mesa: split _NEW_TEXTURE into _NEW_TEXTURE_OBJECT & _NEW_TEXTURE_STATE
[mesa.git] / src / mesa / program / prog_statevars.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file prog_statevars.c
27 * Program state variable management.
28 * \author Brian Paul
29 */
30
31
32 #include <stdio.h>
33 #include "main/glheader.h"
34 #include "main/context.h"
35 #include "main/blend.h"
36 #include "main/imports.h"
37 #include "main/macros.h"
38 #include "main/mtypes.h"
39 #include "main/fbobject.h"
40 #include "prog_statevars.h"
41 #include "prog_parameter.h"
42 #include "main/samplerobj.h"
43 #include "main/framebuffer.h"
44
45
46 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
47
48
49 /**
50 * Use the list of tokens in the state[] array to find global GL state
51 * and return it in <value>. Usually, four values are returned in <value>
52 * but matrix queries may return as many as 16 values.
53 * This function is used for ARB vertex/fragment programs.
54 * The program parser will produce the state[] values.
55 */
56 static void
57 _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
58 gl_constant_value *val)
59 {
60 GLfloat *value = &val->f;
61
62 switch (state[0]) {
63 case STATE_MATERIAL:
64 {
65 /* state[1] is either 0=front or 1=back side */
66 const GLuint face = (GLuint) state[1];
67 const struct gl_material *mat = &ctx->Light.Material;
68 assert(face == 0 || face == 1);
69 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
70 assert(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
71 /* XXX we could get rid of this switch entirely with a little
72 * work in arbprogparse.c's parse_state_single_item().
73 */
74 /* state[2] is the material attribute */
75 switch (state[2]) {
76 case STATE_AMBIENT:
77 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
78 return;
79 case STATE_DIFFUSE:
80 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
81 return;
82 case STATE_SPECULAR:
83 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
84 return;
85 case STATE_EMISSION:
86 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
87 return;
88 case STATE_SHININESS:
89 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
90 value[1] = 0.0F;
91 value[2] = 0.0F;
92 value[3] = 1.0F;
93 return;
94 default:
95 _mesa_problem(ctx, "Invalid material state in fetch_state");
96 return;
97 }
98 }
99 case STATE_LIGHT:
100 {
101 /* state[1] is the light number */
102 const GLuint ln = (GLuint) state[1];
103 /* state[2] is the light attribute */
104 switch (state[2]) {
105 case STATE_AMBIENT:
106 COPY_4V(value, ctx->Light.Light[ln].Ambient);
107 return;
108 case STATE_DIFFUSE:
109 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
110 return;
111 case STATE_SPECULAR:
112 COPY_4V(value, ctx->Light.Light[ln].Specular);
113 return;
114 case STATE_POSITION:
115 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
116 return;
117 case STATE_ATTENUATION:
118 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
119 value[1] = ctx->Light.Light[ln].LinearAttenuation;
120 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
121 value[3] = ctx->Light.Light[ln].SpotExponent;
122 return;
123 case STATE_SPOT_DIRECTION:
124 COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
125 value[3] = ctx->Light.Light[ln]._CosCutoff;
126 return;
127 case STATE_SPOT_CUTOFF:
128 value[0] = ctx->Light.Light[ln].SpotCutoff;
129 return;
130 case STATE_HALF_VECTOR:
131 {
132 static const GLfloat eye_z[] = {0, 0, 1};
133 GLfloat p[3];
134 /* Compute infinite half angle vector:
135 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
136 * light.EyePosition.w should be 0 for infinite lights.
