2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
30 * This file manages recalculation of derived values in GLcontext.
39 #include "ffvertex_prog.h"
40 #include "framebuffer.h"
43 #if FEATURE_pixel_transfer
46 #include "shader/program.h"
49 #include "texenvprogram.h"
55 update_separate_specular(GLcontext
*ctx
)
57 if (NEED_SECONDARY_COLOR(ctx
))
58 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
60 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
65 * Update state dependent on vertex arrays.
68 update_arrays( GLcontext
*ctx
)
72 /* find min of _MaxElement values for all enabled arrays */
75 if (ctx
->VertexProgram
._Current
76 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
77 min
= ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]._MaxElement
;
79 else if (ctx
->Array
.ArrayObj
->Vertex
.Enabled
) {
80 min
= ctx
->Array
.ArrayObj
->Vertex
._MaxElement
;
83 /* can't draw anything without vertex positions! */
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
);
92 /* no conventional vertex weight array */
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
);
99 else if (ctx
->Array
.ArrayObj
->Normal
.Enabled
) {
100 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Normal
._MaxElement
);
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
);
108 else if (ctx
->Array
.ArrayObj
->Color
.Enabled
) {
109 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Color
._MaxElement
);
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
);
117 else if (ctx
->Array
.ArrayObj
->SecondaryColor
.Enabled
) {
118 min
= MIN2(min
, ctx
->Array
.ArrayObj
->SecondaryColor
._MaxElement
);
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
);
126 else if (ctx
->Array
.ArrayObj
->FogCoord
.Enabled
) {
127 min
= MIN2(min
, ctx
->Array
.ArrayObj
->FogCoord
._MaxElement
);
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
);
135 else if (ctx
->Array
.ArrayObj
->Index
.Enabled
) {
136 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Index
._MaxElement
);
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
);
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
);
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
);
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
);
167 if (ctx
->Array
.ArrayObj
->EdgeFlag
.Enabled
) {
168 min
= MIN2(min
, ctx
->Array
.ArrayObj
->EdgeFlag
._MaxElement
);
171 /* _MaxElement is one past the last legal array element */
172 ctx
->Array
._MaxElement
= min
;
177 update_program(GLcontext
*ctx
)
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
;
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];
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.
196 * These programs may come from several sources. The priority is as
198 * 1. OpenGL 2.0/ARB vertex/fragment shaders
199 * 2. ARB/NV vertex/fragment programs
200 * 3. Programs derived from fixed-function state.
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.
207 if (shProg
&& shProg
->LinkStatus
&& shProg
->FragmentProgram
) {
208 /* Use shader programs */
209 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
210 shProg
->FragmentProgram
);
212 else if (ctx
->FragmentProgram
._Enabled
) {
213 /* use user-defined vertex program */
214 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
215 ctx
->FragmentProgram
.Current
);
217 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
218 /* Use fragment program generated from fixed-function state.
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
);
226 /* no fragment program */
227 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
230 /* Examine vertex program after fragment program as
231 * _mesa_get_fixed_func_vertex_program() needs to know active
234 if (shProg
&& shProg
->LinkStatus
&& shProg
->VertexProgram
) {
235 /* Use shader programs */
236 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
237 shProg
->VertexProgram
);
239 else if (ctx
->VertexProgram
._Enabled
) {
240 /* use user-defined vertex program */
241 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
242 ctx
->VertexProgram
.Current
);
244 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
245 /* Use vertex program generated from fixed-function state.
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
);
253 /* no vertex program */
254 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
257 /* XXX: get rid of _Active flag.
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
;
268 /* Let the driver know what's happening:
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
);
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
);
283 update_viewport_matrix(GLcontext
*ctx
)
285 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
287 ASSERT(depthMax
> 0);
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.
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
,
302 * Update derived multisample state.
305 update_multisample(GLcontext
*ctx
)
307 ctx
->Multisample
._Enabled
= GL_FALSE
;
308 if (ctx
->Multisample
.Enabled
&&
310 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
311 ctx
->Multisample
._Enabled
= GL_TRUE
;
316 * Update derived color/blend/logicop state.
319 update_color(GLcontext
*ctx
)
321 /* This is needed to support 1.1's RGB logic ops AND
322 * 1.0's blending logicops.
