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"
57 update_separate_specular(GLcontext
*ctx
)
59 if (NEED_SECONDARY_COLOR(ctx
))
60 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
62 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
67 * Update state dependent on vertex arrays.
70 update_arrays( GLcontext
*ctx
)
74 /* find min of _MaxElement values for all enabled arrays */
77 if (ctx
->VertexProgram
._Current
78 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
].Enabled
) {
79 min
= ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_POS
]._MaxElement
;
81 else if (ctx
->Array
.ArrayObj
->Vertex
.Enabled
) {
82 min
= ctx
->Array
.ArrayObj
->Vertex
._MaxElement
;
85 /* can't draw anything without vertex positions! */
90 if (ctx
->VertexProgram
._Enabled
91 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
].Enabled
) {
92 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_WEIGHT
]._MaxElement
);
94 /* no conventional vertex weight array */
97 if (ctx
->VertexProgram
._Enabled
98 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
].Enabled
) {
99 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_NORMAL
]._MaxElement
);
101 else if (ctx
->Array
.ArrayObj
->Normal
.Enabled
) {
102 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Normal
._MaxElement
);
106 if (ctx
->VertexProgram
._Enabled
107 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
].Enabled
) {
108 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR0
]._MaxElement
);
110 else if (ctx
->Array
.ArrayObj
->Color
.Enabled
) {
111 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Color
._MaxElement
);
115 if (ctx
->VertexProgram
._Enabled
116 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
].Enabled
) {
117 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR1
]._MaxElement
);
119 else if (ctx
->Array
.ArrayObj
->SecondaryColor
.Enabled
) {
120 min
= MIN2(min
, ctx
->Array
.ArrayObj
->SecondaryColor
._MaxElement
);
124 if (ctx
->VertexProgram
._Enabled
125 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
].Enabled
) {
126 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_FOG
]._MaxElement
);
128 else if (ctx
->Array
.ArrayObj
->FogCoord
.Enabled
) {
129 min
= MIN2(min
, ctx
->Array
.ArrayObj
->FogCoord
._MaxElement
);
133 if (ctx
->VertexProgram
._Enabled
134 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
].Enabled
) {
135 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_COLOR_INDEX
]._MaxElement
);
137 else if (ctx
->Array
.ArrayObj
->Index
.Enabled
) {
138 min
= MIN2(min
, ctx
->Array
.ArrayObj
->Index
._MaxElement
);
143 if (ctx
->VertexProgram
._Enabled
144 && ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
].Enabled
) {
145 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[VERT_ATTRIB_EDGEFLAG
]._MaxElement
);
149 for (i
= VERT_ATTRIB_TEX0
; i
<= VERT_ATTRIB_TEX7
; i
++) {
150 if (ctx
->VertexProgram
._Enabled
151 && ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
152 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
154 else if (i
- VERT_ATTRIB_TEX0
< ctx
->Const
.MaxTextureCoordUnits
155 && ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
].Enabled
) {
156 min
= MIN2(min
, ctx
->Array
.ArrayObj
->TexCoord
[i
- VERT_ATTRIB_TEX0
]._MaxElement
);
161 if (ctx
->VertexProgram
._Current
) {
162 for (i
= VERT_ATTRIB_GENERIC0
; i
< VERT_ATTRIB_MAX
; i
++) {
163 if (ctx
->Array
.ArrayObj
->VertexAttrib
[i
].Enabled
) {
164 min
= MIN2(min
, ctx
->Array
.ArrayObj
->VertexAttrib
[i
]._MaxElement
);
169 if (ctx
->Array
.ArrayObj
->EdgeFlag
.Enabled
) {
170 min
= MIN2(min
, ctx
->Array
.ArrayObj
->EdgeFlag
._MaxElement
);
173 /* _MaxElement is one past the last legal array element */
174 ctx
->Array
._MaxElement
= min
;
179 update_program(GLcontext
*ctx
)
181 const struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
182 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
183 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
185 /* These _Enabled flags indicate if the program is enabled AND valid. */
186 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
187 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
188 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
189 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
190 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
191 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
194 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
195 * pointers to the programs that should be enabled/used. These will only
196 * be NULL if we need to use the fixed-function code.
198 * These programs may come from several sources. The priority is as
200 * 1. OpenGL 2.0/ARB vertex/fragment shaders
201 * 2. ARB/NV vertex/fragment programs
202 * 3. Programs derived from fixed-function state.
204 * Note: it's possible for a vertex shader to get used with a fragment
205 * program (and vice versa) here, but in practice that shouldn't ever
206 * come up, or matter.