137 */
138 COPY_3V(p, ctx->Light.Light[ln].EyePosition);
139 NORMALIZE_3FV(p);
140 ADD_3V(value, p, eye_z);
141 NORMALIZE_3FV(value);
142 value[3] = 1.0;
143 }
144 return;
145 default:
146 _mesa_problem(ctx, "Invalid light state in fetch_state");
147 return;
148 }
149 }
150 case STATE_LIGHTMODEL_AMBIENT:
151 COPY_4V(value, ctx->Light.Model.Ambient);
152 return;
153 case STATE_LIGHTMODEL_SCENECOLOR:
154 if (state[1] == 0) {
155 /* front */
156 GLint i;
157 for (i = 0; i < 3; i++) {
158 value[i] = ctx->Light.Model.Ambient[i]
159 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
160 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
161 }
162 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
163 }
164 else {
165 /* back */
166 GLint i;
167 for (i = 0; i < 3; i++) {
168 value[i] = ctx->Light.Model.Ambient[i]
169 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
170 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
171 }
172 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
173 }
174 return;
175 case STATE_LIGHTPROD:
176 {
177 const GLuint ln = (GLuint) state[1];
178 const GLuint face = (GLuint) state[2];
179 GLint i;
180 assert(face == 0 || face == 1);
181 switch (state[3]) {
182 case STATE_AMBIENT:
183 for (i = 0; i < 3; i++) {
184 value[i] = ctx->Light.Light[ln].Ambient[i] *
185 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
186 }
187 /* [3] = material alpha */
188 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
189 return;
190 case STATE_DIFFUSE:
191 for (i = 0; i < 3; i++) {
192 value[i] = ctx->Light.Light[ln].Diffuse[i] *
193 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
194 }
195 /* [3] = material alpha */
196 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
197 return;
198 case STATE_SPECULAR:
199 for (i = 0; i < 3; i++) {
200 value[i] = ctx->Light.Light[ln].Specular[i] *
201 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
202 }
203 /* [3] = material alpha */
204 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
205 return;
206 default:
207 _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
208 return;
209 }
210 }
211 case STATE_TEXGEN:
212 {
213 /* state[1] is the texture unit */
214 const GLuint unit = (GLuint) state[1];
215 /* state[2] is the texgen attribute */
216 switch (state[2]) {
217 case STATE_TEXGEN_EYE_S:
218 COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
219 return;
220 case STATE_TEXGEN_EYE_T:
221 COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
222 return;
223 case STATE_TEXGEN_EYE_R:
224 COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
225 return;
226 case STATE_TEXGEN_EYE_Q:
227 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
228 return;
229 case STATE_TEXGEN_OBJECT_S:
230 COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
231 return;
232 case STATE_TEXGEN_OBJECT_T:
233 COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
234 return;
235 case STATE_TEXGEN_OBJECT_R:
236 COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
237 return;
238 case STATE_TEXGEN_OBJECT_Q:
239 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
240 return;
241 default:
242 _mesa_problem(ctx, "Invalid texgen state in fetch_state");
243 return;
244 }
245 }
246 case STATE_TEXENV_COLOR:
247 {
248 /* state[1] is the texture unit */
249 const GLuint unit = (GLuint) state[1];
250 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
251 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
252 else
253 COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
254 }
255 return;
256 case STATE_FOG_COLOR:
257 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
258 COPY_4V(value, ctx->Fog.Color);
259 else
260 COPY_4V(value, ctx->Fog.ColorUnclamped);
261 return;
262 case STATE_FOG_PARAMS:
263 value[0] = ctx->Fog.Density;
264 value[1] = ctx->Fog.Start;
265 value[2] = ctx->Fog.End;
266 value[3] = 1.0f / (ctx->Fog.End - ctx->Fog.Start);
267 return;
268 case STATE_CLIPPLANE:
269 {
270 const GLuint plane = (GLuint) state[1];
271 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
272 }
273 return;
274 case STATE_POINT_SIZE:
275 value[0] = ctx->Point.Size;
276 value[1] = ctx->Point.MinSize;
277 value[2] = ctx->Point.MaxSize;
278 value[3] = ctx->Point.Threshold;
279 return;
280 case STATE_POINT_ATTENUATION:
281 value[0] = ctx->Point.Params[0];
282 value[1] = ctx->Point.Params[1];
283 value[2] = ctx->Point.Params[2];
284 value[3] = 1.0F;
285 return;
286 case STATE_MODELVIEW_MATRIX:
287 case STATE_PROJECTION_MATRIX:
288 case STATE_MVP_MATRIX:
289 case STATE_TEXTURE_MATRIX:
290 case STATE_PROGRAM_MATRIX:
291 {
292 /* state[0] = modelview, projection, texture, etc. */
293 /* state[1] = which texture matrix or program matrix */
294 /* state[2] = first row to fetch */
295 /* state[3] = last row to fetch */
296 /* state[4] = transpose, inverse or invtrans */
297 const GLmatrix *matrix;
298 const gl_state_index mat = state[0];
