Merge commit 'origin/master' 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 used for rendering. If either
194 * is NULL, use fixed-function code paths.
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 if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
208 /* Use shader programs */
209 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
210 shProg->FragmentProgram);
211 }
212 else if (ctx->FragmentProgram._Enabled) {
213 /* use user-defined vertex program */
214 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
215 ctx->FragmentProgram.Current);
216 }
217 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
218 /* Use fragment program generated from fixed-function state.
219 */
220 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
221 _mesa_get_fixed_func_fragment_program(ctx));
222 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
223 ctx->FragmentProgram._Current);
224 }
225 else {
226 /* no fragment program */
227 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
228 }
229
230 /* Examine vertex program after fragment program as
231 * _mesa_get_fixed_func_vertex_program() needs to know active
232 * fragprog inputs.
233 */
234 if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
235 /* Use shader programs */
236 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
237 shProg->VertexProgram);
238 }
239 else if (ctx->VertexProgram._Enabled) {
240 /* use user-defined vertex program */
241 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
242 ctx->VertexProgram.Current);
243 }
244 else if (ctx->VertexProgram._MaintainTnlProgram) {
245 /* Use vertex program generated from fixed-function state.
246 */
247 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
248 _mesa_get_fixed_func_vertex_program(ctx));
249 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
250 ctx->VertexProgram._Current);
251 }
252 else {
253 /* no vertex program */
254 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
255 }
256
257 /* XXX: get rid of _Active flag.
258 */
259 #if 1
260 ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
261 if (ctx->FragmentProgram._MaintainTexEnvProgram &&
262 !ctx->FragmentProgram._Enabled) {
263 if (ctx->FragmentProgram._UseTexEnvProgram)
264 ctx->FragmentProgram._Active = GL_TRUE;
265 }
266 #endif
267
268 /* Let the driver know what's happening:
269 */
270 if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
271 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
272 (struct gl_program *) ctx->FragmentProgram._Current);
273 }
274
275 if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
276 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
277 (struct gl_program *) ctx->VertexProgram._Current);
278 }
279 }
280
281
282 static void
283 update_viewport_matrix(GLcontext *ctx)
284 {
285 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
286
287 ASSERT(depthMax > 0);
288
289 /* Compute scale and bias values. This is really driver-specific
290 * and should be maintained elsewhere if at all.
291 * NOTE: RasterPos uses this.
292 */
293 _math_matrix_viewport(&ctx->Viewport._WindowMap,
294 ctx->Viewport.X, ctx->Viewport.Y,
295 ctx->Viewport.Width, ctx->Viewport.Height,
296 ctx->Viewport.Near, ctx->Viewport.Far,
297 depthMax);
298 }
299
300
301 /**
302 * Update derived multisample state.
303 */
304 static void
305 update_multisample(GLcontext *ctx)
306 {
307 ctx->Multisample._Enabled = GL_FALSE;
308 if (ctx->Multisample.Enabled &&
309 ctx->DrawBuffer &&
310 ctx->DrawBuffer->Visual.sampleBuffers)
311 ctx->Multisample._Enabled = GL_TRUE;
312 }
313
314
315 /**
316 * Update derived color/blend/logicop state.
317 */
318 static void
319 update_color(GLcontext *ctx)
320 {
321 /* This is needed to support 1.1's RGB logic ops AND
322 * 1.0's blending logicops.
323 */
324 ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
325 }
326
327
328 /*
329 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
330 * in ctx->_TriangleCaps if needed.
331 */
332 static void
333 update_polygon(GLcontext *ctx)
334 {
335 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
336
337 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
338 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
339
340 if ( ctx->Polygon.OffsetPoint
341 || ctx->Polygon.OffsetLine
342 || ctx->Polygon.OffsetFill)
343 ctx->_TriangleCaps |= DD_TRI_OFFSET;
344 }
345
346
347 /**
348 * Update the ctx->_TriangleCaps bitfield.
