Merge commit 'origin/gallium-0.1' into gallium-0.2
[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 #if FEATURE_pixel_transfer
44 #include "pixel.h"
45 #endif
46 #include "shader/program.h"
47 #include "state.h"
48 #include "stencil.h"
49 #include "texenvprogram.h"
50 #include "texobj.h"
51 #include "texstate.h"
52
53
54 static void
55 update_separate_specular(GLcontext *ctx)
56 {
57 if (NEED_SECONDARY_COLOR(ctx))
58 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
59 else
60 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
61 }
62
63
64 /**
65 * Update state dependent on vertex arrays.
66 */
67 static void
68 update_arrays( GLcontext *ctx )
69 {
70 GLuint i, min;
71
72 /* find min of _MaxElement values for all enabled arrays */
73
74 /* 0 */
75 if (ctx->VertexProgram._Current
76 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
77 min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
78 }
79 else if (ctx->Array.ArrayObj->Vertex.Enabled) {
80 min = ctx->Array.ArrayObj->Vertex._MaxElement;
81 }
82 else {
83 /* can't draw anything without vertex positions! */
84 min = 0;
85 }
86
87 /* 1 */
88 if (ctx->VertexProgram._Enabled
89 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
90 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement);
91 }
92 /* no conventional vertex weight array */
93
94 /* 2 */
95 if (ctx->VertexProgram._Enabled
96 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
97 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement);
98 }
99 else if (ctx->Array.ArrayObj->Normal.Enabled) {
100 min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement);
101 }
102
103 /* 3 */
104 if (ctx->VertexProgram._Enabled
105 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
106 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement);
107 }
108 else if (ctx->Array.ArrayObj->Color.Enabled) {
109 min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement);
110 }
111
112 /* 4 */
113 if (ctx->VertexProgram._Enabled
114 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
115 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement);
116 }
117 else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
118 min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement);
119 }
120
121 /* 5 */
122 if (ctx->VertexProgram._Enabled
123 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
124 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement);
125 }
126 else if (ctx->Array.ArrayObj->FogCoord.Enabled) {
127 min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement);
128 }
129
130 /* 6 */
131 if (ctx->VertexProgram._Enabled
132 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
133 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement);
134 }
135 else if (ctx->Array.ArrayObj->Index.Enabled) {
136 min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement);
137 }
138
139
140 /* 7 */
141 if (ctx->VertexProgram._Enabled
142 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
143 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement);
144 }
145
146 /* 8..15 */
147 for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
148 if (ctx->VertexProgram._Enabled
149 && ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
150 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
151 }
152 else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
153 && ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
154 min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement);
155 }
156 }
157
158 /* 16..31 */
159 if (ctx->VertexProgram._Current) {
160 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
161 if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
162 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
163 }
164 }
165 }
166
167 if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
168 min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement);
169 }
170
171 /* _MaxElement is one past the last legal array element */
172 ctx->Array._MaxElement = min;
173 }
174
175
176 static void
177 update_program(GLcontext *ctx)
178 {
179 const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
180 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
181 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
182
183 /* These _Enabled flags indicate if the program is enabled AND valid. */
184 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
185 && ctx->VertexProgram.Current->Base.Instructions;
186 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
187 && ctx->FragmentProgram.Current->Base.Instructions;
188 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
189 && ctx->ATIFragmentShader.Current->Instructions[0];
190
191 /*
192 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
193 * pointers to the programs that should be enabled/used. These will only
194 * be NULL if we need to use the fixed-function code.
195 *
196 * These programs may come from several sources. The priority is as
197 * follows:
198 * 1. OpenGL 2.0/ARB vertex/fragment shaders
199 * 2. ARB/NV vertex/fragment programs
200 * 3. Programs derived from fixed-function state.
201 *
202 * Note: it's possible for a vertex shader to get used with a fragment
203 * program (and vice versa) here, but in practice that shouldn't ever
204 * come up, or matter.