299 const GLuint index = (GLuint) state[1];
300 const GLuint firstRow = (GLuint) state[2];
301 const GLuint lastRow = (GLuint) state[3];
302 const gl_state_index modifier = state[4];
303 const GLfloat *m;
304 GLuint row, i;
305 assert(firstRow < 4);
306 assert(lastRow < 4);
307 if (mat == STATE_MODELVIEW_MATRIX) {
308 matrix = ctx->ModelviewMatrixStack.Top;
309 }
310 else if (mat == STATE_PROJECTION_MATRIX) {
311 matrix = ctx->ProjectionMatrixStack.Top;
312 }
313 else if (mat == STATE_MVP_MATRIX) {
314 matrix = &ctx->_ModelProjectMatrix;
315 }
316 else if (mat == STATE_TEXTURE_MATRIX) {
317 assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
318 matrix = ctx->TextureMatrixStack[index].Top;
319 }
320 else if (mat == STATE_PROGRAM_MATRIX) {
321 assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
322 matrix = ctx->ProgramMatrixStack[index].Top;
323 }
324 else {
325 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
326 return;
327 }
328 if (modifier == STATE_MATRIX_INVERSE ||
329 modifier == STATE_MATRIX_INVTRANS) {
330 /* Be sure inverse is up to date:
331 */
332 _math_matrix_analyse( (GLmatrix*) matrix );
333 m = matrix->inv;
334 }
335 else {
336 m = matrix->m;
337 }
338 if (modifier == STATE_MATRIX_TRANSPOSE ||
339 modifier == STATE_MATRIX_INVTRANS) {
340 for (i = 0, row = firstRow; row <= lastRow; row++) {
341 value[i++] = m[row * 4 + 0];
342 value[i++] = m[row * 4 + 1];
343 value[i++] = m[row * 4 + 2];
344 value[i++] = m[row * 4 + 3];
345 }
346 }
347 else {
348 for (i = 0, row = firstRow; row <= lastRow; row++) {
349 value[i++] = m[row + 0];
350 value[i++] = m[row + 4];
351 value[i++] = m[row + 8];
352 value[i++] = m[row + 12];
353 }
354 }
355 }
356 return;
357 case STATE_NUM_SAMPLES:
358 val[0].i = MAX2(1, _mesa_geometric_samples(ctx->DrawBuffer));
359 return;
360 case STATE_DEPTH_RANGE:
361 value[0] = ctx->ViewportArray[0].Near; /* near */
362 value[1] = ctx->ViewportArray[0].Far; /* far */
363 value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
364 value[3] = 1.0;
365 return;
366 case STATE_FRAGMENT_PROGRAM:
367 {
368 /* state[1] = {STATE_ENV, STATE_LOCAL} */
369 /* state[2] = parameter index */
370 const int idx = (int) state[2];
371 switch (state[1]) {
372 case STATE_ENV:
373 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
374 return;
375 case STATE_LOCAL:
376 if (!ctx->FragmentProgram.Current->arb.LocalParams) {
377 ctx->FragmentProgram.Current->arb.LocalParams =
378 rzalloc_array_size(ctx->FragmentProgram.Current,
379 sizeof(float[4]),
380 MAX_PROGRAM_LOCAL_PARAMS);
381 if (!ctx->FragmentProgram.Current->arb.LocalParams)
382 return;
383 }
384
385 COPY_4V(value,
386 ctx->FragmentProgram.Current->arb.LocalParams[idx]);
387 return;
388 default:
389 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
390 return;
391 }
392 }
393 return;
394
395 case STATE_VERTEX_PROGRAM:
396 {
397 /* state[1] = {STATE_ENV, STATE_LOCAL} */
398 /* state[2] = parameter index */
399 const int idx = (int) state[2];
400 switch (state[1]) {
401 case STATE_ENV:
402 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
403 return;
404 case STATE_LOCAL:
405 if (!ctx->VertexProgram.Current->arb.LocalParams) {
406 ctx->VertexProgram.Current->arb.LocalParams =
407 rzalloc_array_size(ctx->VertexProgram.Current,
408 sizeof(float[4]),
409 MAX_PROGRAM_LOCAL_PARAMS);
410 if (!ctx->VertexProgram.Current->arb.LocalParams)
411 return;
412 }
413
414 COPY_4V(value,
415 ctx->VertexProgram.Current->arb.LocalParams[idx]);
416 return;
417 default:
418 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
419 return;
420 }
421 }
422 return;
423
424 case STATE_NORMAL_SCALE:
425 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
426 return;
427
428 case STATE_INTERNAL:
429 switch (state[1]) {
430 case STATE_CURRENT_ATTRIB:
431 {
432 const GLuint idx = (GLuint) state[2];
433 COPY_4V(value, ctx->Current.Attrib[idx]);
434 }
435 return;
436
437 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
438 {
439 const GLuint idx = (GLuint) state[2];
440 if(ctx->Light._ClampVertexColor &&
441 (idx == VERT_ATTRIB_COLOR0 ||
442 idx == VERT_ATTRIB_COLOR1)) {
443 value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
444 value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
445 value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
446 value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
447 }
448 else
449 COPY_4V(value, ctx->Current.Attrib[idx]);
450 }
451 return;
452
453 case STATE_NORMAL_SCALE:
454 ASSIGN_4V(value,
455 ctx->_ModelViewInvScale,
456 ctx->_ModelViewInvScale,
457 ctx->_ModelViewInvScale,
458 1);
459 return;
460
461 case STATE_FOG_PARAMS_OPTIMIZED:
462 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
463 * might be more expensive than EX2 on some hw, plus it needs
464 * another constant (e) anyway. Linear fog can now be done with a
465 * single MAD.
