| /* |
| * Mesa 3-D graphics library |
| * |
| * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| /** |
| * \file state.c |
| * State management. |
| * |
| * This file manages recalculation of derived values in struct gl_context. |
| */ |
| |
| |
| #include "glheader.h" |
| #include "mtypes.h" |
| #include "arrayobj.h" |
| #include "context.h" |
| #include "debug.h" |
| #include "macros.h" |
| #include "ffvertex_prog.h" |
| #include "framebuffer.h" |
| #include "light.h" |
| #include "matrix.h" |
| #include "pixel.h" |
| #include "program/program.h" |
| #include "program/prog_parameter.h" |
| #include "shaderobj.h" |
| #include "state.h" |
| #include "stencil.h" |
| #include "texenvprogram.h" |
| #include "texobj.h" |
| #include "texstate.h" |
| #include "varray.h" |
| #include "viewport.h" |
| #include "blend.h" |
| |
| |
| /** |
| * Update the following fields: |
| * ctx->VertexProgram._Enabled |
| * ctx->FragmentProgram._Enabled |
| * ctx->ATIFragmentShader._Enabled |
| * This needs to be done before texture state validation. |
| */ |
| static void |
| update_program_enables(struct gl_context *ctx) |
| { |
| /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment |
| * program is enabled AND valid. Similarly for ATI fragment shaders. |
| * GLSL shaders not relevant here. |
| */ |
| ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled |
| && ctx->VertexProgram.Current->Base.Instructions; |
| ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled |
| && ctx->FragmentProgram.Current->Base.Instructions; |
| ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled |
| && ctx->ATIFragmentShader.Current->Instructions[0]; |
| } |
| |
| |
| /** |
| * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point |
| * to the current/active programs. Then call ctx->Driver.BindProgram() to |
| * tell the driver which programs to use. |
| * |
| * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment |
| * programs or programs derived from fixed-function state. |
| * |
| * This function needs to be called after texture state validation in case |
| * we're generating a fragment program from fixed-function texture state. |
| * |
| * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex |
| * or fragment program is being used. |
| */ |
| static GLbitfield |
| update_program(struct gl_context *ctx) |
| { |
| const struct gl_shader_program *vsProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; |
| const struct gl_shader_program *gsProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; |
| struct gl_shader_program *fsProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; |
| const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; |
| const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; |
| const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; |
| GLbitfield new_state = 0x0; |
| |
| /* |
| * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current |
| * pointers to the programs that should be used for rendering. If either |
| * is NULL, use fixed-function code paths. |
| * |
| * These programs may come from several sources. The priority is as |
| * follows: |
| * 1. OpenGL 2.0/ARB vertex/fragment shaders |
| * 2. ARB/NV vertex/fragment programs |
| * 3. Programs derived from fixed-function state. |
| * |
| * Note: it's possible for a vertex shader to get used with a fragment |
| * program (and vice versa) here, but in practice that shouldn't ever |
| * come up, or matter. |
| */ |
| |
| if (fsProg && fsProg->LinkStatus |
| && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { |
| /* Use GLSL fragment shader */ |
| _mesa_reference_shader_program(ctx, |
| &ctx->_Shader->_CurrentFragmentProgram, |
| fsProg); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, |
| gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| NULL); |
| } |
| else if (ctx->FragmentProgram._Enabled) { |
| /* Use user-defined fragment program */ |
| _mesa_reference_shader_program(ctx, |
| &ctx->_Shader->_CurrentFragmentProgram, |
| NULL); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, |
