Merge branch 'gallium-polygon-stipple'
[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 struct gl_context.
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 #include "varray.h"
52
53
54 static void
55 update_separate_specular(struct gl_context *ctx)
56 {
57 if (_mesa_need_secondary_color(ctx))
58 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
59 else
60 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
61 }
62
63
64 /**
65 * Helper for update_arrays().
66 * \return min(current min, array->_MaxElement).
67 */
68 static GLuint
69 update_min(GLuint min, struct gl_client_array *array)
70 {
71 _mesa_update_array_max_element(array);
72 return MIN2(min, array->_MaxElement);
73 }
74
75
76 /**
77 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
78 * Need to do this upon new array state or new buffer object state.
79 */
80 static void
81 update_arrays( struct gl_context *ctx )
82 {
83 struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
84 GLuint i, min = ~0;
85
86 /* find min of _MaxElement values for all enabled arrays */
87
88 /* 0 */
89 if (ctx->VertexProgram._Current
90 && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
91 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
92 }
93 else if (arrayObj->Vertex.Enabled) {
94 min = update_min(min, &arrayObj->Vertex);
95 }
96
97 /* 1 */
98 if (ctx->VertexProgram._Enabled
99 && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
100 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
101 }
102 /* no conventional vertex weight array */
103
104 /* 2 */
105 if (ctx->VertexProgram._Enabled
106 && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
107 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
108 }
109 else if (arrayObj->Normal.Enabled) {
110 min = update_min(min, &arrayObj->Normal);
111 }
112
113 /* 3 */
114 if (ctx->VertexProgram._Enabled
115 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
116 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
117 }
118 else if (arrayObj->Color.Enabled) {
119 min = update_min(min, &arrayObj->Color);
120 }
121
122 /* 4 */
123 if (ctx->VertexProgram._Enabled
124 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
125 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
126 }
127 else if (arrayObj->SecondaryColor.Enabled) {
128 min = update_min(min, &arrayObj->SecondaryColor);
129 }
130
131 /* 5 */
132 if (ctx->VertexProgram._Enabled
133 && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
134 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
135 }
136 else if (arrayObj->FogCoord.Enabled) {
137 min = update_min(min, &arrayObj->FogCoord);
138 }
139
140 /* 6 */
141 if (ctx->VertexProgram._Enabled
142 && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
143 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
144 }
145 else if (arrayObj->Index.Enabled) {
146 min = update_min(min, &arrayObj->Index);
147 }
148
149 /* 7 */
150 if (ctx->VertexProgram._Enabled
151 && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
152 min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
153 }
154
155 /* 8..15 */
156 for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
157 if (ctx->VertexProgram._Enabled
158 && arrayObj->VertexAttrib[i].Enabled) {
159 min = update_min(min, &arrayObj->VertexAttrib[i]);
160 }
161 else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
162 && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
163 min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
164 }
165 }
166
167 /* 16..31 */
168 if (ctx->VertexProgram._Current) {
169 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
170 if (arrayObj->VertexAttrib[i].Enabled) {
171 min = update_min(min, &arrayObj->VertexAttrib[i]);
172 }
173 }
174 }
175
176 if (arrayObj->EdgeFlag.Enabled) {
177 min = update_min(min, &arrayObj->EdgeFlag);
178 }
179
180 /* _MaxElement is one past the last legal array element */
181 arrayObj->_MaxElement = min;
182 }
183
184
185 /**
186 * Update the following fields:
187 * ctx->VertexProgram._Enabled
188 * ctx->FragmentProgram._Enabled
189 * ctx->ATIFragmentShader._Enabled
190 * This needs to be done before texture state validation.
191 */
192 static void
193 update_program_enables(struct gl_context *ctx)
194 {
195 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
196 * program is enabled AND valid. Similarly for ATI fragment shaders.
197 * GLSL shaders not relevant here.
