2239ea4a85b9f94d4cb6b3f2596ba27e12ad9823
[mesa.git] / src / mesa / main / state.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file state.c
28 * State management.
29 *
30 * This file manages recalculation of derived values in GLcontext.
31 */
32
33
34 #include "glheader.h"
35 #include "mtypes.h"
36 #include "context.h"
37 #include "debug.h"
38 #include "macros.h"
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
41 #include "light.h"
42 #include "matrix.h"
43 #include "pixel.h"
44 #include "program/program.h"
45 #include "program/prog_parameter.h"
46 #include "state.h"
47 #include "stencil.h"
48 #include "texenvprogram.h"
49 #include "texobj.h"
50 #include "texstate.h"
51
52
53 static void
54 update_separate_specular(GLcontext *ctx)
55 {
56 if (NEED_SECONDARY_COLOR(ctx))
57 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
58 else
59 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
60 }
61
62
63 /**
64 * Compute the index of the last array element that can be safely accessed
65 * in a vertex array. We can really only do this when the array lives in
66 * a VBO.
67 * The array->_MaxElement field will be updated.
68 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
69 */
70 static void
71 compute_max_element(struct gl_client_array *array)
72 {
73 assert(array->Enabled);
74 if (array->BufferObj->Name) {
75 GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr;
76 GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size;
77
78 if (offset < obj_size) {
79 array->_MaxElement = (obj_size - offset +
80 array->StrideB -
81 array->_ElementSize) / array->StrideB;
82 } else {
83 array->_MaxElement = 0;
84 }
85 }
86 else {
87 /* user-space array, no idea how big it is */
88 array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
89 }
90 }
91
92
93 /**
94 * Helper for update_arrays().
95 * \return min(current min, array->_MaxElement).
96 */
97 static GLuint
98 update_min(GLuint min, struct gl_client_array *array)
99 {
100 compute_max_element(array);
101 return MIN2(min, array->_MaxElement);
102 }
103
104
105 /**
106 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
107 * Need to do this upon new array state or new buffer object state.
108 */
109 static void
110 update_arrays( GLcontext *ctx )
111 {
112 struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
113 GLuint i, min = ~0;
114
115 /* find min of _MaxElement values for all enabled arrays */
116
117 /* 0 */
118 if (ctx->VertexProgram._Current
119 && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
120 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
121 }
122 else if (arrayObj->Vertex.Enabled) {
123 min = update_min(min, &arrayObj->Vertex);
124 }
125
126 /* 1 */
127 if (ctx->VertexProgram._Enabled
128 && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
129 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
130 }
131 /* no conventional vertex weight array */
132
133 /* 2 */
134 if (ctx->VertexProgram._Enabled
135 && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
136 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
137 }
138 else if (arrayObj->Normal.Enabled) {
139 min = update_min(min, &arrayObj->Normal);
140 }
141
142 /* 3 */
143 if (ctx->VertexProgram._Enabled
144 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
145 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
146 }
147 else if (arrayObj->Color.Enabled) {
148 min = update_min(min, &arrayObj->Color);
149 }
150
151 /* 4 */
152 if (ctx->VertexProgram._Enabled
153 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
154 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
155 }
156 else if (arrayObj->SecondaryColor.Enabled) {
157 min = update_min(min, &arrayObj->SecondaryColor);
158 }
159
160 /* 5 */
161 if (ctx->VertexProgram._Enabled
162 && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
163 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
164 }
165 else if (arrayObj->FogCoord.Enabled) {
166 min = update_min(min, &arrayObj->FogCoord);
167 }
168
169 /* 6 */
170 if (ctx->VertexProgram._Enabled
171 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
172 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
173 }
174 else if (arrayObj->Index.Enabled) {
175 min = update_min(min, &arrayObj->Index);
176 }
177
178 /* 7 */
179 if (ctx->VertexProgram._Enabled
180 && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
181 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
182 }
183
184 /* 8..15 */
185 for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
186 if (ctx->VertexProgram._Enabled
187 && arrayObj->VertexAttrib[i].Enabled) {
188 min = update_min(min, &arrayObj->VertexAttrib[i]);
189 }
190 else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
191 && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
192 min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
193 }
194 }
195
196 /* 16..31 */
197 if (ctx->VertexProgram._Current) {
198 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
199 if (arrayObj->VertexAttrib[i].Enabled) {
200 min = update_min(min, &arrayObj->VertexAttrib[i]);
201 }
202 }
203 }
204
205 if (arrayObj->EdgeFlag.Enabled) {
206 min = update_min(min, &arrayObj->EdgeFlag);
207 }
208
209 /* _MaxElement is one past the last legal array element */
210 arrayObj->_MaxElement = min;
211 }
212
213
214 /**
215 * Update the following fields:
216 * ctx->VertexProgram._Enabled
217 * ctx->FragmentProgram._Enabled
218 * ctx->ATIFragmentShader._Enabled
219 * This needs to be done before texture state validation.
