#include "shader/program.h"
#include "texenvprogram.h"
#endif
+#include "tnl/t_vp_build.h"
#if FEATURE_ARB_shader_objects
#include "shaders.h"
#endif
}
-/**
- * Update derived vertex/fragment program state.
- */
static void
update_program(GLcontext *ctx)
{
const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
+ const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
/* These _Enabled flags indicate if the program is enabled AND valid. */
ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
/*
* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
- * pointers to the programs that should be enabled/used.
+ * pointers to the programs that should be enabled/used. These will only
+ * be NULL if we need to use the fixed-function code.
*
* These programs may come from several sources. The priority is as
* follows:
* 1. OpenGL 2.0/ARB vertex/fragment shaders
* 2. ARB/NV vertex/fragment programs
* 3. 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.
*/
- ctx->FragmentProgram._Current = NULL;
-
- if (shProg && shProg->LinkStatus) {
- /* Use shader programs */
- /* XXX this isn't quite right, since we may have either a vertex
- * _or_ fragment shader (not always both).
- */
- ctx->VertexProgram._Current = shProg->VertexProgram;
+ /**
+ ** Fragment program
+ **/
+#if 1
+ /* XXX get rid of this someday? */
+ ctx->FragmentProgram._Active = GL_FALSE;
+#endif
+ if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
+ /* user-defined fragment shader */
ctx->FragmentProgram._Current = shProg->FragmentProgram;
}
+ else if (ctx->FragmentProgram._Enabled) {
+ /* use user-defined fragment program */
+ ctx->FragmentProgram._Current = ctx->FragmentProgram.Current;
+ }
+ else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
+ /* fragment program generated from fixed-function state */
+ ctx->FragmentProgram._Current = _mesa_get_fixed_func_fragment_program(ctx);
+ ctx->FragmentProgram._TexEnvProgram = ctx->FragmentProgram._Current;
+
+ /* XXX get rid of this confusing stuff someday? */
+ ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
+ if (ctx->FragmentProgram._UseTexEnvProgram)
+ ctx->FragmentProgram._Active = GL_TRUE;
+ }
else {
- if (ctx->VertexProgram._Enabled) {
- /* use user-defined vertex program */
- ctx->VertexProgram._Current = ctx->VertexProgram.Current;
- }
- else if (ctx->VertexProgram._MaintainTnlProgram) {
- /* Use vertex program generated from fixed-function state.
- * The _Current pointer will get set in
- * _tnl_UpdateFixedFunctionProgram() later if appropriate.
- */
- ctx->VertexProgram._Current = NULL;
- }
- else {
- /* no vertex program */
- ctx->VertexProgram._Current = NULL;
- }
+ /* no fragment program */
+ ctx->FragmentProgram._Current = NULL;
+ }
- if (ctx->FragmentProgram._Enabled) {
- /* use user-defined vertex program */
- ctx->FragmentProgram._Current = ctx->FragmentProgram.Current;
- }
- else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
- /* Use fragment program generated from fixed-function state.
- * The _Current pointer will get set in _mesa_UpdateTexEnvProgram()
- * later if appropriate.
- */
- ctx->FragmentProgram._Current = NULL;
- }
- else {
- /* no fragment program */
- ctx->FragmentProgram._Current = NULL;
- }
+ if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
+ ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
+ (struct gl_program *) ctx->FragmentProgram._Current);
}
- ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
- if (ctx->FragmentProgram._MaintainTexEnvProgram &&
- !ctx->FragmentProgram._Enabled) {
- if (ctx->FragmentProgram._UseTexEnvProgram)
- ctx->FragmentProgram._Active = GL_TRUE;
+ /**
+ ** Vertex program
+ **/
+#if 1
+ /* XXX get rid of this someday? */
+ ctx->VertexProgram._TnlProgram = NULL;
+#endif
+ if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
+ /* user-defined vertex shader */
+ ctx->VertexProgram._Current = shProg->VertexProgram;
+ }
+ else if (ctx->VertexProgram._Enabled) {
+ /* use user-defined vertex program */
+ ctx->VertexProgram._Current = ctx->VertexProgram.Current;
+ }
+ else if (ctx->VertexProgram._MaintainTnlProgram) {
+ /* vertex program generated from fixed-function state */
+ ctx->VertexProgram._Current = _mesa_get_fixed_func_vertex_program(ctx);
+ ctx->VertexProgram._TnlProgram = ctx->VertexProgram._Current;
+ }
+ else {
+ /* no vertex program / used fixed-function code */
+ ctx->VertexProgram._Current = NULL;
+ }
+
+ if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
+ ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
+ (struct gl_program *) ctx->VertexProgram._Current);
}
}
_mesa_update_state_locked( GLcontext *ctx )
{
GLbitfield new_state = ctx->NewState;
+ GLbitfield prog_flags = _NEW_PROGRAM;
if (MESA_VERBOSE & VERBOSE_STATE)
_mesa_print_state("_mesa_update_state", new_state);
- if (new_state & _NEW_PROGRAM)
- update_program( ctx );
-
if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
_mesa_update_modelview_project( ctx, new_state );
update_tricaps( ctx, new_state );
if (ctx->FragmentProgram._MaintainTexEnvProgram) {
- if (new_state & (_NEW_TEXTURE | _DD_NEW_SEPARATE_SPECULAR | _NEW_FOG))
- _mesa_UpdateTexEnvProgram(ctx);
+ prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
}
+ if (ctx->VertexProgram._MaintainTnlProgram) {
+ prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _NEW_LIGHT);
+ }
+ if (new_state & prog_flags)
+ update_program( ctx );
+
/* ctx->_NeedEyeCoords is now up to date.
*