X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fstate.c;h=3e2eb28dcc5a6ae65df6c65356d7efb003998576;hb=68cfc65ccbca748f0dfdc85876b9b5c02e598c11;hp=4e66310afed8803a5bc203fc6d2a16a00f3c01ea;hpb=4f57fbb507c77a627c9660756ce1b7ab8bcfeb78;p=mesa.git diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c index 4e66310afed..3e2eb28dcc5 100644 --- a/src/mesa/main/state.c +++ b/src/mesa/main/state.c @@ -1,6 +1,5 @@ /* * Mesa 3-D graphics library - * Version: 7.3 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * @@ -17,9 +16,10 @@ * 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. */ @@ -51,36 +51,14 @@ #include "texobj.h" #include "texstate.h" #include "varray.h" +#include "vbo/vbo.h" +#include "viewport.h" #include "blend.h" /** - * Update the following fields: - * ctx->VertexProgram._Enabled - * ctx->FragmentProgram._Enabled - * ctx->ATIFragmentShader._Enabled - * This needs to be done before texture state validation. - */ -static void -update_program_enables(struct gl_context *ctx) -{ - /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment - * program is enabled AND valid. Similarly for ATI fragment shaders. - * GLSL shaders not relevant here. - */ - ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled - && ctx->VertexProgram.Current->Base.Instructions; - ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled - && ctx->FragmentProgram.Current->Base.Instructions; - ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled - && ctx->ATIFragmentShader.Current->Instructions[0]; -} - - -/** - * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point - * to the current/active programs. Then call ctx->Driver.BindProgram() to - * tell the driver which programs to use. + * Update the ctx->*Program._Current pointers to point to the + * current/active programs. * * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment * programs or programs derived from fixed-function state. @@ -94,13 +72,24 @@ update_program_enables(struct gl_context *ctx) 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_vertex_program *prevVP = ctx->VertexProgram._Current; - const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; - const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; - GLbitfield new_state = 0x0; + struct gl_program *vsProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; + struct gl_program *tcsProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; + struct gl_program *tesProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; + struct gl_program *gsProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; + struct gl_program *fsProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; + struct gl_program *csProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; + const struct gl_program *prevVP = ctx->VertexProgram._Current; + const struct gl_program *prevFP = ctx->FragmentProgram._Current; + const struct gl_program *prevGP = ctx->GeometryProgram._Current; + const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current; + const struct gl_program *prevTEP = ctx->TessEvalProgram._Current; + const struct gl_program *prevCP = ctx->ComputeProgram._Current; /* * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current @@ -111,151 +100,171 @@ update_program(struct gl_context *ctx) * follows: * 1. OpenGL 2.0/ARB vertex/fragment shaders * 2. ARB/NV vertex/fragment programs - * 3. Programs derived from fixed-function state. + * 3. ATI fragment shader + * 4. Programs derived from fixed-function state. * * Note: it's possible for a vertex shader to get used with a fragment * program (and vice versa) here, but in practice that shouldn't ever * come up, or matter. */ - if (fsProg && fsProg->LinkStatus - && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { + if (fsProg) { /* Use GLSL fragment shader */ - _mesa_reference_shader_program(ctx, - &ctx->Shader._CurrentFragmentProgram, - fsProg); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, - gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, - NULL); + _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg); + _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, + NULL); } - else if (ctx->FragmentProgram._Enabled) { + else if (_mesa_arb_fragment_program_enabled(ctx)) { /* Use user-defined fragment program */ - _mesa_reference_shader_program(ctx, - &ctx->Shader._CurrentFragmentProgram, - NULL); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, - ctx->FragmentProgram.Current); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, - NULL); + _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, + ctx->FragmentProgram.Current); + _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, + NULL); + } + else if (_mesa_ati_fragment_shader_enabled(ctx) && + ctx->ATIFragmentShader.Current->Program) { + /* Use the enabled ATI fragment shader's associated program */ + _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, + ctx->ATIFragmentShader.Current->Program); + _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, + NULL); } else if (ctx->FragmentProgram._MaintainTexEnvProgram) { /* Use fragment program generated from fixed-function state */ struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx); - _mesa_reference_shader_program(ctx, - &ctx->Shader._CurrentFragmentProgram, - f); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, - gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, - gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); + _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, + f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program); + _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, + f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program); } else { /* No fragment program */ - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, - NULL); + _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL); + _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, + NULL); } - if (gsProg && gsProg->LinkStatus - && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { + if (gsProg) { /* Use GLSL geometry shader */ - _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, - gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program)); + _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg); } else { /* No geometry program */ - _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); + _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL); + } + + if (tesProg) { + /* Use GLSL tessellation evaluation shader */ + _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg); + } + else { + /* No tessellation evaluation program */ + _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL); + } + + if (tcsProg) { + /* Use GLSL tessellation control shader */ + _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg); + } + else { + /* No tessellation control program */ + _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL); } /* Examine vertex program after fragment program as * _mesa_get_fixed_func_vertex_program() needs to know active * fragprog inputs. */ - if (vsProg && vsProg->LinkStatus - && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) { + if (vsProg) { /* Use GLSL vertex shader */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, - gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program)); + assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode); + _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg); } - else if (ctx->VertexProgram._Enabled) { + else if (_mesa_arb_vertex_program_enabled(ctx)) { /* Use user-defined vertex program */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, - ctx->VertexProgram.Current); + assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode); + _mesa_reference_program(ctx, &ctx->VertexProgram._Current, + ctx->VertexProgram.Current); } else if (ctx->VertexProgram._MaintainTnlProgram) { /* Use vertex program generated from fixed-function state */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, - _mesa_get_fixed_func_vertex_program(ctx)); - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, - ctx->VertexProgram._Current); + assert(VP_MODE_FF == ctx->VertexProgram._VPMode); + _mesa_reference_program(ctx, &ctx->VertexProgram._Current, + _mesa_get_fixed_func_vertex_program(ctx)); + _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram, + ctx->VertexProgram._Current); } else { /* no vertex program */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); + assert(VP_MODE_FF == ctx->VertexProgram._VPMode); + _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL); + } + + if (csProg) { + /* Use GLSL compute shader */ + _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg); + } else { + /* no compute program */ + _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL); } /* Let the driver know what's happening: */ - if (ctx->FragmentProgram._Current != prevFP) { - new_state |= _NEW_PROGRAM; - if (ctx->Driver.BindProgram) { - ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, - (struct gl_program *) ctx->FragmentProgram._Current); - } - } + if (ctx->FragmentProgram._Current != prevFP || + ctx->VertexProgram._Current != prevVP || + ctx->GeometryProgram._Current != prevGP || + ctx->TessEvalProgram._Current != prevTEP || + ctx->TessCtrlProgram._Current != prevTCP || + ctx->ComputeProgram._Current != prevCP) + return _NEW_PROGRAM; + + return 0; +} - if (ctx->GeometryProgram._Current != prevGP) { - new_state |= _NEW_PROGRAM; - if (ctx->Driver.BindProgram) { - ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM, - (struct gl_program *) ctx->GeometryProgram._Current); - } - } - if (ctx->VertexProgram._Current != prevVP) { - new_state |= _NEW_PROGRAM; - if (ctx->Driver.BindProgram) { - ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, - (struct gl_program *) ctx->VertexProgram._Current); +static GLbitfield +update_single_program_constants(struct gl_context *ctx, + struct gl_program *prog, + gl_shader_stage stage) +{ + if (prog) { + const struct gl_program_parameter_list *params = prog->Parameters; + if (params && params->StateFlags & ctx->NewState) { + if (ctx->DriverFlags.NewShaderConstants[stage]) + ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage]; + else + return _NEW_PROGRAM_CONSTANTS; } } - - return new_state; + return 0; } /** + * This updates fixed-func state constants such as gl_ModelViewMatrix. * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. */ static GLbitfield update_program_constants(struct gl_context *ctx) { - GLbitfield new_state = 0x0; - - if (ctx->FragmentProgram._Current) { - const struct gl_program_parameter_list *params = - ctx->FragmentProgram._Current->Base.Parameters; - if (params && params->StateFlags & ctx->NewState) { - new_state |= _NEW_PROGRAM_CONSTANTS; - } - } - - 