209 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
211 if (shProg
&& shProg
->LinkStatus
) {
212 /* Use shader programs */
213 /* XXX this isn't quite right, since we may have either a vertex
214 * _or_ fragment shader (not always both).
216 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
217 shProg
->VertexProgram
);
218 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
219 shProg
->FragmentProgram
);
222 if (ctx
->FragmentProgram
._Enabled
) {
223 /* use user-defined vertex program */
224 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
225 ctx
->FragmentProgram
.Current
);
227 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
228 /* Use fragment program generated from fixed-function state.
230 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
231 _mesa_get_fixed_func_fragment_program(ctx
));
232 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
233 ctx
->FragmentProgram
._Current
);
236 /* no fragment program */
237 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
240 /* Examine vertex program after fragment program as
241 * _mesa_get_fixed_func_vertex_program() needs to know active
244 if (ctx
->VertexProgram
._Enabled
) {
245 /* use user-defined vertex program */
246 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
247 ctx
->VertexProgram
.Current
);
249 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
250 /* Use vertex program generated from fixed-function state.
252 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
253 _mesa_get_fixed_func_vertex_program(ctx
));
254 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
255 ctx
->VertexProgram
._Current
);
258 /* no vertex program */
259 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
263 if (ctx
->VertexProgram
._Current
)
264 assert(ctx
->VertexProgram
._Current
->Base
.Parameters
);
265 if (ctx
->FragmentProgram
._Current
)
266 assert(ctx
->FragmentProgram
._Current
->Base
.Parameters
);
269 /* XXX: get rid of _Active flag.
272 ctx
->FragmentProgram
._Active
= ctx
->FragmentProgram
._Enabled
;
273 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
&&
274 !ctx
->FragmentProgram
._Enabled
) {
275 if (ctx
->FragmentProgram
._UseTexEnvProgram
)
276 ctx
->FragmentProgram
._Active
= GL_TRUE
;
280 /* Let the driver know what's happening:
282 if (ctx
->FragmentProgram
._Current
!= prevFP
&& ctx
->Driver
.BindProgram
) {
283 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
284 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
287 if (ctx
->VertexProgram
._Current
!= prevVP
&& ctx
->Driver
.BindProgram
) {
288 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
289 (struct gl_program
*) ctx
->VertexProgram
._Current
);
295 update_viewport_matrix(GLcontext
*ctx
)
297 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
299 ASSERT(depthMax
> 0);
301 /* Compute scale and bias values. This is really driver-specific
302 * and should be maintained elsewhere if at all.
303 * NOTE: RasterPos uses this.
305 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
306 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
307 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
308 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
314 * Update derived multisample state.
317 update_multisample(GLcontext
*ctx
)
319 ctx
->Multisample
._Enabled
= GL_FALSE
;
320 if (ctx
->Multisample
.Enabled
&&
322 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
323 ctx
->Multisample
._Enabled
= GL_TRUE
;
328 * Update derived color/blend/logicop state.
331 update_color(GLcontext
*ctx
)
333 /* This is needed to support 1.1's RGB logic ops AND
334 * 1.0's blending logicops.
336 ctx
->Color
._LogicOpEnabled
= RGBA_LOGICOP_ENABLED(ctx
);
341 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
342 * in ctx->_TriangleCaps if needed.
345 update_polygon(GLcontext
*ctx
)
347 ctx
->_TriangleCaps
&= ~(DD_TRI_CULL_FRONT_BACK
| DD_TRI_OFFSET
);
349 if (ctx
->Polygon
.CullFlag
&& ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
350 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
352 if ( ctx
->Polygon
.OffsetPoint
353 || ctx
->Polygon
.OffsetLine
354 || ctx
->Polygon
.OffsetFill
)
355 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
360 * Update the ctx->_TriangleCaps bitfield.
361 * XXX that bitfield should really go away someday!
362 * This function must be called after other update_*() functions since
363 * there are dependencies on some other derived values.
