2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
30 * This file manages recalculation of derived values in struct gl_context.
40 #include "ffvertex_prog.h"
41 #include "framebuffer.h"
45 #include "program/program.h"
46 #include "program/prog_parameter.h"
47 #include "shaderobj.h"
50 #include "texenvprogram.h"
59 * Update the following fields:
60 * ctx->VertexProgram._Enabled
61 * ctx->FragmentProgram._Enabled
62 * ctx->ATIFragmentShader._Enabled
63 * This needs to be done before texture state validation.
66 update_program_enables(struct gl_context
*ctx
)
68 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
69 * program is enabled AND valid. Similarly for ATI fragment shaders.
70 * GLSL shaders not relevant here.
72 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
73 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
74 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
75 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
76 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
77 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
82 * Update the ctx->*Program._Current pointers to point to the
83 * current/active programs. Then call ctx->Driver.BindProgram() to
84 * tell the driver which programs to use.
86 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
87 * programs or programs derived from fixed-function state.
89 * This function needs to be called after texture state validation in case
90 * we're generating a fragment program from fixed-function texture state.
92 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
93 * or fragment program is being used.
96 update_program(struct gl_context
*ctx
)
98 const struct gl_shader_program
*vsProg
=
99 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
100 const struct gl_shader_program
*tcsProg
=
101 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_CTRL
];
102 const struct gl_shader_program
*tesProg
=
103 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_EVAL
];
104 const struct gl_shader_program
*gsProg
=
105 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
106 struct gl_shader_program
*fsProg
=
107 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
108 const struct gl_shader_program
*csProg
=
109 ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
110 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
111 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
112 const struct gl_program
*prevGP
= ctx
->GeometryProgram
._Current
;
113 const struct gl_program
*prevTCP
= ctx
->TessCtrlProgram
._Current
;
114 const struct gl_program
*prevTEP
= ctx
->TessEvalProgram
._Current
;
115 const struct gl_compute_program
*prevCP
= ctx
->ComputeProgram
._Current
;
116 GLbitfield new_state
= 0x0;
119 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
120 * pointers to the programs that should be used for rendering. If either
121 * is NULL, use fixed-function code paths.
123 * These programs may come from several sources. The priority is as
125 * 1. OpenGL 2.0/ARB vertex/fragment shaders
126 * 2. ARB/NV vertex/fragment programs
127 * 3. ATI fragment shader
128 * 4. Programs derived from fixed-function state.
130 * Note: it's possible for a vertex shader to get used with a fragment
131 * program (and vice versa) here, but in practice that shouldn't ever
132 * come up, or matter.
135 if (fsProg
&& fsProg
->LinkStatus
136 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
137 /* Use GLSL fragment shader */
138 _mesa_reference_shader_program(ctx
,
139 &ctx
->_Shader
->_CurrentFragmentProgram
,
141 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
142 gl_fragment_program(fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
143 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
146 else if (ctx
->FragmentProgram
._Enabled
) {
147 /* Use user-defined fragment program */
148 _mesa_reference_shader_program(ctx
,
149 &ctx
->_Shader
->_CurrentFragmentProgram
,
151 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
152 ctx
->FragmentProgram
.Current
);
153 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
156 else if (ctx
->ATIFragmentShader
._Enabled
&&
157 ctx
->ATIFragmentShader
.Current
->Program
) {
158 /* Use the enabled ATI fragment shader's associated program */
159 _mesa_reference_shader_program(ctx
,
160 &ctx
->_Shader
->_CurrentFragmentProgram
,
162 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
163 gl_fragment_program(ctx
->ATIFragmentShader
.Current
->Program
));
164 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
167 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
168 /* Use fragment program generated from fixed-function state */
169 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
171 _mesa_reference_shader_program(ctx
,
172 &ctx
->_Shader
->_CurrentFragmentProgram
,
174 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
175 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
176 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
177 gl_fragment_program(f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
));
180 /* No fragment program */
181 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
182 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
186 if (gsProg
&& gsProg
->LinkStatus
187 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
188 /* Use GLSL geometry shader */
189 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
,
190 gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
);
192 /* No geometry program */
193 _mesa_reference_program(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
196 if (tesProg
&& tesProg
->LinkStatus
197 && tesProg
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]) {
198 /* Use GLSL tessellation evaluation shader */
