*/
-#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"
/**
ADD_3V(value, p, eye_z);
NORMALIZE_3FV(value);
value[3] = 1.0;
- }
+ }
return;
default:
_mesa_problem(ctx, "Invalid light state in fetch_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");
}
}
case STATE_TEXENV_COLOR:
- {
+ {
/* state[1] is the texture unit */
const GLuint unit = (GLuint) state[1];
COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
- }
+ }
return;
case STATE_FOG_COLOR:
COPY_4V(value, ctx->Fog.Color);
value[1] = ctx->Fog.Start;
value[2] = ctx->Fog.End;
value[3] = (ctx->Fog.End == ctx->Fog.Start)
- ? 1.0 : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
+ ? 1.0f : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
return;
case STATE_CLIPPLANE:
{
}
}
return;
-
+
case STATE_VERTEX_PROGRAM:
{
/* state[1] = {STATE_ENV, STATE_LOCAL} */
case STATE_INTERNAL:
switch (state[1]) {
+ 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,
ctx->_ModelViewInvScale,
= ctx->Texture.Unit[unit]._Current;
if (texObj) {
struct gl_texture_image *texImage = texObj->Image[0][0];
- ASSIGN_4V(value, 1.0 / texImage->Width,
+ ASSIGN_4V(value, (GLfloat) (1.0 / texImage->Width),
(GLfloat)(1.0 / texImage->Height),
- 0.0, 1.0);
+ 0.0f, 1.0f);
}
}
return;
* exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
*/
value[0] = (ctx->Fog.End == ctx->Fog.Start)
- ? 1.0 : (GLfloat)(-1.0F / (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);
}
-
case STATE_PT_SCALE:
value[0] = ctx->Pixel.RedScale;
value[1] = ctx->Pixel.GreenScale;
case STATE_PCM_BIAS:
COPY_4V(value, ctx->Pixel.PostColorMatrixBias);
break;
+ 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] =
+ value[1] =
+ value[2] =
+ value[3] = texObj->CompareFailValue;
+ }
+ }
+ 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;
+ }
+ break;
+ 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;
+ }
+ 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.
case STATE_INTERNAL:
switch (state[1]) {
+ case STATE_CURRENT_ATTRIB:
+ return _NEW_CURRENT_ATTRIB;
+
+ case STATE_NORMAL_SCALE:
+ return _NEW_MODELVIEW;
+
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;
+ 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.
}
+/**
+ * Convert token 'k' to a string, append it onto 'dst' string.
+ */
static void
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_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");
case STATE_PCM_BIAS:
append(dst, "PCMbias");
break;
+ case STATE_SHADOW_AMBIENT:
+ append(dst, "CompareFailValue");
+ 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");
}
}
* 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] = "";
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");
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] */
/* 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)
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:
+ append_token(str, state[1]);
break;
default:
_mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
for (i = 0; i < paramList->NumParameters; i++) {
if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
- _mesa_fetch_state(ctx,
+ _mesa_fetch_state(ctx,
(gl_state_index *) paramList->Parameters[i].StateIndexes,
paramList->ParameterValues[i]);
}
}
}
+
+/**
+ * Copy the 16 elements of a matrix into four consecutive program
+ * registers starting at 'pos'.
+ */
+static void
+load_matrix(GLfloat registers[][4], GLuint pos, const GLfloat mat[16])
+{
+ GLuint i;
+ for (i = 0; i < 4; i++) {
+ registers[pos + i][0] = mat[0 + i];
+ registers[pos + i][1] = mat[4 + i];
+ registers[pos + i][2] = mat[8 + i];
+ registers[pos + i][3] = mat[12 + i];
+ }
+}
+
+
+/**
+ * As above, but transpose the matrix.
+ */
+static void
+load_transpose_matrix(GLfloat registers[][4], GLuint pos,
+ const GLfloat mat[16])
+{
+ MEMCPY(registers[pos], mat, 16 * sizeof(GLfloat));
+}
+
+
+/**
+ * Load current vertex program's parameter registers with tracked
+ * matrices (if NV program). This only needs to be done per
+ * glBegin/glEnd, not per-vertex.
+ */
+void
+_mesa_load_tracked_matrices(GLcontext *ctx)
+{
+ GLuint i;
+
+ for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
+ /* point 'mat' at source matrix */
+ GLmatrix *mat;
+ if (ctx->VertexProgram.TrackMatrix[i] == GL_MODELVIEW) {
+ mat = ctx->ModelviewMatrixStack.Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] == GL_PROJECTION) {
+ mat = ctx->ProjectionMatrixStack.Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] == GL_TEXTURE) {
+ mat = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] == GL_COLOR) {
+ mat = ctx->ColorMatrixStack.Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i]==GL_MODELVIEW_PROJECTION_NV) {
+ /* XXX verify the combined matrix is up to date */
+ mat = &ctx->_ModelProjectMatrix;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] >= GL_MATRIX0_NV &&
+ ctx->VertexProgram.TrackMatrix[i] <= GL_MATRIX7_NV) {
+ GLuint n = ctx->VertexProgram.TrackMatrix[i] - GL_MATRIX0_NV;
+ ASSERT(n < MAX_PROGRAM_MATRICES);
+ mat = ctx->ProgramMatrixStack[n].Top;
+ }
+ else {
+ /* no matrix is tracked, but we leave the register values as-is */
+ assert(ctx->VertexProgram.TrackMatrix[i] == GL_NONE);
+ continue;
+ }
+
+ /* load the matrix values into sequential registers */
+ if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_IDENTITY_NV) {
+ load_matrix(ctx->VertexProgram.Parameters, i*4, mat->m);
+ }
+ else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_INVERSE_NV) {
+ _math_matrix_analyse(mat); /* update the inverse */
+ ASSERT(!_math_matrix_is_dirty(mat));
+ load_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
+ }
+ else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_TRANSPOSE_NV) {
+ load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->m);
+ }
+ else {
+ assert(ctx->VertexProgram.TrackMatrixTransform[i]
+ == GL_INVERSE_TRANSPOSE_NV);
+ _math_matrix_analyse(mat); /* update the inverse */
+ ASSERT(!_math_matrix_is_dirty(mat));
+ load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
+ }
+ }
+}