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) {
210 /* Use shader programs */
211 /* XXX this isn't quite right, since we may have either a vertex
212 * _or_ fragment shader (not always both).
213 */
214 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
215 shProg->VertexProgram);
216 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
217 shProg->FragmentProgram);
218 }
219 else {
220 if (ctx->FragmentProgram._Enabled) {
221 /* use user-defined vertex program */
222 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
223 ctx->FragmentProgram.Current);
224 }
225 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
226 /* Use fragment program generated from fixed-function state.
227 */
228 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
229 _mesa_get_fixed_func_fragment_program(ctx));
230 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
231 ctx->FragmentProgram._Current);
232 }
233 else {
234 /* no fragment program */
235 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
236 }
237
238 /* Examine vertex program after fragment program as
239 * _mesa_get_fixed_func_vertex_program() needs to know active
240 * fragprog inputs.
241 */
242 if (ctx->VertexProgram._Enabled) {
243 /* use user-defined vertex program */
244 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
245 ctx->VertexProgram.Current);
246 }
247 else if (ctx->VertexProgram._MaintainTnlProgram) {
248 /* Use vertex program generated from fixed-function state.
249 */
250 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
251 _mesa_get_fixed_func_vertex_program(ctx));
252 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
253 ctx->VertexProgram._Current);
254 }
255 else {
256 /* no vertex program */
257 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
258 }
259 }
260
261 /* XXX: get rid of _Active flag.
262 */
263 #if 1
264 ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
265 if (ctx->FragmentProgram._MaintainTexEnvProgram &&
266 !ctx->FragmentProgram._Enabled) {
267 if (ctx->FragmentProgram._UseTexEnvProgram)
268 ctx->FragmentProgram._Active = GL_TRUE;
269 }
270 #endif
271
272 /* Let the driver know what's happening:
273 */
274 if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
275 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
276 (struct gl_program *) ctx->FragmentProgram._Current);
277 }
278
279 if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
280 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
281 (struct gl_program *) ctx->VertexProgram._Current);
282 }
283 }
284
285
286 static void
287 update_viewport_matrix(GLcontext *ctx)
288 {
289 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
290
291 ASSERT(depthMax > 0);
292
293 /* Compute scale and bias values. This is really driver-specific
294 * and should be maintained elsewhere if at all.
295 * NOTE: RasterPos uses this.
296 */
297 _math_matrix_viewport(&ctx->Viewport._WindowMap,
298 ctx->Viewport.X, ctx->Viewport.Y,
299 ctx->Viewport.Width, ctx->Viewport.Height,
300 ctx->Viewport.Near, ctx->Viewport.Far,
301 depthMax);
302 }
303
304
305 /**
306 * Update derived multisample state.
307 */
308 static void
309 update_multisample(GLcontext *ctx)
310 {
311 ctx->Multisample._Enabled = GL_FALSE;
312 if (ctx->Multisample.Enabled &&
313 ctx->DrawBuffer &&
314 ctx->DrawBuffer->Visual.sampleBuffers)
315 ctx->Multisample._Enabled = GL_TRUE;
316 }
317
318
319 /**
320 * Update derived color/blend/logicop state.
321 */
322 static void
323 update_color(GLcontext *ctx)
324 {
325 /* This is needed to support 1.1's RGB logic ops AND
326 * 1.0's blending logicops.
327 */
328 ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
329 }
330
331
332 /*
333 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
334 * in ctx->_TriangleCaps if needed.
335 */
336 static void
337 update_polygon(GLcontext *ctx)
338 {
339 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
340
341 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
342 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
343
344 if ( ctx->Polygon.OffsetPoint
345 || ctx->Polygon.OffsetLine
346 || ctx->Polygon.OffsetFill)
347 ctx->_TriangleCaps |= DD_TRI_OFFSET;
348 }
349
350
351 /**
352 * Update the ctx->_TriangleCaps bitfield.
353 * XXX that bitfield should really go away someday!