199 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
,
200 tesProg
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]->Program
);
203 /* No tessellation evaluation program */
204 _mesa_reference_program(ctx
, &ctx
->TessEvalProgram
._Current
, NULL
);
207 if (tcsProg
&& tcsProg
->LinkStatus
208 && tcsProg
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
]) {
209 /* Use GLSL tessellation control shader */
210 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
,
211 tcsProg
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
]->Program
);
214 /* No tessellation control program */
215 _mesa_reference_program(ctx
, &ctx
->TessCtrlProgram
._Current
, NULL
);
218 /* Examine vertex program after fragment program as
219 * _mesa_get_fixed_func_vertex_program() needs to know active
222 if (vsProg
&& vsProg
->LinkStatus
223 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
224 /* Use GLSL vertex shader */
225 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
226 gl_vertex_program(vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
));
228 else if (ctx
->VertexProgram
._Enabled
) {
229 /* Use user-defined vertex program */
230 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
231 ctx
->VertexProgram
.Current
);
233 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
234 /* Use vertex program generated from fixed-function state */
235 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
236 _mesa_get_fixed_func_vertex_program(ctx
));
237 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
238 ctx
->VertexProgram
._Current
);
241 /* no vertex program */
242 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
245 if (csProg
&& csProg
->LinkStatus
246 && csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]) {
247 /* Use GLSL compute shader */
248 _mesa_reference_compprog(ctx
, &ctx
->ComputeProgram
._Current
,
249 gl_compute_program(csProg
->_LinkedShaders
[MESA_SHADER_COMPUTE
]->Program
));
251 /* no compute program */
252 _mesa_reference_compprog(ctx
, &ctx
->ComputeProgram
._Current
, NULL
);
255 /* Let the driver know what's happening:
257 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
258 new_state
|= _NEW_PROGRAM
;
259 if (ctx
->Driver
.BindProgram
) {
260 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
261 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
265 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
266 new_state
|= _NEW_PROGRAM
;
267 if (ctx
->Driver
.BindProgram
) {
268 ctx
->Driver
.BindProgram(ctx
, GL_GEOMETRY_PROGRAM_NV
,
269 ctx
->GeometryProgram
._Current
);
273 if (ctx
->TessEvalProgram
._Current
!= prevTEP
) {
274 new_state
|= _NEW_PROGRAM
;
275 if (ctx
->Driver
.BindProgram
) {
276 ctx
->Driver
.BindProgram(ctx
, GL_TESS_EVALUATION_PROGRAM_NV
,
277 ctx
->TessEvalProgram
._Current
);
281 if (ctx
->TessCtrlProgram
._Current
!= prevTCP
) {
282 new_state
|= _NEW_PROGRAM
;
283 if (ctx
->Driver
.BindProgram
) {
284 ctx
->Driver
.BindProgram(ctx
, GL_TESS_CONTROL_PROGRAM_NV
,
285 ctx
->TessCtrlProgram
._Current
);
289 if (ctx
->VertexProgram
._Current
!= prevVP
) {
290 new_state
|= _NEW_PROGRAM
;
291 if (ctx
->Driver
.BindProgram
) {
292 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
293 (struct gl_program
*) ctx
->VertexProgram
._Current
);
297 if (ctx
->ComputeProgram
._Current
!= prevCP
) {
298 new_state
|= _NEW_PROGRAM
;
299 if (ctx
->Driver
.BindProgram
) {
300 ctx
->Driver
.BindProgram(ctx
, GL_COMPUTE_PROGRAM_NV
,
301 (struct gl_program
*) ctx
->ComputeProgram
._Current
);
310 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
313 update_program_constants(struct gl_context
*ctx
)
315 GLbitfield new_state
= 0x0;
317 if (ctx
->FragmentProgram
._Current
) {
318 const struct gl_program_parameter_list
*params
=
319 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
320 if (params
&& params
->StateFlags
& ctx
->NewState
) {
321 new_state
|= _NEW_PROGRAM_CONSTANTS
;
325 /* Don't handle tessellation and geometry shaders here. They don't use
326 * any state constants.
329 if (ctx
->VertexProgram
._Current
) {
330 const struct gl_program_parameter_list
*params
=
331 ctx
->VertexProgram
._Current
->Base
.Parameters
;
332 if (params
&& params
->StateFlags
& ctx
->NewState
) {
333 new_state
|= _NEW_PROGRAM_CONSTANTS
;
344 * Update the ctx->Polygon._FrontBit flag.
347 update_frontbit(struct gl_context
*ctx
)
349 if (ctx
->Transform
.ClipOrigin
== GL_LOWER_LEFT
)
350 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CW
);
352 ctx
->Polygon
._FrontBit
= (ctx
->Polygon
.FrontFace
== GL_CCW
);
357 * Update the ctx->VertexProgram._TwoSideEnabled flag.
360 update_twoside(struct gl_context
*ctx
)
362 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
] ||
363 ctx
->VertexProgram
._Enabled
) {
364 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
366 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
367 ctx
->Light
.Model
.TwoSide
);
373 * Compute derived GL state.
374 * If __struct gl_contextRec::NewState is non-zero then this function \b must
375 * be called before rendering anything.
377 * Calls dd_function_table::UpdateState to perform any internal state
378 * management necessary.
380 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
381 * _mesa_update_buffer_bounds(),
382 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
385 _mesa_update_state_locked( struct gl_context
*ctx
)
387 GLbitfield new_state
= ctx
->NewState
;
388 GLbitfield prog_flags
= _NEW_PROGRAM
;
389 GLbitfield new_prog_state
= 0x0;
390 const GLbitfield computed_states
= ~(_NEW_CURRENT_ATTRIB
| _NEW_LINE
);
392 /* we can skip a bunch of state validation checks if the dirty
393 * state matches one or more bits in 'computed_states'.