205 */
206
207 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
208
209 if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
210 /* Use shader programs */
211 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
212 shProg->FragmentProgram);
213 }
214 else if (ctx->FragmentProgram._Enabled) {
215 /* use user-defined vertex program */
216 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
217 ctx->FragmentProgram.Current);
218 }
219 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
220 /* Use fragment program generated from fixed-function state.
221 */
222 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
223 _mesa_get_fixed_func_fragment_program(ctx));
224 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
225 ctx->FragmentProgram._Current);
226 }
227 else {
228 /* no fragment program */
229 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
230 }
231
232 /* Examine vertex program after fragment program as
233 * _mesa_get_fixed_func_vertex_program() needs to know active
234 * fragprog inputs.
235 */
236 if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
237 /* Use shader programs */
238 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
239 shProg->VertexProgram);
240 }
241 else if (ctx->VertexProgram._Enabled) {
242 /* use user-defined vertex program */
243 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
244 ctx->VertexProgram.Current);
245 }
246 else if (ctx->VertexProgram._MaintainTnlProgram) {
247 /* Use vertex program generated from fixed-function state.
248 */
249 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
250 _mesa_get_fixed_func_vertex_program(ctx));
251 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
252 ctx->VertexProgram._Current);
253 }
254 else {
255 /* no vertex program */
256 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
257 }
258
259 /* XXX: get rid of _Active flag.
260 */
261 #if 1
262 ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
263 if (ctx->FragmentProgram._MaintainTexEnvProgram &&
264 !ctx->FragmentProgram._Enabled) {
265 if (ctx->FragmentProgram._UseTexEnvProgram)
266 ctx->FragmentProgram._Active = GL_TRUE;
267 }
268 #endif
269
270 /* Let the driver know what's happening:
271 */
272 if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
273 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
274 (struct gl_program *) ctx->FragmentProgram._Current);
275 }
276
277 if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
278 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
279 (struct gl_program *) ctx->VertexProgram._Current);
280 }
281 }
282
283
284 static void
285 update_viewport_matrix(GLcontext *ctx)
286 {
287 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
288
289 ASSERT(depthMax > 0);
290
291 /* Compute scale and bias values. This is really driver-specific
292 * and should be maintained elsewhere if at all.
293 * NOTE: RasterPos uses this.
294 */
295 _math_matrix_viewport(&ctx->Viewport._WindowMap,
296 ctx->Viewport.X, ctx->Viewport.Y,
297 ctx->Viewport.Width, ctx->Viewport.Height,
298 ctx->Viewport.Near, ctx->Viewport.Far,
299 depthMax);
300 }
301
302
303 /**
304 * Update derived multisample state.
305 */
306 static void
307 update_multisample(GLcontext *ctx)
308 {
309 ctx->Multisample._Enabled = GL_FALSE;
310 if (ctx->Multisample.Enabled &&
311 ctx->DrawBuffer &&
312 ctx->DrawBuffer->Visual.sampleBuffers)
313 ctx->Multisample._Enabled = GL_TRUE;
314 }
315
316
317 /**
318 * Update derived color/blend/logicop state.
319 */
320 static void
321 update_color(GLcontext *ctx)
322 {
323 /* This is needed to support 1.1's RGB logic ops AND
324 * 1.0's blending logicops.
325 */
326 ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
327 }
328
329
330 /*
331 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
332 * in ctx->_TriangleCaps if needed.
333 */
334 static void
335 update_polygon(GLcontext *ctx)
336 {
337 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
338
339 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
340 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
341
342 if ( ctx->Polygon.OffsetPoint
343 || ctx->Polygon.OffsetLine
344 || ctx->Polygon.OffsetFill)
345 ctx->_TriangleCaps |= DD_TRI_OFFSET;
346 }
347
348
349 /**
350 * Update the ctx->_TriangleCaps bitfield.
351 * XXX that bitfield should really go away someday!