| ctx->FragmentProgram.Current); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| NULL); |
| } |
| else if (ctx->FragmentProgram._MaintainTexEnvProgram) { |
| /* Use fragment program generated from fixed-function state */ |
| struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx); |
| |
| _mesa_reference_shader_program(ctx, |
| &ctx->_Shader->_CurrentFragmentProgram, |
| f); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, |
| gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); |
| } |
| else { |
| /* No fragment program */ |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| NULL); |
| } |
| |
| if (gsProg && gsProg->LinkStatus |
| && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { |
| /* Use GLSL geometry shader */ |
| _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, |
| gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program)); |
| } else { |
| /* No geometry program */ |
| _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); |
| } |
| |
| /* Examine vertex program after fragment program as |
| * _mesa_get_fixed_func_vertex_program() needs to know active |
| * fragprog inputs. |
| */ |
| if (vsProg && vsProg->LinkStatus |
| && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) { |
| /* Use GLSL vertex shader */ |
| _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, |
| gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program)); |
| } |
| else if (ctx->VertexProgram._Enabled) { |
| /* Use user-defined vertex program */ |
| _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, |
| ctx->VertexProgram.Current); |
| } |
| else if (ctx->VertexProgram._MaintainTnlProgram) { |
| /* Use vertex program generated from fixed-function state */ |
| _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, |
| _mesa_get_fixed_func_vertex_program(ctx)); |
| _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, |
| ctx->VertexProgram._Current); |
| } |
| else { |
| /* no vertex program */ |
| _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); |
| } |
| |
| /* Let the driver know what's happening: |
| */ |
| if (ctx->FragmentProgram._Current != prevFP) { |
| new_state |= _NEW_PROGRAM; |
| if (ctx->Driver.BindProgram) { |
| ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, |
| (struct gl_program *) ctx->FragmentProgram._Current); |
| } |
| } |
| |
| if (ctx->GeometryProgram._Current != prevGP) { |
| new_state |= _NEW_PROGRAM; |
| if (ctx->Driver.BindProgram) { |
| ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM, |
| (struct gl_program *) ctx->GeometryProgram._Current); |
| } |
| } |
| |
| if (ctx->VertexProgram._Current != prevVP) { |
| new_state |= _NEW_PROGRAM; |
| if (ctx->Driver.BindProgram) { |
| ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, |
| (struct gl_program *) ctx->VertexProgram._Current); |
| } |
| } |
| |
| return new_state; |
| } |
| |
| |
| /** |
| * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. |
| */ |
| static GLbitfield |
| update_program_constants(struct gl_context *ctx) |
| { |
| GLbitfield new_state = 0x0; |
| |
| if (ctx->FragmentProgram._Current) { |
| const struct gl_program_parameter_list *params = |
| ctx->FragmentProgram._Current->Base.Parameters; |
| if (params && params->StateFlags & ctx->NewState) { |
| new_state |= _NEW_PROGRAM_CONSTANTS; |
| } |
| } |
| |
| if (ctx->GeometryProgram._Current) { |
| const struct gl_program_parameter_list *params = |
| ctx->GeometryProgram._Current->Base.Parameters; |
| /*FIXME: StateFlags is always 0 because we have unnamed constant |
| * not state changes */ |
| if (params /*&& params->StateFlags & ctx->NewState*/) { |
| new_state |= _NEW_PROGRAM_CONSTANTS; |
| } |
| } |
| |
| if (ctx->VertexProgram._Current) { |
| const struct gl_program_parameter_list *params = |
| ctx->VertexProgram._Current->Base.Parameters; |
| if (params && params->StateFlags & ctx->NewState) { |
| new_state |= _NEW_PROGRAM_CONSTANTS; |
| } |
| } |
| |
| return new_state; |
| } |
| |
| |
| |
| |
| static void |
| update_viewport_matrix(struct gl_context *ctx) |
| { |