395 if ((new_state
& computed_states
) == 0)
398 if (MESA_VERBOSE
& VERBOSE_STATE
)
399 _mesa_print_state("_mesa_update_state", new_state
);
401 /* Determine which state flags effect vertex/fragment program state */
402 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
403 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
404 _NEW_VARYING_VP_INPUTS
| _NEW_LIGHT
| _NEW_POINT
|
405 _NEW_RENDERMODE
| _NEW_PROGRAM
| _NEW_FRAG_CLAMP
|
408 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
409 prog_flags
|= (_NEW_VARYING_VP_INPUTS
| _NEW_TEXTURE
|
410 _NEW_TEXTURE_MATRIX
| _NEW_TRANSFORM
| _NEW_POINT
|
411 _NEW_FOG
| _NEW_LIGHT
|
412 _MESA_NEW_NEED_EYE_COORDS
);
416 * Now update derived state info
419 if (new_state
& prog_flags
)
420 update_program_enables( ctx
);
422 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
423 _mesa_update_modelview_project( ctx
, new_state
);
425 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
426 _mesa_update_texture( ctx
, new_state
);
428 if (new_state
& _NEW_POLYGON
)
429 update_frontbit( ctx
);
431 if (new_state
& _NEW_BUFFERS
)
432 _mesa_update_framebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
);
434 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
435 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
437 if (new_state
& _NEW_LIGHT
)
438 _mesa_update_lighting( ctx
);
440 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
441 update_twoside( ctx
);
443 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
444 _mesa_update_stencil( ctx
);
446 if (new_state
& _NEW_PIXEL
)
447 _mesa_update_pixel( ctx
, new_state
);
449 /* ctx->_NeedEyeCoords is now up to date.
451 * If the truth value of this variable has changed, update for the
452 * new lighting space and recompute the positions of lights and the
455 * If the lighting space hasn't changed, may still need to recompute
456 * light positions & normal transforms for other reasons.
458 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
459 _mesa_update_tnl_spaces( ctx
, new_state
);
461 if (new_state
& prog_flags
) {
462 /* When we generate programs from fixed-function vertex/fragment state
463 * this call may generate/bind a new program. If so, we need to
464 * propogate the _NEW_PROGRAM flag to the driver.
466 new_prog_state
|= update_program( ctx
);
469 if (new_state
& _NEW_ARRAY
)
470 _mesa_update_vao_client_arrays(ctx
, ctx
->Array
.VAO
);
473 new_prog_state
|= update_program_constants(ctx
);
476 * Give the driver a chance to act upon the new_state flags.
477 * The driver might plug in different span functions, for example.
478 * Also, this is where the driver can invalidate the state of any
479 * active modules (such as swrast_setup, swrast, tnl, etc).
481 * Set ctx->NewState to zero to avoid recursion if
482 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
484 new_state
= ctx
->NewState
| new_prog_state
;
486 ctx
->Driver
.UpdateState(ctx
, new_state
);
487 ctx
->Array
.VAO
->NewArrays
= 0x0;
491 /* This is the usual entrypoint for state updates:
494 _mesa_update_state( struct gl_context
*ctx
)
496 _mesa_lock_context_textures(ctx
);
497 _mesa_update_state_locked(ctx
);
498 _mesa_unlock_context_textures(ctx
);
505 * Want to figure out which fragment program inputs are actually
506 * constant/current values from ctx->Current. These should be
507 * referenced as a tracked state variable rather than a fragment
508 * program input, to save the overhead of putting a constant value in
509 * every submitted vertex, transferring it to hardware, interpolating
510 * it across the triangle, etc...
512 * When there is a VP bound, just use vp->outputs. But when we're
513 * generating vp from fixed function state, basically want to
516 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
517 * potential_vp_outputs )
519 * Where potential_vp_outputs is calculated by looking at enabled
522 * The generated fragment program should then only declare inputs that
523 * may vary or otherwise differ from the ctx->Current values.
524 * Otherwise, the fp should track them as state values instead.
527 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
528 GLbitfield64 varying_inputs
)
530 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
531 ctx
->varying_vp_inputs
= varying_inputs
;
533 /* Only the fixed-func generated programs need to use the flag
534 * and the fixed-func fragment program uses it only if there is also
535 * a fixed-func vertex program, so this only depends on the latter.
537 * It's okay to check the VP pointer here, because this is called after
538 * _mesa_update_state in the vbo module. */
539 if (ctx
->VertexProgram
._TnlProgram
||
540 ctx
->FragmentProgram
._TexEnvProgram
) {
541 ctx
->NewState
|= _NEW_VARYING_VP_INPUTS
;
543 /*printf("%s %x\n", __func__, varying_inputs);*/
549 * Used by drivers to tell core Mesa that the driver is going to
550 * install/ use its own vertex program. In particular, this will
551 * prevent generated fragment programs from using state vars instead
552 * of ordinary varyings/inputs.
555 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
557 if (ctx
->VertexProgram
._Overriden
!= flag
) {
558 ctx
->VertexProgram
._Overriden
= flag
;
560 /* Set one of the bits which will trigger fragment program
563 ctx
->NewState
|= _NEW_PROGRAM
;