Merge branch 'lp-offset-twoside'
[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
52
53 static void
54 update_separate_specular(struct gl_context *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( struct gl_context *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(struct gl_context *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(struct gl_context *ctx)
249 {
250 const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
251 const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
252 const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
253 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
254 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
255 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
256 GLbitfield new_state = 0x0;
257
258 /*
259 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
260 * pointers to the programs that should be used for rendering. If either
261 * is NULL, use fixed-function code paths.
262 *
263 * These programs may come from several sources. The priority is as
264 * follows:
265 * 1. OpenGL 2.0/ARB vertex/fragment shaders
266 * 2. ARB/NV vertex/fragment programs
267 * 3. Programs derived from fixed-function state.
268 *
269 * Note: it's possible for a vertex shader to get used with a fragment
270 * program (and vice versa) here, but in practice that shouldn't ever
271 * come up, or matter.
272 */
273
274 if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
275 /* Use shader programs */
276 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
277 fsProg->FragmentProgram);
278 }
279 else if (ctx->FragmentProgram._Enabled) {
280 /* use user-defined vertex program */
281 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
282 ctx->FragmentProgram.Current);
283 }
284 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
285 /* Use fragment program generated from fixed-function state.
286 */
287 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
288 _mesa_get_fixed_func_fragment_program(ctx));
289 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
290 ctx->FragmentProgram._Current);
291 }
292 else {
293 /* no fragment program */
294 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
295 }
296
297 if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
298 /* Use shader programs */
299 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
300 gsProg->GeometryProgram);
301 } else {
302 /* no fragment program */
303 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
304 }
305
306 /* Examine vertex program after fragment program as
307 * _mesa_get_fixed_func_vertex_program() needs to know active
308 * fragprog inputs.
309 */
310 if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
311 /* Use shader programs */
312 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
313 vsProg->VertexProgram);
314 }
315 else if (ctx->VertexProgram._Enabled) {
316 /* use user-defined vertex program */
317 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
318 ctx->VertexProgram.Current);
319 }
320 else if (ctx->VertexProgram._MaintainTnlProgram) {
321 /* Use vertex program generated from fixed-function state.
322 */
323 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
324 _mesa_get_fixed_func_vertex_program(ctx));
325 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
326 ctx->VertexProgram._Current);
327 }
328 else {
329 /* no vertex program */
330 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
331 }
332
333 /* Let the driver know what's happening:
334 */
335 if (ctx->FragmentProgram._Current != prevFP) {
336 new_state |= _NEW_PROGRAM;
337 if (ctx->Driver.BindProgram) {
338 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
339 (struct gl_program *) ctx->FragmentProgram._Current);
340 }
341 }
342
343 if (ctx->GeometryProgram._Current != prevGP) {
344 new_state |= _NEW_PROGRAM;
345 if (ctx->Driver.BindProgram) {
346 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
347 (struct gl_program *) ctx->GeometryProgram._Current);
348 }
349 }
350
351 if (ctx->VertexProgram._Current != prevVP) {
352 new_state |= _NEW_PROGRAM;
353 if (ctx->Driver.BindProgram) {
354 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
355 (struct gl_program *) ctx->VertexProgram._Current);
356 }
357 }
358
359 return new_state;
360 }
361
362
363 /**
364 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
365 */
366 static GLbitfield
367 update_program_constants(struct gl_context *ctx)
368 {
369 GLbitfield new_state = 0x0;
370
371 if (ctx->FragmentProgram._Current) {
372 const struct gl_program_parameter_list *params =
373 ctx->FragmentProgram._Current->Base.Parameters;
374 if (params && params->StateFlags & ctx->NewState) {
375 new_state |= _NEW_PROGRAM_CONSTANTS;
376 }
377 }
378
379 if (ctx->GeometryProgram._Current) {
380 const struct gl_program_parameter_list *params =
381 ctx->GeometryProgram._Current->Base.Parameters;
382 /*FIXME: StateFlags is always 0 because we have unnamed constant
383 * not state changes */
384 if (params /*&& params->StateFlags & ctx->NewState*/) {
385 new_state |= _NEW_PROGRAM_CONSTANTS;
386 }
387 }
388
389 if (ctx->VertexProgram._Current) {
390 const struct gl_program_parameter_list *params =
391 ctx->VertexProgram._Current->Base.Parameters;
392 if (params && params->StateFlags & ctx->NewState) {
393 new_state |= _NEW_PROGRAM_CONSTANTS;
394 }
395 }
396
397 return new_state;
398 }
399
400
401
402
403 static void
404 update_viewport_matrix(struct gl_context *ctx)
405 {
406 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
407
408 ASSERT(depthMax > 0);
409
410 /* Compute scale and bias values. This is really driver-specific
411 * and should be maintained elsewhere if at all.