352 * This function must be called after other update_*() functions since
353 * there are dependencies on some other derived values.
354 */
355 #if 0
356 static void
357 update_tricaps(GLcontext *ctx, GLbitfield new_state)
358 {
359 ctx->_TriangleCaps = 0;
360
361 /*
362 * Points
363 */
364 if (1/*new_state & _NEW_POINT*/) {
365 if (ctx->Point.SmoothFlag)
366 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
367 if (ctx->Point.Size != 1.0F)
368 ctx->_TriangleCaps |= DD_POINT_SIZE;
369 if (ctx->Point._Attenuated)
370 ctx->_TriangleCaps |= DD_POINT_ATTEN;
371 }
372
373 /*
374 * Lines
375 */
376 if (1/*new_state & _NEW_LINE*/) {
377 if (ctx->Line.SmoothFlag)
378 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
379 if (ctx->Line.StippleFlag)
380 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
381 if (ctx->Line.Width != 1.0)
382 ctx->_TriangleCaps |= DD_LINE_WIDTH;
383 }
384
385 /*
386 * Polygons
387 */
388 if (1/*new_state & _NEW_POLYGON*/) {
389 if (ctx->Polygon.SmoothFlag)
390 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
391 if (ctx->Polygon.StippleFlag)
392 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
393 if (ctx->Polygon.FrontMode != GL_FILL
394 || ctx->Polygon.BackMode != GL_FILL)
395 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
396 if (ctx->Polygon.CullFlag
397 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
398 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
399 if (ctx->Polygon.OffsetPoint ||
400 ctx->Polygon.OffsetLine ||
401 ctx->Polygon.OffsetFill)
402 ctx->_TriangleCaps |= DD_TRI_OFFSET;
403 }
404
405 /*
406 * Lighting and shading
407 */
408 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
409 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
410 if (ctx->Light.ShadeModel == GL_FLAT)
411 ctx->_TriangleCaps |= DD_FLATSHADE;
412 if (NEED_SECONDARY_COLOR(ctx))
413 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
414
415 /*
416 * Stencil
417 */
418 if (ctx->Stencil._TestTwoSide)
419 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
420 }
421 #endif
422
423
424 /**
425 * Compute derived GL state.
426 * If __GLcontextRec::NewState is non-zero then this function \b must
427 * be called before rendering anything.
428 *
429 * Calls dd_function_table::UpdateState to perform any internal state
430 * management necessary.
431 *
432 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
433 * _mesa_update_buffer_bounds(),
434 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
435 */
436 void
437 _mesa_update_state_locked( GLcontext *ctx )
438 {
439 GLbitfield new_state = ctx->NewState;
440 GLbitfield prog_flags = _NEW_PROGRAM;
441
442 if (new_state == _NEW_CURRENT_ATTRIB)
443 goto out;
444
445 if (MESA_VERBOSE & VERBOSE_STATE)
446 _mesa_print_state("_mesa_update_state", new_state);
447
448 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
449 _mesa_update_modelview_project( ctx, new_state );
450
451 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
452 _mesa_update_texture( ctx, new_state );
453
454 if (new_state & _NEW_BUFFERS)
455 _mesa_update_framebuffer(ctx);
456
457 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
458 _mesa_update_draw_buffer_bounds( ctx );
459
460 if (new_state & _NEW_POLYGON)
461 update_polygon( ctx );
462
463 if (new_state & _NEW_LIGHT)
464 _mesa_update_lighting( ctx );
465
466 if (new_state & _NEW_STENCIL)
467 _mesa_update_stencil( ctx );
468
469 #if FEATURE_pixel_transfer
470 if (new_state & _IMAGE_NEW_TRANSFER_STATE)
471 _mesa_update_pixel( ctx, new_state );
472 #endif
473
474 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
475 update_separate_specular( ctx );
476
477 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
478 update_arrays( ctx );
479
480 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
481 update_viewport_matrix(ctx);
482
483 if (new_state & _NEW_MULTISAMPLE)
484 update_multisample( ctx );
485
486 if (new_state & _NEW_COLOR)
487 update_color( ctx );
488
489 #if 0
490 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
491 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
492 update_tricaps( ctx, new_state );
493 #endif
494
495 /* ctx->_NeedEyeCoords is now up to date.