349 * XXX that bitfield should really go away someday!
350 * This function must be called after other update_*() functions since
351 * there are dependencies on some other derived values.
352 */
353 #if 0
354 static void
355 update_tricaps(GLcontext *ctx, GLbitfield new_state)
356 {
357 ctx->_TriangleCaps = 0;
358
359 /*
360 * Points
361 */
362 if (1/*new_state & _NEW_POINT*/) {
363 if (ctx->Point.SmoothFlag)
364 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
365 if (ctx->Point.Size != 1.0F)
366 ctx->_TriangleCaps |= DD_POINT_SIZE;
367 if (ctx->Point._Attenuated)
368 ctx->_TriangleCaps |= DD_POINT_ATTEN;
369 }
370
371 /*
372 * Lines
373 */
374 if (1/*new_state & _NEW_LINE*/) {
375 if (ctx->Line.SmoothFlag)
376 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
377 if (ctx->Line.StippleFlag)
378 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
379 if (ctx->Line.Width != 1.0)
380 ctx->_TriangleCaps |= DD_LINE_WIDTH;
381 }
382
383 /*
384 * Polygons
385 */
386 if (1/*new_state & _NEW_POLYGON*/) {
387 if (ctx->Polygon.SmoothFlag)
388 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
389 if (ctx->Polygon.StippleFlag)
390 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
391 if (ctx->Polygon.FrontMode != GL_FILL
392 || ctx->Polygon.BackMode != GL_FILL)
393 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
394 if (ctx->Polygon.CullFlag
395 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
396 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
397 if (ctx->Polygon.OffsetPoint ||
398 ctx->Polygon.OffsetLine ||
399 ctx->Polygon.OffsetFill)
400 ctx->_TriangleCaps |= DD_TRI_OFFSET;
401 }
402
403 /*
404 * Lighting and shading
405 */
406 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
407 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
408 if (ctx->Light.ShadeModel == GL_FLAT)
409 ctx->_TriangleCaps |= DD_FLATSHADE;
410 if (NEED_SECONDARY_COLOR(ctx))
411 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
412
413 /*
414 * Stencil
415 */
416 if (ctx->Stencil._TestTwoSide)
417 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
418 }
419 #endif
420
421
422 /**
423 * Compute derived GL state.
424 * If __GLcontextRec::NewState is non-zero then this function \b must
425 * be called before rendering anything.
426 *
427 * Calls dd_function_table::UpdateState to perform any internal state
428 * management necessary.
429 *
430 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
431 * _mesa_update_buffer_bounds(),
432 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
433 */
434 void
435 _mesa_update_state_locked( GLcontext *ctx )
436 {
437 GLbitfield new_state = ctx->NewState;
438 GLbitfield prog_flags = _NEW_PROGRAM;
439
440 if (new_state == _NEW_CURRENT_ATTRIB)
441 goto out;
442
443 if (MESA_VERBOSE & VERBOSE_STATE)
444 _mesa_print_state("_mesa_update_state", new_state);
445
446 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
447 _mesa_update_modelview_project( ctx, new_state );
448
449 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
450 _mesa_update_texture( ctx, new_state );
451
452 if (new_state & _NEW_BUFFERS)
453 _mesa_update_framebuffer(ctx);
454
455 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
456 _mesa_update_draw_buffer_bounds( ctx );
457
458 if (new_state & _NEW_POLYGON)
459 update_polygon( ctx );
460
461 if (new_state & _NEW_LIGHT)
462 _mesa_update_lighting( ctx );
463
464 if (new_state & _NEW_STENCIL)
465 _mesa_update_stencil( ctx );
466
467 #if FEATURE_pixel_transfer
468 if (new_state & _IMAGE_NEW_TRANSFER_STATE)
469 _mesa_update_pixel( ctx, new_state );
470 #endif
471
472 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
473 update_separate_specular( ctx );
474
475 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
476 update_arrays( ctx );
477
478 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
479 update_viewport_matrix(ctx);
480
481 if (new_state & _NEW_MULTISAMPLE)
482 update_multisample( ctx );
483
484 if (new_state & _NEW_COLOR)
485 update_color( ctx );
486
487 #if 0
488 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
489 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
490 update_tricaps( ctx, new_state );
491 #endif
492
493 /* ctx->_NeedEyeCoords is now up to date.