354 * This function must be called after other update_*() functions since
355 * there are dependencies on some other derived values.
356 */
357 #if 0
358 static void
359 update_tricaps(GLcontext *ctx, GLbitfield new_state)
360 {
361 ctx->_TriangleCaps = 0;
362
363 /*
364 * Points
365 */
366 if (1/*new_state & _NEW_POINT*/) {
367 if (ctx->Point.SmoothFlag)
368 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
369 if (ctx->Point.Size != 1.0F)
370 ctx->_TriangleCaps |= DD_POINT_SIZE;
371 if (ctx->Point._Attenuated)
372 ctx->_TriangleCaps |= DD_POINT_ATTEN;
373 }
374
375 /*
376 * Lines
377 */
378 if (1/*new_state & _NEW_LINE*/) {
379 if (ctx->Line.SmoothFlag)
380 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
381 if (ctx->Line.StippleFlag)
382 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
383 if (ctx->Line.Width != 1.0)
384 ctx->_TriangleCaps |= DD_LINE_WIDTH;
385 }
386
387 /*
388 * Polygons
389 */
390 if (1/*new_state & _NEW_POLYGON*/) {
391 if (ctx->Polygon.SmoothFlag)
392 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
393 if (ctx->Polygon.StippleFlag)
394 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
395 if (ctx->Polygon.FrontMode != GL_FILL
396 || ctx->Polygon.BackMode != GL_FILL)
397 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
398 if (ctx->Polygon.CullFlag
399 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
400 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
401 if (ctx->Polygon.OffsetPoint ||
402 ctx->Polygon.OffsetLine ||
403 ctx->Polygon.OffsetFill)
404 ctx->_TriangleCaps |= DD_TRI_OFFSET;
405 }
406
407 /*
408 * Lighting and shading
409 */
410 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
411 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
412 if (ctx->Light.ShadeModel == GL_FLAT)
413 ctx->_TriangleCaps |= DD_FLATSHADE;
414 if (NEED_SECONDARY_COLOR(ctx))
415 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
416
417 /*
418 * Stencil
419 */
420 if (ctx->Stencil._TestTwoSide)
421 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
422 }
423 #endif
424
425
426 /**
427 * Compute derived GL state.
428 * If __GLcontextRec::NewState is non-zero then this function \b must
429 * be called before rendering anything.
430 *
431 * Calls dd_function_table::UpdateState to perform any internal state
432 * management necessary.
433 *
434 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
435 * _mesa_update_buffer_bounds(),
436 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
437 */
438 void
439 _mesa_update_state_locked( GLcontext *ctx )
440 {
441 GLbitfield new_state = ctx->NewState;
442 GLbitfield prog_flags = _NEW_PROGRAM;
443
444 if (new_state == _NEW_CURRENT_ATTRIB)
445 goto out;
446
447 if (MESA_VERBOSE & VERBOSE_STATE)
448 _mesa_print_state("_mesa_update_state", new_state);
449
450 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
451 _mesa_update_modelview_project( ctx, new_state );
452
453 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
454 _mesa_update_texture( ctx, new_state );
455
456 if (new_state & _NEW_BUFFERS)
457 _mesa_update_framebuffer(ctx);
458
459 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
460 _mesa_update_draw_buffer_bounds( ctx );
461
462 if (new_state & _NEW_POLYGON)
463 update_polygon( ctx );
464
465 if (new_state & _NEW_LIGHT)
466 _mesa_update_lighting( ctx );
467
468 if (new_state & _NEW_STENCIL)
469 _mesa_update_stencil( ctx );
470
471 #if FEATURE_pixel_transfer
472 if (new_state & _IMAGE_NEW_TRANSFER_STATE)
473 _mesa_update_pixel( ctx, new_state );
474 #endif
475
476 if (new_state & _DD_NEW_SEPARATE_SPECULAR)
477 update_separate_specular( ctx );
478
479 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
480 update_arrays( ctx );
481
482 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
483 update_viewport_matrix(ctx);
484
485 if (new_state & _NEW_MULTISAMPLE)
486 update_multisample( ctx );
487
488 if (new_state & _NEW_COLOR)
489 update_color( ctx );
490
491 #if 0
492 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
493 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
494 update_tricaps( ctx, new_state );
495 #endif
496
497 /* ctx->_NeedEyeCoords is now up to date.