| const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; |
| unsigned i; |
| |
| ASSERT(depthMax > 0); |
| |
| /* Compute scale and bias values. This is really driver-specific |
| * and should be maintained elsewhere if at all. |
| * NOTE: RasterPos uses this. |
| */ |
| for (i = 0; i < ctx->Const.MaxViewports; i++) { |
| double scale[3], translate[3]; |
| |
| _mesa_get_viewport_xform(ctx, i, scale, translate); |
| _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap, |
| scale, translate, depthMax); |
| } |
| } |
| |
| |
| /** |
| * Update the ctx->Polygon._FrontBit flag. |
| */ |
| static void |
| update_frontbit(struct gl_context *ctx) |
| { |
| if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT) |
| ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW); |
| else |
| ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW); |
| } |
| |
| |
| /** |
| * Update derived multisample state. |
| */ |
| static void |
| update_multisample(struct gl_context *ctx) |
| { |
| ctx->Multisample._Enabled = GL_FALSE; |
| if (ctx->Multisample.Enabled && |
| ctx->DrawBuffer && |
| ctx->DrawBuffer->Visual.sampleBuffers) |
| ctx->Multisample._Enabled = GL_TRUE; |
| } |
| |
| |
| /** |
| * Update the ctx->VertexProgram._TwoSideEnabled flag. |
| */ |
| static void |
| update_twoside(struct gl_context *ctx) |
| { |
| if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] || |
| ctx->VertexProgram._Enabled) { |
| ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled; |
| } else { |
| ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled && |
| ctx->Light.Model.TwoSide); |
| } |
| } |
| |
| |
| /** |
| * Compute derived GL state. |
| * If __struct gl_contextRec::NewState is non-zero then this function \b must |
| * be called before rendering anything. |
| * |
| * Calls dd_function_table::UpdateState to perform any internal state |
| * management necessary. |
| * |
| * \sa _mesa_update_modelview_project(), _mesa_update_texture(), |
| * _mesa_update_buffer_bounds(), |
| * _mesa_update_lighting() and _mesa_update_tnl_spaces(). |
| */ |
| void |
| _mesa_update_state_locked( struct gl_context *ctx ) |
| { |
| GLbitfield new_state = ctx->NewState; |
| GLbitfield prog_flags = _NEW_PROGRAM; |
| GLbitfield new_prog_state = 0x0; |
| |
| if (new_state == _NEW_CURRENT_ATTRIB) |
| goto out; |
| |
| if (MESA_VERBOSE & VERBOSE_STATE) |
| _mesa_print_state("_mesa_update_state", new_state); |
| |
| /* Determine which state flags effect vertex/fragment program state */ |
| if (ctx->FragmentProgram._MaintainTexEnvProgram) { |
| prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | |
| _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | |
| _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP | |
| _NEW_COLOR); |
| } |
| if (ctx->VertexProgram._MaintainTnlProgram) { |
| prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE | |
| _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | |
| _NEW_FOG | _NEW_LIGHT | |
| _MESA_NEW_NEED_EYE_COORDS); |
| } |
| |
| /* |
| * Now update derived state info |
| */ |
| |
| if (new_state & prog_flags) |
| update_program_enables( ctx ); |
| |
| if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) |
| _mesa_update_modelview_project( ctx, new_state ); |
| |
| if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) |
| _mesa_update_texture( ctx, new_state ); |
| |
| if (new_state & _NEW_POLYGON) |
| update_frontbit( ctx ); |
| |
| if (new_state & _NEW_BUFFERS) |
| _mesa_update_framebuffer(ctx); |
| |
| if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) |
| _mesa_update_draw_buffer_bounds( ctx ); |
| |
| if (new_state & _NEW_LIGHT) |
| _mesa_update_lighting( ctx ); |
| |
| if (new_state & (_NEW_LIGHT | _NEW_PROGRAM)) |
| update_twoside( ctx ); |
| |
| if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) |
| _mesa_update_stencil( ctx ); |
| |
| if (new_state & _NEW_PIXEL) |
| _mesa_update_pixel( ctx, new_state ); |
| |
| if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) |
| update_viewport_matrix(ctx); |
| |
| if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS)) |