466 * linear: fogcoord * -1/(end-start) + end/(end-start)
467 * exp: 2^-(density/ln(2) * fogcoord)
468 * exp2: 2^-((density/(sqrt(ln(2))) * fogcoord)^2)
469 */
470 value[0] = (ctx->Fog.End == ctx->Fog.Start)
471 ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
472 value[1] = ctx->Fog.End * -value[0];
473 value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
474 value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
475 return;
476
477 case STATE_POINT_SIZE_CLAMPED:
478 {
479 /* this includes implementation dependent limits, to avoid
480 * another potentially necessary clamp.
481 * Note: for sprites, point smooth (point AA) is ignored
482 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
483 * expect drivers will want to say their minimum for AA size is 0.0
484 * but for non-AA it's 1.0 (because normal points with size below 1.0
485 * need to get rounded up to 1.0, hence never disappear). GL does
486 * not specify max clamp size for sprites, other than it needs to be
487 * at least as large as max AA size, hence use non-AA size there.
488 */
489 GLfloat minImplSize;
490 GLfloat maxImplSize;
491 if (ctx->Point.PointSprite) {
492 minImplSize = ctx->Const.MinPointSizeAA;
493 maxImplSize = ctx->Const.MaxPointSize;
494 }
495 else if (ctx->Point.SmoothFlag || _mesa_is_multisample_enabled(ctx)) {
496 minImplSize = ctx->Const.MinPointSizeAA;
497 maxImplSize = ctx->Const.MaxPointSizeAA;
498 }
499 else {
500 minImplSize = ctx->Const.MinPointSize;
501 maxImplSize = ctx->Const.MaxPointSize;
502 }
503 value[0] = ctx->Point.Size;
504 value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
505 value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
506 value[3] = ctx->Point.Threshold;
507 }
508 return;
509 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
510 {
511 /* here, state[2] is the light number */
512 /* pre-normalize spot dir */
513 const GLuint ln = (GLuint) state[2];
514 COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
515 value[3] = ctx->Light.Light[ln]._CosCutoff;
516 }
517 return;
518
519 case STATE_LIGHT_POSITION:
520 {
521 const GLuint ln = (GLuint) state[2];
522 COPY_4V(value, ctx->Light.Light[ln]._Position);
523 }
524 return;
525
526 case STATE_LIGHT_POSITION_NORMALIZED:
527 {
528 const GLuint ln = (GLuint) state[2];
529 COPY_4V(value, ctx->Light.Light[ln]._Position);
530 NORMALIZE_3FV( value );
531 }
532 return;
533
534 case STATE_LIGHT_HALF_VECTOR:
535 {
536 const GLuint ln = (GLuint) state[2];
537 GLfloat p[3];
538 /* Compute infinite half angle vector:
539 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
540 * light.EyePosition.w should be 0 for infinite lights.