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; - } - } - - if (ctx->VertexProgram._Current) { - const struct gl_program_parameter_list *params = - ctx->VertexProgram._Current->Base.Parameters; - if (params && params->StateFlags & ctx->NewState) { - new_state |= _NEW_PROGRAM_CONSTANTS; + GLbitfield new_state = + update_single_program_constants(ctx, ctx->VertexProgram._Current, + MESA_SHADER_VERTEX) | + update_single_program_constants(ctx, ctx->FragmentProgram._Current, + MESA_SHADER_FRAGMENT); + + if (ctx->API == API_OPENGL_COMPAT && + ctx->Const.GLSLVersionCompat >= 150) { + new_state |= + update_single_program_constants(ctx, ctx->GeometryProgram._Current, + MESA_SHADER_GEOMETRY); + + if (_mesa_has_ARB_tessellation_shader(ctx)) { + new_state |= + update_single_program_constants(ctx, ctx->TessCtrlProgram._Current, + MESA_SHADER_TESS_CTRL) | + update_single_program_constants(ctx, ctx->TessEvalProgram._Current, + MESA_SHADER_TESS_EVAL); } } @@ -263,119 +272,6 @@ update_program_constants(struct gl_context *ctx) } - - -static void -update_viewport_matrix(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); -} - - -/** - * Update derived multisample state. - */ -static void -update_multisample(struct gl_context *ctx) -{ - ctx->Multisample._Enabled = GL_FALSE; - if (ctx->Multisample.Enabled && - ctx->DrawBuffer && - ctx->DrawBuffer->Visual.sampleBuffers) - ctx->Multisample._Enabled = GL_TRUE; -} - - -/** - * Update the ctx->VertexProgram._TwoSideEnabled flag. - */ -static void -update_twoside(struct gl_context *ctx) -{ - if (ctx->Shader.CurrentVertexProgram || - ctx->VertexProgram._Enabled) { - ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled; - } else { - ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled && - ctx->Light.Model.TwoSide); - } -} - - -/* - * 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._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 @@ -392,114 +288,100 @@ void _mesa_update_state_locked( struct gl_context *ctx ) { GLbitfield new_state = ctx->NewState; - GLbitfield prog_flags = _NEW_PROGRAM; GLbitfield new_prog_state = 0x0; + const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE); - if (new_state == _NEW_CURRENT_ATTRIB) + /* we can skip a bunch of state validation checks if the dirty + * state matches one or more bits in 'computed_states'. + */ + if ((new_state & computed_states) == 0) goto out; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); - /* Determine which state flags effect vertex/fragment program state */ - if (ctx->FragmentProgram._MaintainTexEnvProgram) { - prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | - _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | - _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP | - _NEW_COLOR); - } - if (ctx->VertexProgram._MaintainTnlProgram) { - prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE | - _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | - _NEW_FOG | _NEW_LIGHT | - _MESA_NEW_NEED_EYE_COORDS); - } - - /* - * Now update derived state info - */ - - if (new_state & prog_flags) - update_program_enables( ctx ); - - if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) - _mesa_update_modelview_project( ctx, new_state ); - - if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) - _mesa_update_texture( ctx, new_state ); - if (new_state & _NEW_BUFFERS) - _mesa_update_framebuffer(ctx); - - 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_STENCIL | _NEW_BUFFERS)) - _mesa_update_stencil( ctx ); + _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer); + + /* Handle Core and Compatibility contexts separately. */ + if (ctx->API == API_OPENGL_COMPAT || + ctx->API == API_OPENGLES) { + GLbitfield prog_flags = _NEW_PROGRAM; + + /* Determine which state flags effect vertex/fragment program state */ + if (ctx->FragmentProgram._MaintainTexEnvProgram) { + prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG | + _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | + _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP | + _NEW_COLOR | _NEW_TEXTURE_STATE); + } + if (ctx->VertexProgram._MaintainTnlProgram) { + prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT | + _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | + _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE | + _MESA_NEW_NEED_EYE_COORDS); + } - if (new_state & _NEW_PIXEL) - _mesa_update_pixel( ctx, new_state ); + /* + * Now update derived state info + */ + if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) + _mesa_update_modelview_project( ctx, new_state ); - if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) - update_viewport_matrix(ctx); + if (new_state & _NEW_TEXTURE_MATRIX) + _mesa_update_texture_matrices(ctx); - if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS)) - update_multisample( ctx ); + if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM)) + _mesa_update_texture_state(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 + if (new_state & _NEW_LIGHT) + _mesa_update_lighting(ctx); - /* ctx->_NeedEyeCoords is now up to date. - * - * If the truth value of this variable has changed, update for the - * new lighting space and recompute the positions of lights and the - * normal transform. - * - * If the lighting space hasn't changed, may still need to recompute - * light positions & normal transforms