = (GLuint) state[2];
+            COPY_4V(value, ctx->Light.Light[ln]._Position);
+            NORMALIZE_3FV( value );
+         }
          return;
-      }
 
-      case STATE_LIGHT_HALF_VECTOR: {
-         const GLuint ln = (GLuint) state[2];
-         GLfloat p[3];
-         /* Compute infinite half angle vector:
-          *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
-          * light.EyePosition.w should be 0 for infinite lights.
-          */
-         COPY_3V(p, ctx->Light.Light[ln]._Position);
-         NORMALIZE_3FV(p);
-         ADD_3V(value, p, ctx->_EyeZDir);
-         NORMALIZE_3FV(value);
-         value[3] = 1.0;
+      case STATE_LIGHT_HALF_VECTOR:
+         {
+            const GLuint ln = (GLuint) state[2];
+            GLfloat p[3];
+            /* Compute infinite half angle vector:
+             *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
+             * light.EyePosition.w should be 0 for infinite lights.
+             */
+            COPY_3V(p, ctx->Light.Light[ln]._Position);
+            NORMALIZE_3FV(p);
+            ADD_3V(value, p, ctx->_EyeZDir);
+            NORMALIZE_3FV(value);
+            value[3] = 1.0;
+         }
          return;
-      }                                                  
-
 
       case STATE_PT_SCALE:
          value[0] = ctx->Pixel.RedScale;
          value[1] = ctx->Pixel.GreenScale;
          value[2] = ctx->Pixel.BlueScale;
          value[3] = ctx->Pixel.AlphaScale;
-         break;
+         return;
+
       case STATE_PT_BIAS:
          value[0] = ctx->Pixel.RedBias;
          value[1] = ctx->Pixel.GreenBias;
          value[2] = ctx->Pixel.BlueBias;
          value[3] = ctx->Pixel.AlphaBias;
-         break;
+         return;
+
       case STATE_PCM_SCALE:
          COPY_4V(value, ctx->Pixel.PostColorMatrixScale);
-         break;
+         return;
+
       case STATE_PCM_BIAS:
          COPY_4V(value, ctx->Pixel.PostColorMatrixBias);
-         break;
+         return;
+
       case STATE_SHADOW_AMBIENT:
          {
             const int unit = (int) state[2];
             const struct gl_texture_object *texObj
                = ctx->Texture.Unit[unit]._Current;
             if (texObj) {
-               value[0] = texObj->ShadowAmbient;
-               value[1] = texObj->ShadowAmbient;
-               value[2] = texObj->ShadowAmbient;
-               value[3] = texObj->ShadowAmbient;
+               value[0] =
+               value[1] =
+               value[2] =
+               value[3] = texObj->CompareFailValue;
             }
          }
          return;
 
-         /* XXX: make sure new tokens added here are also handled in the 
-          * _mesa_program_state_flags() switch, below.
-          */
+      case STATE_FB_SIZE:
+         value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
+         value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
+         value[2] = 0.0F;
+         value[3] = 0.0F;
+         return;
+
+      case STATE_ROT_MATRIX_0:
+         {
+            const int unit = (int) state[2];
+            GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
+            value[0] = rotMat22[0]; 
+            value[1] = rotMat22[2];
+            value[2] = 0.0;
+            value[3] = 0.0;
+         }
+         return;
+
+      case STATE_ROT_MATRIX_1:
+         {
+            const int unit = (int) state[2];
+            GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
+            value[0] = rotMat22[1];
+            value[1] = rotMat22[3];
+            value[2] = 0.0;
+            value[3] = 0.0;
+         }
+         return;
+
+      /* XXX: make sure new tokens added here are also handled in the 
+       * _mesa_program_state_flags() switch, below.
+       */
       default:
-         /* unknown state indexes are silently ignored
-          *  should be handled by the driver.
+         /* Unknown state indexes are silently ignored here.
+          * Drivers may do something special.
           */
          return;
       }
@@ -591,6 +634,8 @@ _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
 
       case STATE_TEXRECT_SCALE:
       case STATE_SHADOW_AMBIENT:
+      case STATE_ROT_MATRIX_0:
+      case STATE_ROT_MATRIX_1:
         return _NEW_TEXTURE;
       case STATE_FOG_PARAMS_OPTIMIZED:
         return _NEW_FOG;
@@ -606,6 +651,9 @@ _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
       case STATE_PCM_BIAS:
          return _NEW_PIXEL;
 
+      case STATE_FB_SIZE:
+         return _NEW_BUFFERS;
+
       default:
          /* unknown state indexes are silently ignored and
          *  no flag set, since it is handled by the driver.
@@ -631,6 +679,9 @@ append(char *dst, const char *src)
 }
 