541 */
542 COPY_3V(p, ctx->Light.Light[ln]._Position);
543 NORMALIZE_3FV(p);
544 ADD_3V(value, p, ctx->_EyeZDir);
545 NORMALIZE_3FV(value);
546 value[3] = 1.0;
547 }
548 return;
549
550 case STATE_PT_SCALE:
551 value[0] = ctx->Pixel.RedScale;
552 value[1] = ctx->Pixel.GreenScale;
553 value[2] = ctx->Pixel.BlueScale;
554 value[3] = ctx->Pixel.AlphaScale;
555 return;
556
557 case STATE_PT_BIAS:
558 value[0] = ctx->Pixel.RedBias;
559 value[1] = ctx->Pixel.GreenBias;
560 value[2] = ctx->Pixel.BlueBias;
561 value[3] = ctx->Pixel.AlphaBias;
562 return;
563
564 case STATE_FB_SIZE:
565 value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
566 value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
567 value[2] = 0.0F;
568 value[3] = 0.0F;
569 return;
570
571 case STATE_FB_WPOS_Y_TRANSFORM:
572 /* A driver may negate this conditional by using ZW swizzle
573 * instead of XY (based on e.g. some other state). */
574 if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
575 /* Identity (XY) followed by flipping Y upside down (ZW). */
576 value[0] = 1.0F;
577 value[1] = 0.0F;
578 value[2] = -1.0F;
579 value[3] = (GLfloat) ctx->DrawBuffer->Height;
580 } else {
581 /* Flipping Y upside down (XY) followed by identity (ZW). */
582 value[0] = -1.0F;
583 value[1] = (GLfloat) ctx->DrawBuffer->Height;
584 value[2] = 1.0F;
585 value[3] = 0.0F;
586 }
587 return;
588
589 case STATE_TCS_PATCH_VERTICES_IN:
590 val[0].i = ctx->TessCtrlProgram.patch_vertices;
591 return;
592
593 case STATE_TES_PATCH_VERTICES_IN:
594 if (ctx->TessCtrlProgram._Current)
595 val[0].i = ctx->TessCtrlProgram._Current->info.tess.tcs_vertices_out;
596 else
597 val[0].i = ctx->TessCtrlProgram.patch_vertices;
598 return;
599
600 case STATE_ADVANCED_BLENDING_MODE:
601 val[0].i = ctx->Color.BlendEnabled ? ctx->Color._AdvancedBlendMode : 0;
602 return;
603
604 /* XXX: make sure new tokens added here are also handled in the
605 * _mesa_program_state_flags() switch, below.
606 */
607 default:
608 /* Unknown state indexes are silently ignored here.
609 * Drivers may do something special.
610 */
611 return;
612 }
613 return;
614
615 default:
616 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
617 return;
618 }
619 }
620
621
622 /**
623 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
624 * indicate that the given context state may have changed.
625 * The bitmask is used during validation to determine if we need to update
626 * vertex/fragment program parameters (like "state.material.color") when
627 * some GL state has changed.
628 */
629 GLbitfield
630 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
631 {
632 switch (state[0]) {
633 case STATE_MATERIAL:
634 case STATE_LIGHTPROD:
635 case STATE_LIGHTMODEL_SCENECOLOR:
636 /* these can be effected by glColor when colormaterial mode is used */
637 return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
638
639 case STATE_LIGHT:
640 case STATE_LIGHTMODEL_AMBIENT:
641 return _NEW_LIGHT;
642
643 case STATE_TEXGEN:
644 return _NEW_TEXTURE_STATE;
645 case STATE_TEXENV_COLOR:
646 return _NEW_TEXTURE_STATE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
647
648 case STATE_FOG_COLOR:
649 return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
650 case STATE_FOG_PARAMS:
651 return _NEW_FOG;
652
653 case STATE_CLIPPLANE:
654 return _NEW_TRANSFORM;
655
656 case STATE_POINT_SIZE:
657 case STATE_POINT_ATTENUATION:
658 return _NEW_POINT;
659