220 */
221 static void
222 update_program_enables(GLcontext *ctx)
223 {
224 /* These _Enabled flags indicate if the program is enabled AND valid. */
225 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
226 && ctx->VertexProgram.Current->Base.Instructions;
227 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
228 && ctx->FragmentProgram.Current->Base.Instructions;
229 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
230 && ctx->ATIFragmentShader.Current->Instructions[0];
231 }
232
233
234 /**
235 * Update vertex/fragment program state. In particular, update these fields:
236 * ctx->VertexProgram._Current
237 * ctx->VertexProgram._TnlProgram,
238 * These point to the highest priority enabled vertex/fragment program or are
239 * NULL if fixed-function processing is to be done.
240 *
241 * This function needs to be called after texture state validation in case
242 * we're generating a fragment program from fixed-function texture state.
243 *
244 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
245 * or fragment program is being used.
246 */
247 static GLbitfield
248 update_program(GLcontext *ctx)
249 {
250 const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
251 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
252 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
253 GLbitfield new_state = 0x0;
254
255 /*
256 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
257 * pointers to the programs that should be used for rendering. If either
258 * is NULL, use fixed-function code paths.
259 *
260 * These programs may come from several sources. The priority is as
261 * follows:
262 * 1. OpenGL 2.0/ARB vertex/fragment shaders
263 * 2. ARB/NV vertex/fragment programs
264 * 3. Programs derived from fixed-function state.
265 *
266 * Note: it's possible for a vertex shader to get used with a fragment
267 * program (and vice versa) here, but in practice that shouldn't ever
268 * come up, or matter.
269 */
270
271 if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
272 /* Use shader programs */
273 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
274 shProg->FragmentProgram);
275 }
276 else if (ctx->FragmentProgram._Enabled) {
277 /* use user-defined vertex program */
278 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
279 ctx->FragmentProgram.Current);
280 }
281 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
282 /* Use fragment program generated from fixed-function state.
283 */
284 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
285 _mesa_get_fixed_func_fragment_program(ctx));
286 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
287 ctx->FragmentProgram._Current);
288 }
289 else {
290 /* no fragment program */
291 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
292 }
293
294 /* Examine vertex program after fragment program as
295 * _mesa_get_fixed_func_vertex_program() needs to know active
296 * fragprog inputs.
297 */
298 if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
299 /* Use shader programs */
300 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
301 shProg->VertexProgram);
302 }
303 else if (ctx->VertexProgram._Enabled) {
304 /* use user-defined vertex program */
305 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
306 ctx->VertexProgram.Current);
307 }
308 else if (ctx->VertexProgram._MaintainTnlProgram) {
309 /* Use vertex program generated from fixed-function state.