| update_multisample( ctx ); |
| |
| /* ctx->_NeedEyeCoords is now up to date. |
| * |
| * If the truth value of this variable has changed, update for the |
| * new lighting space and recompute the positions of lights and the |
| * normal transform. |
| * |
| * If the lighting space hasn't changed, may still need to recompute |
| * light positions & normal transforms for other reasons. |
| */ |
| if (new_state & _MESA_NEW_NEED_EYE_COORDS) |
| _mesa_update_tnl_spaces( ctx, new_state ); |
| |
| if (new_state & prog_flags) { |
| /* When we generate programs from fixed-function vertex/fragment state |
| * this call may generate/bind a new program. If so, we need to |
| * propogate the _NEW_PROGRAM flag to the driver. |
| */ |
| new_prog_state |= update_program( ctx ); |
| } |
| |
| if (new_state & _NEW_ARRAY) |
| _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO); |
| |
| out: |
| new_prog_state |= update_program_constants(ctx); |
| |
| /* |
| * Give the driver a chance to act upon the new_state flags. |
| * The driver might plug in different span functions, for example. |
| * Also, this is where the driver can invalidate the state of any |
| * active modules (such as swrast_setup, swrast, tnl, etc). |
| * |
| * Set ctx->NewState to zero to avoid recursion if |
| * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) |
| */ |
| new_state = ctx->NewState | new_prog_state; |
| ctx->NewState = 0; |
| ctx->Driver.UpdateState(ctx, new_state); |
| ctx->Array.VAO->NewArrays = 0x0; |
| } |
| |
| |
| /* This is the usual entrypoint for state updates: |
| */ |
| void |
| _mesa_update_state( struct gl_context *ctx ) |
| { |
| _mesa_lock_context_textures(ctx); |
| _mesa_update_state_locked(ctx); |
| _mesa_unlock_context_textures(ctx); |
| } |
| |
| |
| |
| |
| /** |
| * Want to figure out which fragment program inputs are actually |
| * constant/current values from ctx->Current. These should be |
| * referenced as a tracked state variable rather than a fragment |
| * program input, to save the overhead of putting a constant value in |
| * every submitted vertex, transferring it to hardware, interpolating |
| * it across the triangle, etc... |
| * |
| * When there is a VP bound, just use vp->outputs. But when we're |
| * generating vp from fixed function state, basically want to |
| * calculate: |
| * |
| * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | |
| * potential_vp_outputs ) |
| * |
| * Where potential_vp_outputs is calculated by looking at enabled |
| * texgen, etc. |
| * |
| * The generated fragment program should then only declare inputs that |
| * may vary or otherwise differ from the ctx->Current values. |
| * Otherwise, the fp should track them as state values instead. |
| */ |
| void |
| _mesa_set_varying_vp_inputs( struct gl_context *ctx, |
| GLbitfield64 varying_inputs ) |
| { |
| if (ctx->varying_vp_inputs != varying_inputs) { |
| ctx->varying_vp_inputs = varying_inputs; |
| |
| /* Only the fixed-func generated programs need to use the flag |
| * and the fixed-func fragment program uses it only if there is also |
| * a fixed-func vertex program, so this only depends on the latter. |
| * |
| * It's okay to check the VP pointer here, because this is called after |
| * _mesa_update_state in the vbo module. */ |
| if (ctx->VertexProgram._TnlProgram || |
| ctx->FragmentProgram._TexEnvProgram) { |
| ctx->NewState |= _NEW_VARYING_VP_INPUTS; |
| } |
| /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/ |
| } |
| } |
| |
| |
| /** |
| * Used by drivers to tell core Mesa that the driver is going to |
| * install/ use its own vertex program. In particular, this will |
| * prevent generated fragment programs from using state vars instead |
| * of ordinary varyings/inputs. |
| */ |
| void |
| _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) |
| { |
| if (ctx->VertexProgram._Overriden != flag) { |
| ctx->VertexProgram._Overriden = flag; |
| |
| /* Set one of the bits which will trigger fragment program |
| * regeneration: |
| */ |
| ctx->NewState |= _NEW_PROGRAM; |
| } |
| } |