660 case STATE_MODELVIEW_MATRIX:
661 return _NEW_MODELVIEW;
662 case STATE_PROJECTION_MATRIX:
663 return _NEW_PROJECTION;
664 case STATE_MVP_MATRIX:
665 return _NEW_MODELVIEW | _NEW_PROJECTION;
666 case STATE_TEXTURE_MATRIX:
667 return _NEW_TEXTURE_MATRIX;
668 case STATE_PROGRAM_MATRIX:
669 return _NEW_TRACK_MATRIX;
670
671 case STATE_NUM_SAMPLES:
672 return _NEW_BUFFERS;
673
674 case STATE_DEPTH_RANGE:
675 return _NEW_VIEWPORT;
676
677 case STATE_FRAGMENT_PROGRAM:
678 case STATE_VERTEX_PROGRAM:
679 return _NEW_PROGRAM;
680
681 case STATE_NORMAL_SCALE:
682 return _NEW_MODELVIEW;
683
684 case STATE_INTERNAL:
685 switch (state[1]) {
686 case STATE_CURRENT_ATTRIB:
687 return _NEW_CURRENT_ATTRIB;
688 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
689 return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
690
691 case STATE_NORMAL_SCALE:
692 return _NEW_MODELVIEW;
693
694 case STATE_FOG_PARAMS_OPTIMIZED:
695 return _NEW_FOG;
696 case STATE_POINT_SIZE_CLAMPED:
697 return _NEW_POINT | _NEW_MULTISAMPLE;
698 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
699 case STATE_LIGHT_POSITION:
700 case STATE_LIGHT_POSITION_NORMALIZED:
701 case STATE_LIGHT_HALF_VECTOR:
702 return _NEW_LIGHT;
703
704 case STATE_PT_SCALE:
705 case STATE_PT_BIAS:
706 return _NEW_PIXEL;
707
708 case STATE_FB_SIZE:
709 case STATE_FB_WPOS_Y_TRANSFORM:
710 return _NEW_BUFFERS;
711
712 case STATE_ADVANCED_BLENDING_MODE:
713 return _NEW_COLOR;
714
715 default:
716 /* unknown state indexes are silently ignored and
717 * no flag set, since it is handled by the driver.
718 */
719 return 0;
720 }
721
722 default:
723 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
724 return 0;
725 }
726 }
727
728
729 static void
730 append(char *dst, const char *src)
731 {
732 while (*dst)
733 dst++;
734 while (*src)
735 *dst++ = *src++;
736 *dst = 0;
737 }
738
739
740 /**
741 * Convert token 'k' to a string, append it onto 'dst' string.
742 */
743 static void
744 append_token(char *dst, gl_state_index k)
745 {
746 switch (k) {
747 case STATE_MATERIAL:
748 append(dst, "material");
749 break;
750 case STATE_LIGHT:
751 append(dst, "light");
752 break;
753 case STATE_LIGHTMODEL_AMBIENT:
754 append(dst, "lightmodel.ambient");
755 break;
756 case STATE_LIGHTMODEL_SCENECOLOR:
757 break;
758 case STATE_LIGHTPROD:
759 append(dst, "lightprod");
760 break;
761 case STATE_TEXGEN:
762 append(dst, "texgen");
763 break;
764 case STATE_FOG_COLOR:
765 append(dst, "fog.color");
766 break;
767 case STATE_FOG_PARAMS:
768 append(dst, "fog.params");
769 break;
770 case STATE_CLIPPLANE:
771 append(dst, "clip");
772 break;
773 case STATE_POINT_SIZE:
774 append(dst, "point.size");
775 break;
776 case STATE_POINT_ATTENUATION:
777 append(dst, "point.attenuation");
778 break;
779 case STATE_MODELVIEW_MATRIX:
780 append(dst, "matrix.modelview");
781 break;
782 case STATE_PROJECTION_MATRIX:
783 append(dst, "matrix.projection");
784 break;
785 case STATE_MVP_MATRIX:
786 append(dst, "matrix.mvp");
787 break;
788 case STATE_TEXTURE_MATRIX:
789 append(dst, "matrix.texture");
790 break;
791 case STATE_PROGRAM_MATRIX:
792 append(dst, "matrix.program");
793 break;
794 case STATE_MATRIX_INVERSE:
795 append(dst, ".inverse");
796 break;
797 case STATE_MATRIX_TRANSPOSE:
798 append(dst, ".transpose");
799 break;
800 case STATE_MATRIX_INVTRANS:
801 append(dst, ".invtrans");
802 break;
803 case STATE_AMBIENT:
804 append(dst, ".ambient");