310 */
311 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
312 _mesa_get_fixed_func_vertex_program(ctx));
313 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
314 ctx->VertexProgram._Current);
315 }
316 else {
317 /* no vertex program */
318 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
319 }
320
321 /* Let the driver know what's happening:
322 */
323 if (ctx->FragmentProgram._Current != prevFP) {
324 new_state |= _NEW_PROGRAM;
325 if (ctx->Driver.BindProgram) {
326 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
327 (struct gl_program *) ctx->FragmentProgram._Current);
328 }
329 }
330
331 if (ctx->VertexProgram._Current != prevVP) {
332 new_state |= _NEW_PROGRAM;
333 if (ctx->Driver.BindProgram) {
334 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
335 (struct gl_program *) ctx->VertexProgram._Current);
336 }
337 }
338
339 return new_state;
340 }
341
342
343 /**
344 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
345 */
346 static GLbitfield
347 update_program_constants(GLcontext *ctx)
348 {
349 GLbitfield new_state = 0x0;
350
351 if (ctx->FragmentProgram._Current) {
352 const struct gl_program_parameter_list *params =
353 ctx->FragmentProgram._Current->Base.Parameters;
354 if (params && params->StateFlags & ctx->NewState) {
355 new_state |= _NEW_PROGRAM_CONSTANTS;
356 }
357 }
358
359 if (ctx->VertexProgram._Current) {
360 const struct gl_program_parameter_list *params =
361 ctx->VertexProgram._Current->Base.Parameters;
362 if (params && params->StateFlags & ctx->NewState) {
363 new_state |= _NEW_PROGRAM_CONSTANTS;
364 }
365 }
366
367 return new_state;
368 }
369
370
371
372
373 static void
374 update_viewport_matrix(GLcontext *ctx)
375 {
376 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
377
378 ASSERT(depthMax > 0);
379
380 /* Compute scale and bias values. This is really driver-specific
381 * and should be maintained elsewhere if at all.
382 * NOTE: RasterPos uses this.
383 */
384 _math_matrix_viewport(&ctx->Viewport._WindowMap,
385 ctx->Viewport.X, ctx->Viewport.Y,
386 ctx->Viewport.Width, ctx->Viewport.Height,
387 ctx->Viewport.Near, ctx->Viewport.Far,
388 depthMax);
389 }
390
391
392 /**
393 * Update derived multisample state.
394 */
395 static void
396 update_multisample(GLcontext *ctx)
397 {
398 ctx->Multisample._Enabled = GL_FALSE;
399 if (ctx->Multisample.Enabled &&
400 ctx->DrawBuffer &&
401 ctx->DrawBuffer->Visual.sampleBuffers)
402 ctx->Multisample._Enabled = GL_TRUE;
403 }
404
405
406 /**
407 * Update derived color/blend/logicop state.
408 */
409 static void
410 update_color(GLcontext *ctx)
411 {
412 /* This is needed to support 1.1's RGB logic ops AND
413 * 1.0's blending logicops.
414 */
415 ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
416 }
417
418
419 /*
420 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
421 * in ctx->_TriangleCaps if needed.
422 */
423 static void
424 update_polygon(GLcontext *ctx)
425 {
426 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
427
428 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
429 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
430
431 if ( ctx->Polygon.OffsetPoint
432 || ctx->Polygon.OffsetLine
433 || ctx->Polygon.OffsetFill)
434 ctx->_TriangleCaps |= DD_TRI_OFFSET;
435 }
436
437
438 /**
439 * Update the ctx->_TriangleCaps bitfield.
440 * XXX that bitfield should really go away someday!
441 * This function must be called after other update_*() functions since
442 * there are dependencies on some other derived values.
