mesa: consolidate code in _mesa_update_array_max_element()
[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 program is enabled AND valid. */
196 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
197 && ctx->VertexProgram.Current->Base.Instructions;
198 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
199 && ctx->FragmentProgram.Current->Base.Instructions;
200 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
201 && ctx->ATIFragmentShader.Current->Instructions[0];
202 }
203
204
205 /**
206 * Update vertex/fragment program state. In particular, update these fields:
207 * ctx->VertexProgram._Current
208 * ctx->VertexProgram._TnlProgram,
209 * These point to the highest priority enabled vertex/fragment program or are
210 * NULL if fixed-function processing is to be done.
211 *
212 * This function needs to be called after texture state validation in case
213 * we're generating a fragment program from fixed-function texture state.
214 *
215 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
216 * or fragment program is being used.
217 */
218 static GLbitfield
219 update_program(struct gl_context *ctx)
220 {
221 const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
222 const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
223 const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
224 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
225 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
226 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
227 GLbitfield new_state = 0x0;
228
229 /*
230 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
231 * pointers to the programs that should be used for rendering. If either
232 * is NULL, use fixed-function code paths.
233 *
234 * These programs may come from several sources. The priority is as
235 * follows:
236 * 1. OpenGL 2.0/ARB vertex/fragment shaders
237 * 2. ARB/NV vertex/fragment programs
238 * 3. Programs derived from fixed-function state.
239 *
240 * Note: it's possible for a vertex shader to get used with a fragment
241 * program (and vice versa) here, but in practice that shouldn't ever
242 * come up, or matter.
243 */
244
245 if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
246 /* Use shader programs */
247 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
248 fsProg->FragmentProgram);
249 }
250 else if (ctx->FragmentProgram._Enabled) {
251 /* use user-defined vertex program */
252 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
253 ctx->FragmentProgram.Current);
254 }
255 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
256 /* Use fragment program generated from fixed-function state.
257 */
258 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
259 _mesa_get_fixed_func_fragment_program(ctx));
260 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
261 ctx->FragmentProgram._Current);
262 }
263 else {
264 /* no fragment program */
265 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
266 }
267
268 if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
269 /* Use shader programs */
270 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
271 gsProg->GeometryProgram);
272 } else {
273 /* no fragment program */
274 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
275 }
276
277 /* Examine vertex program after fragment program as
278 * _mesa_get_fixed_func_vertex_program() needs to know active
279 * fragprog inputs.
280 */
281 if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
282 /* Use shader programs */
283 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
284 vsProg->VertexProgram);
285 }
286 else if (ctx->VertexProgram._Enabled) {
287 /* use user-defined vertex program */
288 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
289 ctx->VertexProgram.Current);
290 }
291 else if (ctx->VertexProgram._MaintainTnlProgram) {
292 /* Use vertex program generated from fixed-function state.
293 */
294 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
295 _mesa_get_fixed_func_vertex_program(ctx));
296 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
297 ctx->VertexProgram._Current);
298 }
299 else {
300 /* no vertex program */
301 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
302 }
303
304 /* Let the driver know what's happening:
305 */
306 if (ctx->FragmentProgram._Current != prevFP) {
307 new_state |= _NEW_PROGRAM;
308 if (ctx->Driver.BindProgram) {
309 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
310 (struct gl_program *) ctx->FragmentProgram._Current);
311 }
312 }
313
314 if (ctx->GeometryProgram._Current != prevGP) {
315 new_state |= _NEW_PROGRAM;
316 if (ctx->Driver.BindProgram) {
317 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
318 (struct gl_program *) ctx->GeometryProgram._Current);
319 }
320 }
321
322 if (ctx->VertexProgram._Current != prevVP) {
323 new_state |= _NEW_PROGRAM;
324 if (ctx->Driver.BindProgram) {
325 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
326 (struct gl_program *) ctx->VertexProgram._Current);
327 }
328 }
329
330 return new_state;
331 }
332
333
334 /**
335 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
336 */
337 static GLbitfield
338 update_program_constants(struct gl_context *ctx)
339 {
340 GLbitfield new_state = 0x0;
341
342 if (ctx->FragmentProgram._Current) {
343 const struct gl_program_parameter_list *params =
344 ctx->FragmentProgram._Current->Base.Parameters;
345 if (params && params->StateFlags & ctx->NewState) {
346 new_state |= _NEW_PROGRAM_CONSTANTS;
347 }
348 }
349
350 if (ctx->GeometryProgram._Current) {
351 const struct gl_program_parameter_list *params =
352 ctx->GeometryProgram._Current->Base.Parameters;
353 /*FIXME: StateFlags is always 0 because we have unnamed constant
354 * not state changes */
355 if (params /*&& params->StateFlags & ctx->NewState*/) {
356 new_state |= _NEW_PROGRAM_CONSTANTS;
357 }
358 }
359
360 if (ctx->VertexProgram._Current) {
361 const struct gl_program_parameter_list *params =
362 ctx->VertexProgram._Current->Base.Parameters;
363 if (params && params->StateFlags & ctx->NewState) {
364 new_state |= _NEW_PROGRAM_CONSTANTS;
365 }
366 }
367
368 return new_state;
369 }
370
371
372
373
374 static void
375 update_viewport_matrix(struct gl_context *ctx)
376 {
377 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
378
379 ASSERT(depthMax > 0);
380
381 /* Compute scale and bias values. This is really driver-specific
382 * and should be maintained elsewhere if at all.
383 * NOTE: RasterPos uses this.
384 */
385 _math_matrix_viewport(&ctx->Viewport._WindowMap,
386 ctx->Viewport.X, ctx->Viewport.Y,
387 ctx->Viewport.Width, ctx->Viewport.Height,
388 ctx->Viewport.Near, ctx->Viewport.Far,
389 depthMax);
390 }
391
392
393 /**
394 * Update derived multisample state.