805 break;
806 case STATE_DIFFUSE:
807 append(dst, ".diffuse");
808 break;
809 case STATE_SPECULAR:
810 append(dst, ".specular");
811 break;
812 case STATE_EMISSION:
813 append(dst, ".emission");
814 break;
815 case STATE_SHININESS:
816 append(dst, "lshininess");
817 break;
818 case STATE_HALF_VECTOR:
819 append(dst, ".half");
820 break;
821 case STATE_POSITION:
822 append(dst, ".position");
823 break;
824 case STATE_ATTENUATION:
825 append(dst, ".attenuation");
826 break;
827 case STATE_SPOT_DIRECTION:
828 append(dst, ".spot.direction");
829 break;
830 case STATE_SPOT_CUTOFF:
831 append(dst, ".spot.cutoff");
832 break;
833 case STATE_TEXGEN_EYE_S:
834 append(dst, ".eye.s");
835 break;
836 case STATE_TEXGEN_EYE_T:
837 append(dst, ".eye.t");
838 break;
839 case STATE_TEXGEN_EYE_R:
840 append(dst, ".eye.r");
841 break;
842 case STATE_TEXGEN_EYE_Q:
843 append(dst, ".eye.q");
844 break;
845 case STATE_TEXGEN_OBJECT_S:
846 append(dst, ".object.s");
847 break;
848 case STATE_TEXGEN_OBJECT_T:
849 append(dst, ".object.t");
850 break;
851 case STATE_TEXGEN_OBJECT_R:
852 append(dst, ".object.r");
853 break;
854 case STATE_TEXGEN_OBJECT_Q:
855 append(dst, ".object.q");
856 break;
857 case STATE_TEXENV_COLOR:
858 append(dst, "texenv");
859 break;
860 case STATE_NUM_SAMPLES:
861 append(dst, "numsamples");
862 break;
863 case STATE_DEPTH_RANGE:
864 append(dst, "depth.range");
865 break;
866 case STATE_VERTEX_PROGRAM:
867 case STATE_FRAGMENT_PROGRAM:
868 break;
869 case STATE_ENV:
870 append(dst, "env");
871 break;
872 case STATE_LOCAL:
873 append(dst, "local");
874 break;
875 /* BEGIN internal state vars */
876 case STATE_INTERNAL:
877 append(dst, ".internal.");
878 break;
879 case STATE_CURRENT_ATTRIB:
880 append(dst, "current");
881 break;
882 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
883 append(dst, "currentAttribMaybeVPClamped");
884 break;
885 case STATE_NORMAL_SCALE:
886 append(dst, "normalScale");
887 break;
888 case STATE_FOG_PARAMS_OPTIMIZED:
889 append(dst, "fogParamsOptimized");
890 break;
891 case STATE_POINT_SIZE_CLAMPED:
892 append(dst, "pointSizeClamped");
893 break;
894 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
895 append(dst, "lightSpotDirNormalized");
896 break;
897 case STATE_LIGHT_POSITION:
898 append(dst, "lightPosition");
899 break;
900 case STATE_LIGHT_POSITION_NORMALIZED:
901 append(dst, "light.position.normalized");
902 break;
903 case STATE_LIGHT_HALF_VECTOR:
904 append(dst, "lightHalfVector");
905 break;
906 case STATE_PT_SCALE:
907 append(dst, "PTscale");
908 break;
909 case STATE_PT_BIAS:
910 append(dst, "PTbias");
911 break;
912 case STATE_FB_SIZE:
913 append(dst, "FbSize");
914 break;
915 case STATE_FB_WPOS_Y_TRANSFORM:
916 append(dst, "FbWposYTransform");
917 break;
918 case STATE_ADVANCED_BLENDING_MODE:
919 append(dst, "AdvancedBlendingMode");
920 break;
921 default:
922 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
923 append(dst, "driverState");
924 }
925 }
926
927 static void
928 append_face(char *dst, GLint face)
929 {
930 if (face == 0)
931 append(dst, "front.");
932 else
933 append(dst, "back.");
934 }
935
936 static void
937 append_index(char *dst, GLint index)
938 {
939 char s[20];
940 sprintf(s, "[%d]", index);
941 append(dst, s);
942 }
943
944 /**
945 * Make a string from the given state vector.
946 * For example, return "state.matrix.texture[2].inverse".
947 * Use free() to deallocate the string.