for other reasons. - */ - if (new_state & _MESA_NEW_NEED_EYE_COORDS) - _mesa_update_tnl_spaces( ctx, new_state ); + if (new_state & _NEW_PIXEL) + _mesa_update_pixel( ctx ); - if (new_state & prog_flags) { - /* When we generate programs from fixed-function vertex/fragment state - * this call may generate/bind a new program. If so, we need to - * propogate the _NEW_PROGRAM flag to the driver. + /* ctx->_NeedEyeCoords is now up to date. + * + * If the truth value of this variable has changed, update for the + * new lighting space and recompute the positions of lights and the + * normal transform. + * + * If the lighting space hasn't changed, may still need to recompute + * light positions & normal transforms for other reasons. */ - new_prog_state |= update_program( ctx ); - } + if (new_state & _MESA_NEW_NEED_EYE_COORDS) + _mesa_update_tnl_spaces( ctx, new_state ); + + if (new_state & prog_flags) { + /* When we generate programs from fixed-function vertex/fragment state + * this call may generate/bind a new program. If so, we need to + * propogate the _NEW_PROGRAM flag to the driver. + */ + new_prog_state |= update_program(ctx); + } + } else { + /* GL Core and GLES 2/3 contexts */ + if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM)) + _mesa_update_texture_state(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_PROGRAM) + update_program(ctx); + } out: new_prog_state |= update_program_constants(ctx); + ctx->NewState |= new_prog_state; + vbo_exec_invalidate_state(ctx); + /* * Give the driver a chance to act upon the new_state flags. * The driver might plug in different span functions, for example. * Also, this is where the driver can invalidate the state of any * active modules (such as swrast_setup, swrast, tnl, etc). - * - * Set ctx->NewState to zero to avoid recursion if - * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) */ - new_state = ctx->NewState | new_prog_state; + ctx->Driver.UpdateState(ctx); ctx->NewState = 0; - ctx->Driver.UpdateState(ctx, new_state); - ctx->Array.ArrayObj->NewArrays = 0x0; } @@ -538,24 +420,24 @@ _mesa_update_state( struct gl_context *ctx ) * may vary or otherwise differ from the ctx->Current values. * Otherwise, the fp should track them as state values instead. */ -void -_mesa_set_varying_vp_inputs( struct gl_context *ctx, - GLbitfield64 varying_inputs ) +static void +set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs) { + /* + * The gl_context::varying_vp_inputs value is only used when in + * VP_MODE_FF mode. + */ + if (VP_MODE_FF != ctx->VertexProgram._VPMode) + return; + + /* Only fixed-func generated programs ever uses varying_vp_inputs. */ + if (!ctx->VertexProgram._MaintainTnlProgram && + !ctx->FragmentProgram._MaintainTexEnvProgram) + return; + if (ctx->varying_vp_inputs != varying_inputs) { ctx->varying_vp_inputs = varying_inputs; - - /* 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);*/ + ctx->NewState |= _NEW_VARYING_VP_INPUTS; } } @@ -578,3 +460,82 @@ _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) ctx->NewState |= _NEW_PROGRAM; } } + + +static void +set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m) +{ + if (ctx->VertexProgram._VPMode == m) + return; + + /* On change we may get new maps into the current values */ + ctx->NewDriverState |= ctx->DriverFlags.NewArray; + + /* Finally memorize the value */ + ctx->VertexProgram._VPMode = m; + + /* Since we only track the varying inputs while being in fixed function + * vertex processing mode, we may need to recheck for the + * _NEW_VARYING_VP_INPUTS bit. + */ + set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs); +} + + +/** + * Update ctx->VertexProgram._VPMode. + * This is to distinguish whether we're running + * a vertex program/shader, + * a fixed-function TNL program or + * a fixed function vertex transformation without any program. + */ +void +_mesa_update_vertex_processing_mode(struct gl_context *ctx) +{ + if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) + set_vertex_processing_mode(ctx, VP_MODE_SHADER); + else if (_mesa_arb_vertex_program_enabled(ctx)) + set_vertex_processing_mode(ctx, VP_MODE_SHADER); + else + set_vertex_processing_mode(ctx, VP_MODE_FF); +} + + +/** + * Set the _DrawVAO and the net enabled arrays. + * The vao->_Enabled bitmask is transformed due to position/generic0 + * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied + * to filter out arrays unwanted for the currently executed draw operation. + * For example, the generic attributes are masked out form the _DrawVAO's + * enabled arrays when a fixed function array draw is executed. + */ +void +_mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao, + GLbitfield filter) +{ + struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO; + bool new_array = false; + if (*ptr != vao) { + _mesa_reference_vao_(ctx, ptr, vao); + + new_array = true; + } + + if (vao->NewArrays) { + _mesa_update_vao_derived_arrays(ctx, vao); + vao->NewArrays = 0; + + new_array = true; + } + + /* May shuffle the position and generic0 bits around, filter out unwanted */ + const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao); + if (ctx->Array._DrawVAOEnabledAttribs != enabled) + new_array = true; + + if (new_array) + ctx->NewDriverState |= ctx->DriverFlags.NewArray; + + ctx->Array._DrawVAOEnabledAttribs = enabled; + set_varying_vp_inputs(ctx, enabled); +}