 
+/**
+ * Convert token 'k' to a string, append it onto 'dst' string.
+ */
 static void
 append_token(char *dst, gl_state_index k)
 {
@@ -725,28 +776,28 @@ append_token(char *dst, gl_state_index k)
       append(dst, ".spot.cutoff");
       break;
    case STATE_TEXGEN_EYE_S:
-      append(dst, "eye.s");
+      append(dst, ".eye.s");
       break;
    case STATE_TEXGEN_EYE_T:
-      append(dst, "eye.t");
+      append(dst, ".eye.t");
       break;
    case STATE_TEXGEN_EYE_R:
-      append(dst, "eye.r");
+      append(dst, ".eye.r");
       break;
    case STATE_TEXGEN_EYE_Q:
-      append(dst, "eye.q");
+      append(dst, ".eye.q");
       break;
    case STATE_TEXGEN_OBJECT_S:
-      append(dst, "object.s");
+      append(dst, ".object.s");
       break;
    case STATE_TEXGEN_OBJECT_T:
-      append(dst, "object.t");
+      append(dst, ".object.t");
       break;
    case STATE_TEXGEN_OBJECT_R:
-      append(dst, "object.r");
+      append(dst, ".object.r");
       break;
    case STATE_TEXGEN_OBJECT_Q:
-      append(dst, "object.q");
+      append(dst, ".object.q");
       break;
    case STATE_TEXENV_COLOR:
       append(dst, "texenv");
@@ -763,11 +814,33 @@ append_token(char *dst, gl_state_index k)
    case STATE_LOCAL:
       append(dst, "local");
       break;
+   /* BEGIN internal state vars */
+   case STATE_INTERNAL:
+      append(dst, ".internal.");
+      break;
+   case STATE_CURRENT_ATTRIB:
+      append(dst, "current");
+      break;
    case STATE_NORMAL_SCALE:
       append(dst, "normalScale");
       break;
-   case STATE_INTERNAL:
-      append(dst, "(internal)");
+   case STATE_TEXRECT_SCALE:
+      append(dst, "texrectScale");
+      break;
+   case STATE_FOG_PARAMS_OPTIMIZED:
+      append(dst, "fogParamsOptimized");
+      break;
+   case STATE_LIGHT_SPOT_DIR_NORMALIZED:
+      append(dst, "lightSpotDirNormalized");
+      break;
+   case STATE_LIGHT_POSITION:
+      append(dst, "lightPosition");
+      break;
+   case STATE_LIGHT_POSITION_NORMALIZED:
+      append(dst, "light.position.normalized");
+      break;
+   case STATE_LIGHT_HALF_VECTOR:
+      append(dst, "lightHalfVector");
       break;
    case STATE_PT_SCALE:
       append(dst, "PTscale");
@@ -782,10 +855,20 @@ append_token(char *dst, gl_state_index k)
       append(dst, "PCMbias");
       break;
    case STATE_SHADOW_AMBIENT:
-      append(dst, "ShadowAmbient");
+      append(dst, "CompareFailValue");
+      break;
+   case STATE_FB_SIZE:
+      append(dst, "FbSize");
+      break;
+   case STATE_ROT_MATRIX_0:
+      append(dst, "rotMatrixRow0");
+      break;
+   case STATE_ROT_MATRIX_1:
+      append(dst, "rotMatrixRow1");
       break;
    default:
-      ;
+      /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
+      append(dst, "driverState");
    }
 }
 
@@ -818,16 +901,16 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
    char tmp[30];
 
    append(str, "state.");
-   append_token(str, (gl_state_index) state[0]);
+   append_token(str, state[0]);
 
    switch (state[0]) {
    case STATE_MATERIAL:
       append_face(str, state[1]);
-      append_token(str, (gl_state_index) state[2]);
+      append_token(str, state[2]);
       break;
    case STATE_LIGHT:
       append_index(str, state[1]); /* light number [i]. */
-      append_token(str, (gl_state_index) state[2]); /* coefficients */
+      append_token(str, state[2]); /* coefficients */
       break;
    case STATE_LIGHTMODEL_AMBIENT:
       append(str, "lightmodel.ambient");
@@ -843,11 +926,11 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
    case STATE_LIGHTPROD:
       append_index(str, state[1]); /* light number [i]. */
       append_face(str, state[2]);
-      append_token(str, (gl_state_index) state[3]);
+      append_token(str, state[3]);
       break;
    case STATE_TEXGEN:
       append_index(str, state[1]); /* tex unit [i] */
-      append_token(str, (gl_state_index) state[2]); /* plane coef */
+      append_token(str, state[2]); /* plane coef */
       break;
    case STATE_TEXENV_COLOR:
       append_index(str, state[1]); /* tex unit [i] */
@@ -869,11 +952,11 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
          /* state[2] = first row to fetch */
          /* state[3] = last row to fetch */
          /* state[4] = transpose, inverse or invtrans */
-         const gl_state_index mat = (gl_state_index) state[0];
+         const gl_state_index mat = state[0];
          const GLuint index = (GLuint) state[1];
          const GLuint firstRow = (GLuint) state[2];
          const GLuint lastRow = (GLuint) state[3];
-         const gl_state_index modifier = (gl_state_index) state[4];
+         const gl_state_index modifier = state[4];
          if (index ||
              mat == STATE_TEXTURE_MATRIX ||
              mat == STATE_PROGRAM_MATRIX)
@@ -901,11 +984,14 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
    case STATE_VERTEX_PROGRAM:
       /* state[1] = {STATE_ENV, STATE_LOCAL} */
       /* state[2] = parameter index          */
-      append_token(str, (gl_state_index) state[1]);
+      append_token(str, state[1]);
       append_index(str, state[2]);
       break;
    case STATE_INTERNAL:
-      break;
+      append_token(str, state[1]);
+      if (state[1] == STATE_CURRENT_ATTRIB)
+         append_index(str, state[2]);
+       break;
    default:
       _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
       break;