948 */
949 char *
950 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
951 {
952 char str[1000] = "";
953 char tmp[30];
954
955 append(str, "state.");
956 append_token(str, state[0]);
957
958 switch (state[0]) {
959 case STATE_MATERIAL:
960 append_face(str, state[1]);
961 append_token(str, state[2]);
962 break;
963 case STATE_LIGHT:
964 append_index(str, state[1]); /* light number [i]. */
965 append_token(str, state[2]); /* coefficients */
966 break;
967 case STATE_LIGHTMODEL_AMBIENT:
968 append(str, "lightmodel.ambient");
969 break;
970 case STATE_LIGHTMODEL_SCENECOLOR:
971 if (state[1] == 0) {
972 append(str, "lightmodel.front.scenecolor");
973 }
974 else {
975 append(str, "lightmodel.back.scenecolor");
976 }
977 break;
978 case STATE_LIGHTPROD:
979 append_index(str, state[1]); /* light number [i]. */
980 append_face(str, state[2]);
981 append_token(str, state[3]);
982 break;
983 case STATE_TEXGEN:
984 append_index(str, state[1]); /* tex unit [i] */
985 append_token(str, state[2]); /* plane coef */
986 break;
987 case STATE_TEXENV_COLOR:
988 append_index(str, state[1]); /* tex unit [i] */
989 append(str, "color");
990 break;
991 case STATE_CLIPPLANE:
992 append_index(str, state[1]); /* plane [i] */
993 append(str, ".plane");
994 break;
995 case STATE_MODELVIEW_MATRIX:
996 case STATE_PROJECTION_MATRIX:
997 case STATE_MVP_MATRIX:
998 case STATE_TEXTURE_MATRIX:
999 case STATE_PROGRAM_MATRIX:
1000 {
1001 /* state[0] = modelview, projection, texture, etc. */
1002 /* state[1] = which texture matrix or program matrix */
1003 /* state[2] = first row to fetch */
1004 /* state[3] = last row to fetch */
1005 /* state[4] = transpose, inverse or invtrans */
1006 const gl_state_index mat = state[0];
1007 const GLuint index = (GLuint) state[1];
1008 const GLuint firstRow = (GLuint) state[2];
1009 const GLuint lastRow = (GLuint) state[3];
1010 const gl_state_index modifier = state[4];
1011 if (index ||
1012 mat == STATE_TEXTURE_MATRIX ||
1013 mat == STATE_PROGRAM_MATRIX)
1014 append_index(str, index);
1015 if (modifier)
1016 append_token(str, modifier);
1017 if (firstRow == lastRow)
1018 sprintf(tmp, ".row[%d]", firstRow);
1019 else
1020 sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1021 append(str, tmp);
1022 }
1023 break;
1024 case STATE_POINT_SIZE:
1025 break;
1026 case STATE_POINT_ATTENUATION:
1027 break;
1028 case STATE_FOG_PARAMS:
1029 break;
1030 case STATE_FOG_COLOR:
1031 break;
1032 case STATE_NUM_SAMPLES:
1033 break;
1034 case STATE_DEPTH_RANGE:
1035 break;
1036 case STATE_FRAGMENT_PROGRAM:
1037 case STATE_VERTEX_PROGRAM:
1038 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1039 /* state[2] = parameter index */
1040 append_token(str, state[1]);
1041 append_index(str, state[2]);
1042 break;
1043 case STATE_NORMAL_SCALE:
1044 break;
1045 case STATE_INTERNAL:
1046 append_token(str, state[1]);
1047 if (state[1] == STATE_CURRENT_ATTRIB)
1048 append_index(str, state[2]);
1049 break;
1050 default:
1051 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1052 break;
1053 }
1054
1055 return strdup(str);
1056 }
1057
1058
1059 /**
1060 * Loop over all the parameters in a parameter list. If the parameter
1061 * is a GL state reference, look up the current value of that state
1062 * variable and put it into the parameter's Value[4] array.
1063 * Other parameter types never change or are explicitly set by the user
1064 * with glUniform() or glProgramParameter(), etc.
1065 * This would be called at glBegin time.
1066 */
1067 void
1068 _mesa_load_state_parameters(struct gl_context *ctx,
1069 struct gl_program_parameter_list *paramList)
1070 {
1071 GLuint i;
1072
1073 if (!paramList)
1074 return;
1075
1076 for (i = 0; i < paramList->NumParameters; i++) {
1077 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1078 _mesa_fetch_state(ctx,
1079 paramList->Parameters[i].StateIndexes,
1080 &paramList->ParameterValues[i][0]);
1081 }
1082 }
1083 }