412 * NOTE: RasterPos uses this.
413 */
414 _math_matrix_viewport(&ctx->Viewport._WindowMap,
415 ctx->Viewport.X, ctx->Viewport.Y,
416 ctx->Viewport.Width, ctx->Viewport.Height,
417 ctx->Viewport.Near, ctx->Viewport.Far,
418 depthMax);
419 }
420
421
422 /**
423 * Update derived multisample state.
424 */
425 static void
426 update_multisample(struct gl_context *ctx)
427 {
428 ctx->Multisample._Enabled = GL_FALSE;
429 if (ctx->Multisample.Enabled &&
430 ctx->DrawBuffer &&
431 ctx->DrawBuffer->Visual.sampleBuffers)
432 ctx->Multisample._Enabled = GL_TRUE;
433 }
434
435
436 /**
437 * Update derived color/blend/logicop state.
438 */
439 static void
440 update_color(struct gl_context *ctx)
441 {
442 /* This is needed to support 1.1's RGB logic ops AND
443 * 1.0's blending logicops.
444 */
445 ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
446 }
447
448
449 /*
450 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
451 * in ctx->_TriangleCaps if needed.
452 */
453 static void
454 update_polygon(struct gl_context *ctx)
455 {
456 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
457
458 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
459 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
460
461 if ( ctx->Polygon.OffsetPoint
462 || ctx->Polygon.OffsetLine
463 || ctx->Polygon.OffsetFill)
464 ctx->_TriangleCaps |= DD_TRI_OFFSET;
465 }
466
467
468 /**
469 * Update the ctx->_TriangleCaps bitfield.
470 * XXX that bitfield should really go away someday!
471 * This function must be called after other update_*() functions since
472 * there are dependencies on some other derived values.
473 */
474 #if 0
475 static void
476 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
477 {
478 ctx->_TriangleCaps = 0;
479
480 /*
481 * Points
482 */
483 if (1/*new_state & _NEW_POINT*/) {
484 if (ctx->Point.SmoothFlag)
485 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
486 if (ctx->Point._Attenuated)
487 ctx->_TriangleCaps |= DD_POINT_ATTEN;
488 }
489
490 /*
491 * Lines
492 */
493 if (1/*new_state & _NEW_LINE*/) {
494 if (ctx->Line.SmoothFlag)
495 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
496 if (ctx->Line.StippleFlag)
497 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
498 }
499
500 /*
501 * Polygons
502 */
503 if (1/*new_state & _NEW_POLYGON*/) {
504 if (ctx->Polygon.SmoothFlag)
505 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
506 if (ctx->Polygon.StippleFlag)
507 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
508 if (ctx->Polygon.FrontMode != GL_FILL
509 || ctx->Polygon.BackMode != GL_FILL)
510 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
511 if (ctx->Polygon.CullFlag
512 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
513 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
514 if (ctx->Polygon.OffsetPoint ||
515 ctx->Polygon.OffsetLine ||
516 ctx->Polygon.OffsetFill)
517 ctx->_TriangleCaps |= DD_TRI_OFFSET;
518 }
519
520 /*
521 * Lighting and shading
522 */
523 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
524 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
525 if (ctx->Light.ShadeModel == GL_FLAT)
526 ctx->_TriangleCaps |= DD_FLATSHADE;
527 if (NEED_SECONDARY_COLOR(ctx))
528 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
529
530 /*
531 * Stencil
532 */
533 if (ctx->Stencil._TestTwoSide)
534 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
535 }
536 #endif
537
538
539 /**
540 * Compute derived GL state.
541 * If __struct gl_contextRec::NewState is non-zero then this function \b must
542 * be called before rendering anything.
543 *
544 * Calls dd_function_table::UpdateState to perform any internal state
545 * management necessary.