198 */
199 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
200 && ctx->VertexProgram.Current->Base.Instructions;
201 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
202 && ctx->FragmentProgram.Current->Base.Instructions;
203 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
204 && ctx->ATIFragmentShader.Current->Instructions[0];
205 }
206
207
208 /**
209 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
210 * to the current/active programs. Then call ctx->Driver.BindProgram() to
211 * tell the driver which programs to use.
212 *
213 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
214 * programs or programs derived from fixed-function state.
215 *
216 * This function needs to be called after texture state validation in case
217 * we're generating a fragment program from fixed-function texture state.
218 *
219 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
220 * or fragment program is being used.
221 */
222 static GLbitfield
223 update_program(struct gl_context *ctx)
224 {
225 const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
226 const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
227 const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
228 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
229 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
230 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
231 GLbitfield new_state = 0x0;
232
233 /*
234 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
235 * pointers to the programs that should be used for rendering. If either
236 * is NULL, use fixed-function code paths.
237 *
238 * These programs may come from several sources. The priority is as
239 * follows:
240 * 1. OpenGL 2.0/ARB vertex/fragment shaders
241 * 2. ARB/NV vertex/fragment programs
242 * 3. Programs derived from fixed-function state.
243 *
244 * Note: it's possible for a vertex shader to get used with a fragment
245 * program (and vice versa) here, but in practice that shouldn't ever
246 * come up, or matter.
247 */
248
249 if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
250 /* Use GLSL fragment shader */
251 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
252 fsProg->FragmentProgram);
253 }
254 else if (ctx->FragmentProgram._Enabled) {
255 /* Use user-defined fragment program */
256 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
257 ctx->FragmentProgram.Current);
258 }
259 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
260 /* Use fragment program generated from fixed-function state */
261 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
262 _mesa_get_fixed_func_fragment_program(ctx));
263 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
264 ctx->FragmentProgram._Current);
265 }
266 else {
267 /* No fragment program */
268 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
269 }
270
271 if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
272 /* Use GLSL geometry shader */
273 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
274 gsProg->GeometryProgram);
275 } else {
276 /* No geometry program */
277 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
278 }
279
280 /* Examine vertex program after fragment program as
281 * _mesa_get_fixed_func_vertex_program() needs to know active
282 * fragprog inputs.
283 */
284 if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
285 /* Use GLSL vertex shader */
286 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
287 vsProg->VertexProgram);
288 }
289 else if (ctx->VertexProgram._Enabled) {
290 /* Use user-defined vertex program */
291 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
292 ctx->VertexProgram.Current);
293 }
294 else if (ctx->VertexProgram._MaintainTnlProgram) {
295 /* Use vertex program generated from fixed-function state */
296 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
297 _mesa_get_fixed_func_vertex_program(ctx));
298 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
299 ctx->VertexProgram._Current);
300 }
301 else {
302 /* no vertex program */
303 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
304 }
305
306 /* Let the driver know what's happening:
307 */
308 if (ctx->FragmentProgram._Current != prevFP) {
309 new_state |= _NEW_PROGRAM;
310 if (ctx->Driver.BindProgram) {
311 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
312 (struct gl_program *) ctx->FragmentProgram._Current);
313 }
314 }
315
316 if (ctx->GeometryProgram._Current != prevGP) {
317 new_state |= _NEW_PROGRAM;
318 if (ctx->Driver.BindProgram) {