367 update_tricaps(GLcontext
*ctx
, GLbitfield new_state
)
369 ctx
->_TriangleCaps
= 0;
374 if (1/*new_state & _NEW_POINT*/) {
375 if (ctx
->Point
.SmoothFlag
)
376 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
377 if (ctx
->Point
.Size
!= 1.0F
)
378 ctx
->_TriangleCaps
|= DD_POINT_SIZE
;
379 if (ctx
->Point
._Attenuated
)
380 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
386 if (1/*new_state & _NEW_LINE*/) {
387 if (ctx
->Line
.SmoothFlag
)
388 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
389 if (ctx
->Line
.StippleFlag
)
390 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
391 if (ctx
->Line
.Width
!= 1.0)
392 ctx
->_TriangleCaps
|= DD_LINE_WIDTH
;
398 if (1/*new_state & _NEW_POLYGON*/) {
399 if (ctx
->Polygon
.SmoothFlag
)
400 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
401 if (ctx
->Polygon
.StippleFlag
)
402 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
403 if (ctx
->Polygon
.FrontMode
!= GL_FILL
404 || ctx
->Polygon
.BackMode
!= GL_FILL
)
405 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
406 if (ctx
->Polygon
.CullFlag
407 && ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
408 ctx
->_TriangleCaps
|= DD_TRI_CULL_FRONT_BACK
;
409 if (ctx
->Polygon
.OffsetPoint
||
410 ctx
->Polygon
.OffsetLine
||
411 ctx
->Polygon
.OffsetFill
)
412 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
416 * Lighting and shading
418 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
419 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
420 if (ctx
->Light
.ShadeModel
== GL_FLAT
)
421 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
422 if (NEED_SECONDARY_COLOR(ctx
))
423 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
428 if (ctx
->Stencil
._TestTwoSide
)
429 ctx
->_TriangleCaps
|= DD_TRI_TWOSTENCIL
;
435 * Compute derived GL state.
436 * If __GLcontextRec::NewState is non-zero then this function \b must
437 * be called before rendering anything.
439 * Calls dd_function_table::UpdateState to perform any internal state
440 * management necessary.
442 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
443 * _mesa_update_buffer_bounds(),
444 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
447 _mesa_update_state_locked( GLcontext
*ctx
)
449 GLbitfield new_state
= ctx
->NewState
;
450 GLbitfield prog_flags
= _NEW_PROGRAM
;
452 if (MESA_VERBOSE
& VERBOSE_STATE
)
453 _mesa_print_state("_mesa_update_state", new_state
);
455 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
456 _mesa_update_modelview_project( ctx
, new_state
);
458 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
459 _mesa_update_texture( ctx
, new_state
);
461 if (new_state
& _NEW_BUFFERS
)
462 _mesa_update_framebuffer(ctx
);
464 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
465 _mesa_update_draw_buffer_bounds( ctx
);
467 if (new_state
& _NEW_POLYGON
)
468 update_polygon( ctx
);
470 if (new_state
& _NEW_LIGHT
)
471 _mesa_update_lighting( ctx
);
473 if (new_state
& _NEW_STENCIL
)
474 _mesa_update_stencil( ctx
);
476 #if FEATURE_pixel_transfer
477 if (new_state
& _IMAGE_NEW_TRANSFER_STATE
)
478 _mesa_update_pixel( ctx
, new_state
);
481 if (new_state
& _DD_NEW_SEPARATE_SPECULAR
)
482 update_separate_specular( ctx
);
484 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
))
485 update_arrays( ctx
);
487 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
488 update_viewport_matrix(ctx
);
490 if (new_state
& _NEW_MULTISAMPLE
)
491 update_multisample( ctx
);
493 if (new_state
& _NEW_COLOR
)
497 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
498 | _NEW_STENCIL
| _DD_NEW_SEPARATE_SPECULAR
))
499 update_tricaps( ctx
, new_state
);
502 /* ctx->_NeedEyeCoords is now up to date.
504 * If the truth value of this variable has changed, update for the
505 * new lighting space and recompute the positions of lights and the
508 * If the lighting space hasn't changed, may still need to recompute
509 * light positions & normal transforms for other reasons.
511 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
512 _mesa_update_tnl_spaces( ctx
, new_state
);
514 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
515 prog_flags
|= (_NEW_TEXTURE
| _NEW_FOG
| _DD_NEW_SEPARATE_SPECULAR
);
517 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
518 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
519 _NEW_TRANSFORM
| _NEW_POINT
|
520 _NEW_FOG
| _NEW_LIGHT
|
521 _MESA_NEW_NEED_EYE_COORDS
);
523 if (new_state
& prog_flags
)
524 update_program( ctx
);
529 * Give the driver a chance to act upon the new_state flags.
530 * The driver might plug in different span functions, for example.
531 * Also, this is where the driver can invalidate the state of any
532 * active modules (such as swrast_setup, swrast, tnl, etc).
534 * Set ctx->NewState to zero to avoid recursion if
535 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
537 new_state
= ctx
->NewState
;
539 ctx
->Driver
.UpdateState(ctx
, new_state
);
540 ctx
->Array
.NewState
= 0;
544 /* This is the usual entrypoint for state updates:
547 _mesa_update_state( GLcontext
*ctx
)
549 _mesa_lock_context_textures(ctx
);
550 _mesa_update_state_locked(ctx
);
551 _mesa_unlock_context_textures(ctx
);