546 *
547 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
548 * _mesa_update_buffer_bounds(),
549 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
550 */
551 void
552 _mesa_update_state_locked( struct gl_context *ctx )
553 {
554 GLbitfield new_state = ctx->NewState;
555 GLbitfield prog_flags = _NEW_PROGRAM;
556 GLbitfield new_prog_state = 0x0;
557
558 if (new_state == _NEW_CURRENT_ATTRIB)
559 goto out;
560
561 if (MESA_VERBOSE & VERBOSE_STATE)
562 _mesa_print_state("_mesa_update_state", new_state);
563
564 /* Determine which state flags effect vertex/fragment program state */
565 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
566 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
567 _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
568 _NEW_PROGRAM);
569 }
570 if (ctx->VertexProgram._MaintainTnlProgram) {
571 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
572 _NEW_TRANSFORM | _NEW_POINT |
573 _NEW_FOG | _NEW_LIGHT |
574 _MESA_NEW_NEED_EYE_COORDS);
575 }
576
577 /*
578 * Now update derived state info
579 */
580
581 if (new_state & prog_flags)
582 update_program_enables( ctx );
583
584 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
585 _mesa_update_modelview_project( ctx, new_state );
586
587 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
588 _mesa_update_texture( ctx, new_state );
589
590 if (new_state & _NEW_BUFFERS)
591 _mesa_update_framebuffer(ctx);
592
593 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
594 _mesa_update_draw_buffer_bounds( ctx );
595
596 if (new_state & _NEW_POLYGON)
597 update_polygon( ctx );
598
599 if (new_state & _NEW_LIGHT)
600 _mesa_update_lighting( ctx );
601
602 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
603 _mesa_update_stencil( ctx );
604
605 if (new_state & _MESA_NEW_TRANSFER_STATE)
606 _mesa_update_pixel( ctx, new_state );
607
608 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
609 update_separate_specular( ctx );
610
611 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
612 update_viewport_matrix(ctx);
613
614 if (new_state & _NEW_MULTISAMPLE)
615 update_multisample( ctx );
616
617 if (new_state & _NEW_COLOR)
618 update_color( ctx );
619
620 #if 0
621 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
622 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
623 update_tricaps( ctx, new_state );
624 #endif
625
626 /* ctx->_NeedEyeCoords is now up to date.
627 *
628 * If the truth value of this variable has changed, update for the
629 * new lighting space and recompute the positions of lights and the
630 * normal transform.
631 *
632 * If the lighting space hasn't changed, may still need to recompute
633 * light positions & normal transforms for other reasons.
634 */
635 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
636 _mesa_update_tnl_spaces( ctx, new_state );
637
638 if (new_state & prog_flags) {
639 /* When we generate programs from fixed-function vertex/fragment state
640 * this call may generate/bind a new program. If so, we need to
641 * propogate the _NEW_PROGRAM flag to the driver.
642 */
643 new_prog_state |= update_program( ctx );
644 }
645
646 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
647 update_arrays( ctx );
648
649 out:
650 new_prog_state |= update_program_constants(ctx);
651
652 /*
653 * Give the driver a chance to act upon the new_state flags.
654 * The driver might plug in different span functions, for example.
655 * Also, this is where the driver can invalidate the state of any
656 * active modules (such as swrast_setup, swrast, tnl, etc).
657 *
658 * Set ctx->NewState to zero to avoid recursion if
659 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
660 */
661 new_state = ctx->NewState | new_prog_state;
662 ctx->NewState = 0;
663 ctx->Driver.UpdateState(ctx, new_state);
664 ctx->Array.NewState = 0;
665 }
666
667
668 /* This is the usual entrypoint for state updates:
669 */
670 void
671 _mesa_update_state( struct gl_context *ctx )
672 {
673 _mesa_lock_context_textures(ctx);
674 _mesa_update_state_locked(ctx);
675 _mesa_unlock_context_textures(ctx);
676 }
677
678
679
680
681 /**
682 * Want to figure out which fragment program inputs are actually
683 * constant/current values from ctx->Current. These should be
684 * referenced as a tracked state variable rather than a fragment
685 * program input, to save the overhead of putting a constant value in
686 * every submitted vertex, transferring it to hardware, interpolating
687 * it across the triangle, etc...
688 *
689 * When there is a VP bound, just use vp->outputs. But when we're
690 * generating vp from fixed function state, basically want to
691 * calculate:
692 *
693 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
694 * potential_vp_outputs )
695 *
696 * Where potential_vp_outputs is calculated by looking at enabled
697 * texgen, etc.
698 *
699 * The generated fragment program should then only declare inputs that
700 * may vary or otherwise differ from the ctx->Current values.
701 * Otherwise, the fp should track them as state values instead.
702 */
703 void
704 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
705 GLbitfield varying_inputs )
706 {
707 if (ctx->varying_vp_inputs != varying_inputs) {
708 ctx->varying_vp_inputs = varying_inputs;
709 ctx->NewState |= _NEW_ARRAY;
710 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
711 }
712 }
713
714
715 /**
716 * Used by drivers to tell core Mesa that the driver is going to
717 * install/ use its own vertex program. In particular, this will
718 * prevent generated fragment programs from using state vars instead
719 * of ordinary varyings/inputs.
720 */
721 void
722 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
723 {
724 if (ctx->VertexProgram._Overriden != flag) {
725 ctx->VertexProgram._Overriden = flag;
726
727 /* Set one of the bits which will trigger fragment program
728 * regeneration:
729 */
730 ctx->NewState |= _NEW_PROGRAM;
731 }
732 }