319 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
320 (struct gl_program *) ctx->GeometryProgram._Current);
321 }
322 }
323
324 if (ctx->VertexProgram._Current != prevVP) {
325 new_state |= _NEW_PROGRAM;
326 if (ctx->Driver.BindProgram) {
327 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
328 (struct gl_program *) ctx->VertexProgram._Current);
329 }
330 }
331
332 return new_state;
333 }
334
335
336 /**
337 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
338 */
339 static GLbitfield
340 update_program_constants(struct gl_context *ctx)
341 {
342 GLbitfield new_state = 0x0;
343
344 if (ctx->FragmentProgram._Current) {
345 const struct gl_program_parameter_list *params =
346 ctx->FragmentProgram._Current->Base.Parameters;
347 if (params && params->StateFlags & ctx->NewState) {
348 new_state |= _NEW_PROGRAM_CONSTANTS;
349 }
350 }
351
352 if (ctx->GeometryProgram._Current) {
353 const struct gl_program_parameter_list *params =
354 ctx->GeometryProgram._Current->Base.Parameters;
355 /*FIXME: StateFlags is always 0 because we have unnamed constant
356 * not state changes */
357 if (params /*&& params->StateFlags & ctx->NewState*/) {
358 new_state |= _NEW_PROGRAM_CONSTANTS;
359 }
360 }
361
362 if (ctx->VertexProgram._Current) {
363 const struct gl_program_parameter_list *params =
364 ctx->VertexProgram._Current->Base.Parameters;
365 if (params && params->StateFlags & ctx->NewState) {
366 new_state |= _NEW_PROGRAM_CONSTANTS;
367 }
368 }
369
370 return new_state;
371 }
372
373
374
375
376 static void
377 update_viewport_matrix(struct gl_context *ctx)
378 {
379 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
380
381 ASSERT(depthMax > 0);
382
383 /* Compute scale and bias values. This is really driver-specific
384 * and should be maintained elsewhere if at all.
385 * NOTE: RasterPos uses this.
386 */
387 _math_matrix_viewport(&ctx->Viewport._WindowMap,
388 ctx->Viewport.X, ctx->Viewport.Y,
389 ctx->Viewport.Width, ctx->Viewport.Height,
390 ctx->Viewport.Near, ctx->Viewport.Far,
391 depthMax);
392 }
393
394
395 /**
396 * Update derived multisample state.
397 */
398 static void
399 update_multisample(struct gl_context *ctx)
400 {
401 ctx->Multisample._Enabled = GL_FALSE;
402 if (ctx->Multisample.Enabled &&
403 ctx->DrawBuffer &&
404 ctx->DrawBuffer->Visual.sampleBuffers)
405 ctx->Multisample._Enabled = GL_TRUE;
406 }
407
408
409 /**
410 * Update derived color/blend/logicop state.
411 */
412 static void
413 update_color(struct gl_context *ctx)
414 {
415 /* This is needed to support 1.1's RGB logic ops AND
416 * 1.0's blending logicops.
417 */
418 ctx->Color._LogicOpEnabled = _mesa_rgba_logicop_enabled(ctx);
419 }
420
421
422 /**
423 * Update the ctx->Color._ClampFragmentColor field
424 */
425 static void
426 update_clamp_fragment_color(struct gl_context *ctx)
427 {
428 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
429 ctx->Color._ClampFragmentColor =
430 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
431 else
432 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
433 }
434
435
436 /**
437 * Update the ctx->Color._ClampVertexColor field
438 */
439 static void
440 update_clamp_vertex_color(struct gl_context *ctx)
441 {
442 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
443 ctx->Light._ClampVertexColor =
444 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
445 else
446 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
447 }
448
449
450 /**
451 * Update the ctx->Color._ClampReadColor field
452 */
453 static void
454 update_clamp_read_color(struct gl_context *ctx)
455 {
456 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
457 ctx->Color._ClampReadColor =
458 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
459 else
460 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
461 }
462
463
464
465
466 /*
467 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
468 * in ctx->_TriangleCaps if needed.
469 */
470 static void
471 update_polygon(struct gl_context *ctx)
472 {
473 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
474
475 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
476 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
477
478 if ( ctx->Polygon.OffsetPoint
479 || ctx->Polygon.OffsetLine
480 || ctx->Polygon.OffsetFill)
481 ctx->_TriangleCaps |= DD_TRI_OFFSET;
482 }
483
484
485 /**
486 * Update the ctx->_TriangleCaps bitfield.
487 * XXX that bitfield should really go away someday!
488 * This function must be called after other update_*() functions since
489 * there are dependencies on some other derived values.