494 *
495 * If the truth value of this variable has changed, update for the
496 * new lighting space and recompute the positions of lights and the
497 * normal transform.
498 *
499 * If the lighting space hasn't changed, may still need to recompute
500 * light positions & normal transforms for other reasons.
501 */
502 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
503 _mesa_update_tnl_spaces( ctx, new_state );
504
505 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
506 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE_MATRIX | _NEW_LIGHT |
507 _NEW_RENDERMODE |
508 _NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
509 }
510 if (ctx->VertexProgram._MaintainTnlProgram) {
511 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
512 _NEW_RENDERMODE |
513 _NEW_TRANSFORM | _NEW_POINT |
514 _NEW_FOG | _NEW_LIGHT |
515 _MESA_NEW_NEED_EYE_COORDS);
516 }
517 if (new_state & prog_flags)
518 update_program( ctx );
519
520
521
522 /*
523 * Give the driver a chance to act upon the new_state flags.
524 * The driver might plug in different span functions, for example.
525 * Also, this is where the driver can invalidate the state of any
526 * active modules (such as swrast_setup, swrast, tnl, etc).
527 *
528 * Set ctx->NewState to zero to avoid recursion if
529 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
530 */
531 out:
532 new_state = ctx->NewState;
533 ctx->NewState = 0;
534 ctx->Driver.UpdateState(ctx, new_state);
535 ctx->Array.NewState = 0;
536 }
537
538
539 /* This is the usual entrypoint for state updates:
540 */
541 void
542 _mesa_update_state( GLcontext *ctx )
543 {
544 _mesa_lock_context_textures(ctx);
545 _mesa_update_state_locked(ctx);
546 _mesa_unlock_context_textures(ctx);
547 }
548
549
550
551
552 /**
553 * Want to figure out which fragment program inputs are actually
554 * constant/current values from ctx->Current. These should be
555 * referenced as a tracked state variable rather than a fragment
556 * program input, to save the overhead of putting a constant value in
557 * every submitted vertex, transferring it to hardware, interpolating
558 * it across the triangle, etc...
559 *
560 * When there is a VP bound, just use vp->outputs. But when we're
561 * generating vp from fixed function state, basically want to
562 * calculate:
563 *
564 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
565 * potential_vp_outputs )
566 *
567 * Where potential_vp_outputs is calculated by looking at enabled
568 * texgen, etc.
569 *
570 * The generated fragment program should then only declare inputs that
571 * may vary or otherwise differ from the ctx->Current values.
572 * Otherwise, the fp should track them as state values instead.
573 */
574 void
575 _mesa_set_varying_vp_inputs( GLcontext *ctx,
576 GLbitfield varying_inputs )
577 {
578 if (ctx->varying_vp_inputs != varying_inputs) {
579 ctx->varying_vp_inputs = varying_inputs;
580 ctx->NewState |= _NEW_ARRAY;
581 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
582 }
583 }
584
585
586 /**
587 * Used by drivers to tell core Mesa that the driver is going to
588 * install/ use its own vertex program. In particular, this will
589 * prevent generated fragment programs from using state vars instead
590 * of ordinary varyings/inputs.
591 */
592 void
593 _mesa_set_vp_override(GLcontext *ctx, GLboolean flag)
594 {
595 if (ctx->VertexProgram._Overriden != flag) {
596 ctx->VertexProgram._Overriden = flag;
597
598 /* Set one of the bits which will trigger fragment program
599 * regeneration:
600 */
601 ctx->NewState |= _NEW_ARRAY;
602 }
603 }