443 */
444 #if 0
445 static void
446 update_tricaps(GLcontext *ctx, GLbitfield new_state)
447 {
448 ctx->_TriangleCaps = 0;
449
450 /*
451 * Points
452 */
453 if (1/*new_state & _NEW_POINT*/) {
454 if (ctx->Point.SmoothFlag)
455 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
456 if (ctx->Point.Size != 1.0F)
457 ctx->_TriangleCaps |= DD_POINT_SIZE;
458 if (ctx->Point._Attenuated)
459 ctx->_TriangleCaps |= DD_POINT_ATTEN;
460 }
461
462 /*
463 * Lines
464 */
465 if (1/*new_state & _NEW_LINE*/) {
466 if (ctx->Line.SmoothFlag)
467 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
468 if (ctx->Line.StippleFlag)
469 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
470 if (ctx->Line.Width != 1.0)
471 ctx->_TriangleCaps |= DD_LINE_WIDTH;
472 }
473
474 /*
475 * Polygons
476 */
477 if (1/*new_state & _NEW_POLYGON*/) {
478 if (ctx->Polygon.SmoothFlag)
479 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
480 if (ctx->Polygon.StippleFlag)
481 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
482 if (ctx->Polygon.FrontMode != GL_FILL
483 || ctx->Polygon.BackMode != GL_FILL)
484 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
485 if (ctx->Polygon.CullFlag
486 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
487 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
488 if (ctx->Polygon.OffsetPoint ||
489 ctx->Polygon.OffsetLine ||
490 ctx->Polygon.OffsetFill)
491 ctx->_TriangleCaps |= DD_TRI_OFFSET;
492 }
493
494 /*
495 * Lighting and shading
496 */
497 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
498 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
499 if (ctx->Light.ShadeModel == GL_FLAT)
500 ctx->_TriangleCaps |= DD_FLATSHADE;
501 if (NEED_SECONDARY_COLOR(ctx))
502 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
503
504 /*
505 * Stencil
506 */
507 if (ctx->Stencil._TestTwoSide)
508 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
509 }
510 #endif
511
512
513 /**
514 * Compute derived GL state.
515 * If __GLcontextRec::NewState is non-zero then this function \b must
516 * be called before rendering anything.
517 *
518 * Calls dd_function_table::UpdateState to perform any internal state
519 * management necessary.
520 *
521 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
522 * _mesa_update_buffer_bounds(),
523 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
524 */
525 void
526 _mesa_update_state_locked( GLcontext *ctx )
527 {
528 GLbitfield new_state = ctx->NewState;
529 GLbitfield prog_flags = _NEW_PROGRAM;
530 GLbitfield new_prog_state = 0x0;
531
532 if (new_state == _NEW_CURRENT_ATTRIB)
533 goto out;
534
535 if (MESA_VERBOSE & VERBOSE_STATE)
536 _mesa_print_state("_mesa_update_state", new_state);
537
538 /* Determine which state flags effect vertex/fragment program state */
539 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
540 prog_flags |= (_NEW_TEXTURE | _NEW_FOG |
541 _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
542 _NEW_PROGRAM);
543 }
544 if (ctx->VertexProgram._MaintainTnlProgram) {
545 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
546 _NEW_TRANSFORM | _NEW_POINT |
547 _NEW_FOG | _NEW_LIGHT |
548 _MESA_NEW_NEED_EYE_COORDS);
549 }
550
551 /*
552 * Now update derived state info
553 */
554
555 if (new_state & prog_flags)
556 update_program_enables( ctx );
557
558 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
559 _mesa_update_modelview_project( ctx, new_state );
560
561 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
562 _mesa_update_texture( ctx, new_state );
563
564 if (new_state & _NEW_BUFFERS)
565 _mesa_update_framebuffer(ctx);
566
567 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
568 _mesa_update_draw_buffer_bounds( ctx );
569
570 if (new_state & _NEW_POLYGON)
571 update_polygon( ctx );
572
573 if (new_state & _NEW_LIGHT)
574 _mesa_update_lighting( ctx );
575
576 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
577 _mesa_update_stencil( ctx );
578
579 if (new_state & _MESA_NEW_TRANSFER_STATE)
580 _mesa_update_pixel( ctx, new_state );
581
582 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
583 update_separate_specular( ctx );
584
585 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
586 update_viewport_matrix(ctx);
587
588 if (new_state & _NEW_MULTISAMPLE)
589 update_multisample( ctx );
590
591 if (new_state & _NEW_COLOR)
592 update_color( ctx );
593
594 #if 0
595 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
596 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
597 update_tricaps( ctx, new_state );
598 #endif
599
600 /* ctx->_NeedEyeCoords is now up to date.