490 */
491 #if 0
492 static void
493 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
494 {
495 ctx->_TriangleCaps = 0;
496
497 /*
498 * Points
499 */
500 if (1/*new_state & _NEW_POINT*/) {
501 if (ctx->Point.SmoothFlag)
502 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
503 if (ctx->Point._Attenuated)
504 ctx->_TriangleCaps |= DD_POINT_ATTEN;
505 }
506
507 /*
508 * Lines
509 */
510 if (1/*new_state & _NEW_LINE*/) {
511 if (ctx->Line.SmoothFlag)
512 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
513 if (ctx->Line.StippleFlag)
514 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
515 }
516
517 /*
518 * Polygons
519 */
520 if (1/*new_state & _NEW_POLYGON*/) {
521 if (ctx->Polygon.SmoothFlag)
522 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
523 if (ctx->Polygon.StippleFlag)
524 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
525 if (ctx->Polygon.FrontMode != GL_FILL
526 || ctx->Polygon.BackMode != GL_FILL)
527 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
528 if (ctx->Polygon.CullFlag
529 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
530 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
531 if (ctx->Polygon.OffsetPoint ||
532 ctx->Polygon.OffsetLine ||
533 ctx->Polygon.OffsetFill)
534 ctx->_TriangleCaps |= DD_TRI_OFFSET;
535 }
536
537 /*
538 * Lighting and shading
539 */
540 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
541 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
542 if (ctx->Light.ShadeModel == GL_FLAT)
543 ctx->_TriangleCaps |= DD_FLATSHADE;
544 if (_mesa_need_secondary_color(ctx))
545 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
546
547 /*
548 * Stencil
549 */
550 if (ctx->Stencil._TestTwoSide)
551 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
552 }
553 #endif
554
555
556 /**
557 * Compute derived GL state.
558 * If __struct gl_contextRec::NewState is non-zero then this function \b must
559 * be called before rendering anything.
560 *
561 * Calls dd_function_table::UpdateState to perform any internal state
562 * management necessary.
563 *
564 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
565 * _mesa_update_buffer_bounds(),
566 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
567 */
568 void
569 _mesa_update_state_locked( struct gl_context *ctx )
570 {
571 GLbitfield new_state = ctx->NewState;
572 GLbitfield prog_flags = _NEW_PROGRAM;
573 GLbitfield new_prog_state = 0x0;
574
575 if (new_state == _NEW_CURRENT_ATTRIB)
576 goto out;
577
578 if (MESA_VERBOSE & VERBOSE_STATE)
579 _mesa_print_state("_mesa_update_state", new_state);
580
581 /* Determine which state flags effect vertex/fragment program state */
582 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
583 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
584 _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
585 _NEW_PROGRAM | _NEW_FRAG_CLAMP);
586 }
587 if (ctx->VertexProgram._MaintainTnlProgram) {
588 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
589 _NEW_TRANSFORM | _NEW_POINT |
590 _NEW_FOG | _NEW_LIGHT |
591 _MESA_NEW_NEED_EYE_COORDS);
592 }
593
594 /*
595 * Now update derived state info
596 */
597
598 if (new_state & prog_flags)
599 update_program_enables( ctx );
600
601 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
602 _mesa_update_modelview_project( ctx, new_state );
603
604 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
605 _mesa_update_texture( ctx, new_state );
606
607 if (new_state & _NEW_BUFFERS)
608 _mesa_update_framebuffer(ctx);
609
610 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
611 _mesa_update_draw_buffer_bounds( ctx );
612
613 if (new_state & _NEW_POLYGON)
614 update_polygon( ctx );
615
616 if (new_state & _NEW_LIGHT)
617 _mesa_update_lighting( ctx );
618
619 if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
620 update_clamp_vertex_color(ctx);
621
622 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
623 _mesa_update_stencil( ctx );
624
625 if (new_state & _NEW_PIXEL)
626 _mesa_update_pixel( ctx, new_state );
627
628 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
629 update_separate_specular( ctx );
630
631 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
632 update_viewport_matrix(ctx);
633
634 if (new_state & _NEW_MULTISAMPLE)
635 update_multisample( ctx );
636
637 if (new_state & _NEW_COLOR)
638 update_color( ctx );
639
640 if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
641 update_clamp_read_color(ctx);
642
643 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
644 update_clamp_fragment_color(ctx);
645
646 #if 0
647 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
648 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
649 update_tricaps( ctx, new_state );
650 #endif
651
652 /* ctx->_NeedEyeCoords is now up to date.