498 *
499 * If the truth value of this variable has changed, update for the
500 * new lighting space and recompute the positions of lights and the
501 * normal transform.
502 *
503 * If the lighting space hasn't changed, may still need to recompute
504 * light positions & normal transforms for other reasons.
505 */
506 if (new_state & _MESA_NEW_NEED_EYE_COORDS)
507 _mesa_update_tnl_spaces( ctx, new_state );
508
509 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
510 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE_MATRIX | _NEW_LIGHT |
511 _NEW_RENDERMODE |
512 _NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
513 }
514 if (ctx->VertexProgram._MaintainTnlProgram) {
515 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
516 _NEW_RENDERMODE |
517 _NEW_TRANSFORM | _NEW_POINT |
518 _NEW_FOG | _NEW_LIGHT |
519 _MESA_NEW_NEED_EYE_COORDS);
520 }
521 if (new_state & prog_flags)
522 update_program( ctx );
523
524
525
526 /*
527 * Give the driver a chance to act upon the new_state flags.
528 * The driver might plug in different span functions, for example.
529 * Also, this is where the driver can invalidate the state of any
530 * active modules (such as swrast_setup, swrast, tnl, etc).
531 *
532 * Set ctx->NewState to zero to avoid recursion if
533 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
534 */
535 out:
536 new_state = ctx->NewState;
537 ctx->NewState = 0;
538 ctx->Driver.UpdateState(ctx, new_state);
539 ctx->Array.NewState = 0;
540 }
541
542
543 /* This is the usual entrypoint for state updates:
544 */
545 void
546 _mesa_update_state( GLcontext *ctx )
547 {
548 _mesa_lock_context_textures(ctx);
549 _mesa_update_state_locked(ctx);
550 _mesa_unlock_context_textures(ctx);
551 }
552
553
554
555
556 /**
557 * Want to figure out which fragment program inputs are actually
558 * constant/current values from ctx->Current. These should be
559 * referenced as a tracked state variable rather than a fragment
560 * program input, to save the overhead of putting a constant value in
561 * every submitted vertex, transferring it to hardware, interpolating
562 * it across the triangle, etc...
563 *
564 * When there is a VP bound, just use vp->outputs. But when we're
565 * generating vp from fixed function state, basically want to
566 * calculate:
567 *
568 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
569 * potential_vp_outputs )
570 *
571 * Where potential_vp_outputs is calculated by looking at enabled
572 * texgen, etc.
573 *
574 * The generated fragment program should then only declare inputs that
575 * may vary or otherwise differ from the ctx->Current values.
576 * Otherwise, the fp should track them as state values instead.
577 */
578 void
579 _mesa_set_varying_vp_inputs( GLcontext *ctx,
580 GLbitfield varying_inputs )
581 {
582 if (ctx->varying_vp_inputs != varying_inputs) {
583 ctx->varying_vp_inputs = varying_inputs;
584 ctx->NewState |= _NEW_ARRAY;
585 /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
586 }
587 }
588
589
590 /**
591 * Used by drivers to tell core Mesa that the driver is going to
592 * install/ use its own vertex program. In particular, this will
593 * prevent generated fragment programs from using state vars instead
594 * of ordinary varyings/inputs.
595 */
596 void
597 _mesa_set_vp_override(GLcontext *ctx, GLboolean flag)
598 {
599 if (ctx->VertexProgram._Overriden != flag) {
600 ctx->VertexProgram._Overriden = flag;
601
602 /* Set one of the bits which will trigger fragment program
603 * regeneration:
604 */
605 ctx->NewState |= _NEW_ARRAY;
606 }
607 }