mesa: add missing state dependencies for various tracked constants
[mesa.git] / src / mesa / shader / prog_statevars.c
index 953fbb9b9f78fd932fe78c5aef3cf708d8fc79d5..47c46f63ec972576f1ae8959100a094928819b69 100644 (file)
@@ -1,6 +1,6 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5.3
+ * Version:  7.1
  *
  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
  *
  */
 
 
-#include "glheader.h"
-#include "context.h"
-#include "hash.h"
-#include "imports.h"
-#include "macros.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/hash.h"
+#include "main/imports.h"
+#include "main/macros.h"
+#include "main/mtypes.h"
 #include "prog_statevars.h"
 #include "prog_parameter.h"
-#include "nvvertparse.h"
 
 
 /**
@@ -121,23 +120,19 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
             return;
          case STATE_HALF_VECTOR:
             {
-               GLfloat eye_z[] = {0, 0, 1};
-                                       
+               static const GLfloat eye_z[] = {0, 0, 1};
+               GLfloat p[3];
                /* Compute infinite half angle vector:
-                *   half-vector = light_position + (0, 0, 1) 
-                * and then normalize.  w = 0
-               *
+                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
                * light.EyePosition.w should be 0 for infinite lights.
                 */
-              ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
+               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
+               NORMALIZE_3FV(p);
+              ADD_3V(value, p, eye_z);
               NORMALIZE_3FV(value);
-              value[3] = 0;
+              value[3] = 1.0;
             }                                            
             return;
-        case STATE_POSITION_NORMALIZED:
-            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
-           NORMALIZE_3FV( value );
-            return;
          default:
             _mesa_problem(ctx, "Invalid light state in fetch_state");
             return;
@@ -181,7 +176,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
                      ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
                }
                /* [3] = material alpha */
-               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
                return;
             case STATE_DIFFUSE:
                for (i = 0; i < 3; i++) {
@@ -197,7 +192,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
                      ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
                }
                /* [3] = material alpha */
-               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
                return;
             default:
                _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
@@ -253,7 +248,8 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
       value[0] = ctx->Fog.Density;
       value[1] = ctx->Fog.Start;
       value[2] = ctx->Fog.End;
-      value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+      value[3] = (ctx->Fog.End == ctx->Fog.Start)
+         ? 1.0f : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
       return;
    case STATE_CLIPPLANE:
       {
@@ -278,6 +274,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
    case STATE_MVP_MATRIX:
    case STATE_TEXTURE_MATRIX:
    case STATE_PROGRAM_MATRIX:
+   case STATE_COLOR_MATRIX:
       {
          /* state[0] = modelview, projection, texture, etc. */
          /* state[1] = which texture matrix or program matrix */
@@ -311,6 +308,9 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
          else if (mat == STATE_PROGRAM_MATRIX) {
             matrix = ctx->ProgramMatrixStack[index].Top;
          }
+         else if (mat == STATE_COLOR_MATRIX) {
+            matrix = ctx->ColorMatrixStack.Top;
+         }
          else {
             _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
             return;
@@ -349,7 +349,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
       value[0] = ctx->Viewport.Near;                     /* near       */
       value[1] = ctx->Viewport.Far;                      /* far        */
       value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
-      value[3] = 0;
+      value[3] = 1.0;
       return;
    case STATE_FRAGMENT_PROGRAM:
       {
@@ -396,7 +396,11 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
    case STATE_INTERNAL:
       switch (state[1]) {
       case STATE_NORMAL_SCALE:
-         ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
+         ASSIGN_4V(value, 
+                   ctx->_ModelViewInvScale, 
+                   ctx->_ModelViewInvScale, 
+                   ctx->_ModelViewInvScale, 
+                   1);
          return;
       case STATE_TEXRECT_SCALE:
          {
@@ -405,9 +409,9 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
                = ctx->Texture.Unit[unit]._Current;
             if (texObj) {
                struct gl_texture_image *texImage = texObj->Image[0][0];
-               ASSIGN_4V(value, 1.0 / texImage->Width,
-                         1.0 / texImage->Height,
-                         0.0, 1.0);
+               ASSIGN_4V(value, (GLfloat) (1.0 / texImage->Width),
+                         (GLfloat)(1.0 / texImage->Height),
+                         0.0f, 1.0f);
             }
          }
          return;
@@ -420,20 +424,74 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
           * exp: 2^-(density/ln(2) * fogcoord)
           * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
           */
-         value[0] = -1.0F / (ctx->Fog.End - ctx->Fog.Start);
-         value[1] = ctx->Fog.End / (ctx->Fog.End - ctx->Fog.Start);
-         value[2] = ctx->Fog.Density * ONE_DIV_LN2;
-         value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
+         value[0] = (ctx->Fog.End == ctx->Fog.Start)
+            ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
+         value[1] = ctx->Fog.End * -value[0];
+         value[2] = (GLfloat)(ctx->Fog.Density * ONE_DIV_LN2);
+         value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
          return;
-      case STATE_SPOT_DIR_NORMALIZED: {
+
+      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].EyeDirection);
-         NORMALIZE_3FV(value);
+         COPY_3V(value, ctx->Light.Light[ln]._NormDirection);
          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);
+         return;
+      }
+
+      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;
+         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;
+      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;
+      case STATE_PCM_SCALE:
+         COPY_4V(value, ctx->Pixel.PostColorMatrixScale);
+         break;
+      case STATE_PCM_BIAS:
+         COPY_4V(value, ctx->Pixel.PostColorMatrixBias);
+         break;
+
+         /* 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.
@@ -492,6 +550,8 @@ _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
       return _NEW_TEXTURE_MATRIX;
    case STATE_PROGRAM_MATRIX:
       return _NEW_TRACK_MATRIX;
+   case STATE_COLOR_MATRIX:
+      return _NEW_COLOR_MATRIX;
 