653 *
654 * If the truth value of this variable has changed, update for the
655 * new lighting space and recompute the positions of lights and the
656 * normal transform.
657 *
658 * If the lighting space hasn't changed, may still need to recompute
659 * light positions & normal transforms for other reasons.
660 */
661 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
662 _mesa_update_tnl_spaces( ctx, new_state );
663
664 if (new_state & prog_flags) {
665 /* When we generate programs from fixed-function vertex/fragment state
666 * this call may generate/bind a new program. If so, we need to
667 * propogate the _NEW_PROGRAM flag to the driver.
668 */
669 new_prog_state |= update_program( ctx );
670 }
671
672 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
673 update_arrays( ctx );
674
675 out:
676 new_prog_state |= update_program_constants(ctx);
677
678 /*
679 * Give the driver a chance to act upon the new_state flags.
680 * The driver might plug in different span functions, for example.
681 * Also, this is where the driver can invalidate the state of any
682 * active modules (such as swrast_setup, swrast, tnl, etc).
683 *
684 * Set ctx->NewState to zero to avoid recursion if
685 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
686 */
687 new_state = ctx->NewState | new_prog_state;
688 ctx->NewState = 0;
689 ctx->Driver.UpdateState(ctx, new_state);
690 ctx->Array.NewState = 0;
691 if (!ctx->Array.RebindArrays)
692 ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
693 }
694
695
696 /* This is the usual entrypoint for state updates:
697 */
698 void
699 _mesa_update_state( struct gl_context *ctx )
700 {
701 _mesa_lock_context_textures(ctx);
702 _mesa_update_state_locked(ctx);
703 _mesa_unlock_context_textures(ctx);
704 }
705
706
707
708
709 /**
710 * Want to figure out which fragment program inputs are actually
711 * constant/current values from ctx->Current. These should be
712 * referenced as a tracked state variable rather than a fragment
713 * program input, to save the overhead of putting a constant value in
714 * every submitted vertex, transferring it to hardware, interpolating
715 * it across the triangle, etc...
716 *
717 * When there is a VP bound, just use vp->outputs. But when we're
718 * generating vp from fixed function state, basically want to
719 * calculate:
720 *
721 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
722 * potential_vp_outputs )
723 *
724 * Where potential_vp_outputs is calculated by looking at enabled
725 * texgen, etc.
726 *
727 * The generated fragment program should then only declare inputs that
728 * may vary or otherwise differ from the ctx->Current values.
729 * Otherwise, the fp should track them as state values instead.
730 */
731 void
732 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
733 GLbitfield varying_inputs )
734 {
735 if (ctx->varying_vp_inputs != varying_inputs) {
736 ctx->varying_vp_inputs = varying_inputs;
737 ctx->NewState |= _NEW_ARRAY;
738 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
739 }
740 }
741
742
743 /**
744 * Used by drivers to tell core Mesa that the driver is going to
745 * install/ use its own vertex program. In particular, this will
746 * prevent generated fragment programs from using state vars instead
747 * of ordinary varyings/inputs.
748 */
749 void
750 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
751 {
752 if (ctx->VertexProgram._Overriden != flag) {
753 ctx->VertexProgram._Overriden = flag;
754
755 /* Set one of the bits which will trigger fragment program
756 * regeneration:
757 */
758 ctx->NewState |= _NEW_PROGRAM;
759 }
760 }