395 */
396 static void
397 update_multisample(struct gl_context *ctx)
398 {
399 ctx->Multisample._Enabled = GL_FALSE;
400 if (ctx->Multisample.Enabled &&
401 ctx->DrawBuffer &&
402 ctx->DrawBuffer->Visual.sampleBuffers)
403 ctx->Multisample._Enabled = GL_TRUE;
404 }
405
406
407 /**
408 * Update derived color/blend/logicop state.
409 */
410 static void
411 update_color(struct gl_context *ctx)
412 {
413 /* This is needed to support 1.1's RGB logic ops AND
414 * 1.0's blending logicops.
415 */
416 ctx->Color._LogicOpEnabled = _mesa_rgba_logicop_enabled(ctx);
417 }
418
419 static void
420 update_clamp_fragment_color(struct gl_context *ctx)
421 {
422 if(ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
423 ctx->Color._ClampFragmentColor = !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
424 else
425 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
426 }
427
428 static void
429 update_clamp_vertex_color(struct gl_context *ctx)
430 {
431 if(ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
432 ctx->Light._ClampVertexColor = !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
433 else
434 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
435 }
436
437 static void
438 update_clamp_read_color(struct gl_context *ctx)
439 {
440 if(ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
441 ctx->Color._ClampReadColor = !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
442 else
443 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
444 }
445
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 (_mesa_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 | _NEW_FRAG_CLAMP);
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_LIGHT | _NEW_BUFFERS))
603 update_clamp_vertex_color(ctx);
604
605 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
606 _mesa_update_stencil( ctx );
607
608 if (new_state & _NEW_PIXEL)
609 _mesa_update_pixel( ctx, new_state );
610
611 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
612 update_separate_specular( ctx );
613
614 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
615 update_viewport_matrix(ctx);
616
617 if (new_state & _NEW_MULTISAMPLE)
618 update_multisample( ctx );
619
620 if (new_state & _NEW_COLOR)
621 update_color( ctx );
622
623 if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
624 update_clamp_read_color(ctx);
625
626 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
627 update_clamp_fragment_color(ctx);
628
629 #if 0
630 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
631 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
632 update_tricaps( ctx, new_state );
633 #endif
634
635 /* ctx->_NeedEyeCoords is now up to date.
636 *
637 * If the truth value of this variable has changed, update for the
638 * new lighting space and recompute the positions of lights and the
639 * normal transform.
640 *
641 * If the lighting space hasn't changed, may still need to recompute
642 * light positions & normal transforms for other reasons.
643 */
644 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
645 _mesa_update_tnl_spaces( ctx, new_state );
646
647 if (new_state & prog_flags) {
648 /* When we generate programs from fixed-function vertex/fragment state
649 * this call may generate/bind a new program. If so, we need to
650 * propogate the _NEW_PROGRAM flag to the driver.
651 */
652 new_prog_state |= update_program( ctx );
653 }
654
655 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
656 update_arrays( ctx );
657
658 out:
659 new_prog_state |= update_program_constants(ctx);
660
661 /*
662 * Give the driver a chance to act upon the new_state flags.
663 * The driver might plug in different span functions, for example.
664 * Also, this is where the driver can invalidate the state of any
665 * active modules (such as swrast_setup, swrast, tnl, etc).
666 *
667 * Set ctx->NewState to zero to avoid recursion if
668 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
669 */
670 new_state = ctx->NewState | new_prog_state;
671 ctx->NewState = 0;
672 ctx->Driver.UpdateState(ctx, new_state);
673 ctx->Array.NewState = 0;
674 if (!ctx->Array.RebindArrays)
675 ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
676 }
677
678
679 /* This is the usual entrypoint for state updates:
680 */
681 void
682 _mesa_update_state( struct gl_context *ctx )
683 {
684 _mesa_lock_context_textures(ctx);
685 _mesa_update_state_locked(ctx);
686 _mesa_unlock_context_textures(ctx);
687 }
688
689
690
691
692 /**
693 * Want to figure out which fragment program inputs are actually
694 * constant/current values from ctx->Current. These should be
695 * referenced as a tracked state variable rather than a fragment
696 * program input, to save the overhead of putting a constant value in
697 * every submitted vertex, transferring it to hardware, interpolating
698 * it across the triangle, etc...
699 *
700 * When there is a VP bound, just use vp->outputs. But when we're
701 * generating vp from fixed function state, basically want to
702 * calculate:
703 *
704 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
705 * potential_vp_outputs )
706 *
707 * Where potential_vp_outputs is calculated by looking at enabled
708 * texgen, etc.
709 *
710 * The generated fragment program should then only declare inputs that
711 * may vary or otherwise differ from the ctx->Current values.
712 * Otherwise, the fp should track them as state values instead.
713 */
714 void
715 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
716 GLbitfield varying_inputs )
717 {
718 if (ctx->varying_vp_inputs != varying_inputs) {
719 ctx->varying_vp_inputs = varying_inputs;
720 ctx->NewState |= _NEW_ARRAY;
721 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
722 }
723 }
724
725
726 /**
727 * Used by drivers to tell core Mesa that the driver is going to
728 * install/ use its own vertex program. In particular, this will
729 * prevent generated fragment programs from using state vars instead
730 * of ordinary varyings/inputs.
731 */
732 void
733 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
734 {
735 if (ctx->VertexProgram._Overriden != flag) {
736 ctx->VertexProgram._Overriden = flag;
737
738 /* Set one of the bits which will trigger fragment program
739 * regeneration:
740 */
741 ctx->NewState |= _NEW_PROGRAM;
742 }
743 }