601 *
602 * If the truth value of this variable has changed, update for the
603 * new lighting space and recompute the positions of lights and the
604 * normal transform.
605 *
606 * If the lighting space hasn't changed, may still need to recompute
607 * light positions & normal transforms for other reasons.
608 */
609 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
610 _mesa_update_tnl_spaces( ctx, new_state );
611
612 if (new_state & prog_flags) {
613 /* When we generate programs from fixed-function vertex/fragment state
614 * this call may generate/bind a new program. If so, we need to
615 * propogate the _NEW_PROGRAM flag to the driver.
616 */
617 new_prog_state |= update_program( ctx );
618 }
619
620 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
621 update_arrays( ctx );
622
623 out:
624 new_prog_state |= update_program_constants(ctx);
625
626 /*
627 * Give the driver a chance to act upon the new_state flags.
628 * The driver might plug in different span functions, for example.
629 * Also, this is where the driver can invalidate the state of any
630 * active modules (such as swrast_setup, swrast, tnl, etc).
631 *
632 * Set ctx->NewState to zero to avoid recursion if
633 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
634 */
635 new_state = ctx->NewState | new_prog_state;
636 ctx->NewState = 0;
637 ctx->Driver.UpdateState(ctx, new_state);
638 ctx->Array.NewState = 0;
639 }
640
641
642 /* This is the usual entrypoint for state updates:
643 */
644 void
645 _mesa_update_state( GLcontext *ctx )
646 {
647 _mesa_lock_context_textures(ctx);
648 _mesa_update_state_locked(ctx);
649 _mesa_unlock_context_textures(ctx);
650 }
651
652
653
654
655 /**
656 * Want to figure out which fragment program inputs are actually
657 * constant/current values from ctx->Current. These should be
658 * referenced as a tracked state variable rather than a fragment
659 * program input, to save the overhead of putting a constant value in
660 * every submitted vertex, transferring it to hardware, interpolating
661 * it across the triangle, etc...
662 *
663 * When there is a VP bound, just use vp->outputs. But when we're
664 * generating vp from fixed function state, basically want to
665 * calculate:
666 *
667 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
668 * potential_vp_outputs )
669 *
670 * Where potential_vp_outputs is calculated by looking at enabled
671 * texgen, etc.
672 *
673 * The generated fragment program should then only declare inputs that
674 * may vary or otherwise differ from the ctx->Current values.
675 * Otherwise, the fp should track them as state values instead.
676 */
677 void
678 _mesa_set_varying_vp_inputs( GLcontext *ctx,
679 GLbitfield varying_inputs )
680 {
681 if (ctx->varying_vp_inputs != varying_inputs) {
682 ctx->varying_vp_inputs = varying_inputs;
683 ctx->NewState |= _NEW_ARRAY;
684 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
685 }
686 }
687
688
689 /**
690 * Used by drivers to tell core Mesa that the driver is going to
691 * install/ use its own vertex program. In particular, this will
692 * prevent generated fragment programs from using state vars instead
693 * of ordinary varyings/inputs.
694 */
695 void
696 _mesa_set_vp_override(GLcontext *ctx, GLboolean flag)
697 {
698 if (ctx->VertexProgram._Overriden != flag) {
699 ctx->VertexProgram._Overriden = flag;
700
701 /* Set one of the bits which will trigger fragment program
702 * regeneration:
703 */
704 ctx->NewState |= _NEW_PROGRAM;
705 }
706 }