496 *
497 * If the truth value of this variable has changed, update for the
498 * new lighting space and recompute the positions of lights and the
499 * normal transform.
500 *
501 * If the lighting space hasn't changed, may still need to recompute
502 * light positions & normal transforms for other reasons.
503 */
504 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
505 _mesa_update_tnl_spaces( ctx, new_state );
506
507 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
508 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE_MATRIX | _NEW_LIGHT |
509 _NEW_RENDERMODE |
510 _NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
511 }
512 if (ctx->VertexProgram._MaintainTnlProgram) {
513 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
514 _NEW_RENDERMODE |
515 _NEW_TRANSFORM | _NEW_POINT |
516 _NEW_FOG | _NEW_LIGHT |
517 _MESA_NEW_NEED_EYE_COORDS);
518 }
519 if (new_state & prog_flags)
520 update_program( ctx );
521
522
523
524 /*
525 * Give the driver a chance to act upon the new_state flags.
526 * The driver might plug in different span functions, for example.
527 * Also, this is where the driver can invalidate the state of any
528 * active modules (such as swrast_setup, swrast, tnl, etc).
529 *
530 * Set ctx->NewState to zero to avoid recursion if
531 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
532 */
533 out:
534 new_state = ctx->NewState;
535 ctx->NewState = 0;
536 ctx->Driver.UpdateState(ctx, new_state);
537 ctx->Array.NewState = 0;
538 }
539
540
541 /* This is the usual entrypoint for state updates:
542 */
543 void
544 _mesa_update_state( GLcontext *ctx )
545 {
546 _mesa_lock_context_textures(ctx);
547 _mesa_update_state_locked(ctx);
548 _mesa_unlock_context_textures(ctx);
549 }
550
551
552
553
554 /**
555 * Want to figure out which fragment program inputs are actually
556 * constant/current values from ctx->Current. These should be
557 * referenced as a tracked state variable rather than a fragment
558 * program input, to save the overhead of putting a constant value in
559 * every submitted vertex, transferring it to hardware, interpolating
560 * it across the triangle, etc...
561 *
562 * When there is a VP bound, just use vp->outputs. But when we're
563 * generating vp from fixed function state, basically want to
564 * calculate:
565 *
566 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
567 * potential_vp_outputs )
568 *
569 * Where potential_vp_outputs is calculated by looking at enabled
570 * texgen, etc.
571 *
572 * The generated fragment program should then only declare inputs that
573 * may vary or otherwise differ from the ctx->Current values.
574 * Otherwise, the fp should track them as state values instead.
575 */
576 void
577 _mesa_set_varying_vp_inputs( GLcontext *ctx,
578 GLbitfield varying_inputs )
579 {
580 if (ctx->varying_vp_inputs != varying_inputs) {
581 ctx->varying_vp_inputs = varying_inputs;
582 ctx->NewState |= _NEW_ARRAY;
583 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
584 }
585 }
586
587
588 /**
589 * Used by drivers to tell core Mesa that the driver is going to
590 * install/ use its own vertex program. In particular, this will
591 * prevent generated fragment programs from using state vars instead
592 * of ordinary varyings/inputs.
593 */
594 void
595 _mesa_set_vp_override(GLcontext *ctx, GLboolean flag)
596 {
597 if (ctx->VertexProgram._Overriden != flag) {
598 ctx->VertexProgram._Overriden = flag;
599
600 /* Set one of the bits which will trigger fragment program
601 * regeneration:
602 */
603 ctx->NewState |= _NEW_ARRAY;
604 }
605 }