    case STATE_DEPTH_RANGE:
       return _NEW_VIEWPORT;
@@ -505,8 +565,26 @@ _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
 
    case STATE_INTERNAL:
       switch (state[1]) {
+
+      case STATE_NORMAL_SCALE:
+         return _NEW_MODELVIEW;
+
       case STATE_TEXRECT_SCALE:
         return _NEW_TEXTURE;
+      case STATE_FOG_PARAMS_OPTIMIZED:
+        return _NEW_FOG;
+      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
+      case STATE_LIGHT_POSITION:
+      case STATE_LIGHT_POSITION_NORMALIZED:
+      case STATE_LIGHT_HALF_VECTOR:
+         return _NEW_LIGHT;
+
+      case STATE_PT_SCALE:
+      case STATE_PT_BIAS:
+      case STATE_PCM_SCALE:
+      case STATE_PCM_BIAS:
+         return _NEW_PIXEL;
+
       default:
          /* unknown state indexes are silently ignored and
          *  no flag set, since it is handled by the driver.
@@ -583,6 +661,9 @@ append_token(char *dst, gl_state_index k)
    case STATE_PROGRAM_MATRIX:
       append(dst, "matrix.program");
       break;
+   case STATE_COLOR_MATRIX:
+      append(dst, "matrix.color");
+      break;
    case STATE_MATRIX_INVERSE:
       append(dst, ".inverse");
       break;
@@ -665,9 +746,20 @@ append_token(char *dst, gl_state_index k)
       append(dst, "normalScale");
       break;
    case STATE_INTERNAL:
-   case STATE_POSITION_NORMALIZED:
       append(dst, "(internal)");
       break;
+   case STATE_PT_SCALE:
+      append(dst, "PTscale");
+      break;
+   case STATE_PT_BIAS:
+      append(dst, "PTbias");
+      break;
+   case STATE_PCM_SCALE:
+      append(dst, "PCMscale");
+      break;
+   case STATE_PCM_BIAS:
+      append(dst, "PCMbias");
+      break;
    default:
       ;
    }
@@ -695,7 +787,7 @@ append_index(char *dst, GLint index)
  * For example, return "state.matrix.texture[2].inverse".
  * Use _mesa_free() to deallocate the string.
  */
-const char *
+char *
 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
 {
    char str[1000] = "";
@@ -746,6 +838,7 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
    case STATE_MVP_MATRIX:
    case STATE_TEXTURE_MATRIX:
    case STATE_PROGRAM_MATRIX:
+   case STATE_COLOR_MATRIX:
       {
          /* state[0] = modelview, projection, texture, etc. */
          /* state[1] = which texture matrix or program matrix */
@@ -813,6 +906,8 @@ _mesa_load_state_parameters(GLcontext *ctx,
    if (!paramList)
       return;
 
+   /*assert(ctx->Driver.NeedFlush == 0);*/
+
    for (i = 0; i < paramList->NumParameters; i++) {
       if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
          _mesa_fetch_state(ctx,