324 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
329 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
330 * in ctx->_TriangleCaps if needed.
333 update_polygon(GLcontext
*ctx
)
335 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
337 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
338 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
340 if ( ctx
->Polygon
.OffsetPoint
341 || ctx
->Polygon
.OffsetLine
342 || ctx
->Polygon
.OffsetFill
)
343 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
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.
355 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
357 ctx
->_TriangleCaps
= 0;
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
;
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
;
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
;
404 * Lighting and shading
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
;
416 if (ctx
->Stencil
._TestTwoSide
)
417 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
423 * Compute derived GL state.
424 * If __GLcontextRec::NewState is non-zero then this function \b must
425 * be called before rendering anything.
427 * Calls dd_function_table::UpdateState to perform any internal state
428 * management necessary.
430 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
431 * _mesa_update_buffer_bounds(),
432 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
435 _mesa_update_state_locked( GLcontext
*ctx
)
437 GLbitfield new_state
= ctx
->NewState
;
438 GLbitfield prog_flags
= _NEW_PROGRAM
;
440 if (new_state
== _NEW_CURRENT_ATTRIB
)
443 if (MESA_VERBOSE
& VERBOSE_STATE
)
444 _mesa_print_state("_mesa_update_state", new_state
);
446 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
447 _mesa_update_modelview_project( ctx
, new_state
);
449 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
450 _mesa_update_texture( ctx
, new_state
);
452 if (new_state
& _NEW_BUFFERS
)
453 _mesa_update_framebuffer(ctx
);
455 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
456 _mesa_update_draw_buffer_bounds( ctx
);
458 if (new_state
& _NEW_POLYGON
)
459 update_polygon( ctx
);
461 if (new_state
& _NEW_LIGHT
)
462 _mesa_update_lighting( ctx
);
464 if (new_state
& _NEW_STENCIL
)
465 _mesa_update_stencil( ctx
);
467 #if FEATURE_pixel_transfer
468 if (new_state
& _IMAGE_NEW_TRANSFER_STATE
)
469 _mesa_update_pixel( ctx
, new_state
);
472 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
473 update_separate_specular( ctx
);
475 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
))
476 update_arrays( ctx
);
478 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
479 update_viewport_matrix(ctx
);
481 if (new_state
& _NEW_MULTISAMPLE
)
482 update_multisample( ctx
);
484 if (new_state
& _NEW_COLOR
)
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
);
493 /* ctx->_NeedEyeCoords is now up to date.
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
499 * If the lighting space hasn't changed, may still need to recompute
500 * light positions & normal transforms for other reasons.
502 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
503 _mesa_update_tnl_spaces( ctx
, new_state
);
505 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
506 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE_MATRIX
| _NEW_LIGHT
|
508 _NEW_TEXTURE
| _NEW_FOG
| _DD_NEW_SEPARATE_SPECULAR
);
510 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
511 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
513 _NEW_TRANSFORM
| _NEW_POINT
|
514 _NEW_FOG
| _NEW_LIGHT
|
515 _MESA_NEW_NEED_EYE_COORDS
);
517 if (new_state
& prog_flags
)
518 update_program( ctx
);
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).
528 * Set ctx->NewState to zero to avoid recursion if
529 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
532 new_state
= ctx
->NewState
;
534 ctx
->Driver
.UpdateState(ctx
, new_state
);
535 ctx
->Array
.NewState
= 0;
539 /* This is the usual entrypoint for state updates:
542 _mesa_update_state( GLcontext
*ctx
)
544 _mesa_lock_context_textures(ctx
);
545 _mesa_update_state_locked(ctx
);
546 _mesa_unlock_context_textures(ctx
);
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...
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
564 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
565 * potential_vp_outputs )
567 * Where potential_vp_outputs is calculated by looking at enabled
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.
575 _mesa_set_varying_vp_inputs( GLcontext
*ctx
,
576 GLbitfield varying_inputs
)
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);*/
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.
593 _mesa_set_vp_override(GLcontext
*ctx
, GLboolean flag
)
595 if (ctx
->VertexProgram
._Overriden
!= flag
) {
596 ctx
->VertexProgram
._Overriden
= flag
;
598 /* Set one of the bits which will trigger fragment program
601 ctx
->NewState
|= _NEW_ARRAY
;