| /* |
| * Mesa 3-D graphics library |
| * Version: 7.3 |
| * |
| * 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 |
| * BRIAN PAUL 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 GLcontext. |
| */ |
| |
| |
| #include "glheader.h" |
| #include "mtypes.h" |
| #include "context.h" |
| #include "debug.h" |
| #include "macros.h" |
| #include "ffvertex_prog.h" |
| #include "framebuffer.h" |
| #include "light.h" |
| #include "matrix.h" |
| #if FEATURE_pixel_transfer |
| #include "pixel.h" |
| #endif |
| #include "shader/program.h" |
| #include "shader/prog_parameter.h" |
| #include "state.h" |
| #include "stencil.h" |
| #include "texenvprogram.h" |
| #include "texobj.h" |
| #include "texstate.h" |
| #include "viewport.h" |
| |
| |
| static void |
| update_separate_specular(GLcontext *ctx) |
| { |
| if (NEED_SECONDARY_COLOR(ctx)) |
| ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; |
| else |
| ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; |
| } |
| |
| |
| /** |
| * Compute the index of the last array element that can be safely accessed |
| * in a vertex array. We can really only do this when the array lives in |
| * a VBO. |
| * The array->_MaxElement field will be updated. |
| * Later in glDrawArrays/Elements/etc we can do some bounds checking. |
| */ |
| static void |
| compute_max_element(struct gl_client_array *array) |
| { |
| assert(array->Enabled); |
| if (array->BufferObj->Name) { |
| /* Compute the max element we can access in the VBO without going |
| * out of bounds. |
| */ |
| array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size |
| - (GLsizeiptrARB) array->Ptr + array->StrideB |
| - array->_ElementSize) / array->StrideB; |
| } |
| else { |
| /* user-space array, no idea how big it is */ |
| array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ |
| } |
| } |
| |
| |
| /** |
| * Helper for update_arrays(). |
| * \return min(current min, array->_MaxElement). |
| */ |
| static GLuint |
| update_min(GLuint min, struct gl_client_array *array) |
| { |
| compute_max_element(array); |
| return MIN2(min, array->_MaxElement); |
| } |
| |
| |
| /** |
| * Update ctx->Array._MaxElement (the max legal index into all enabled arrays). |
| * Need to do this upon new array state or new buffer object state. |
| */ |
| static void |
| update_arrays( GLcontext *ctx ) |
| { |
| struct gl_array_object *arrayObj = ctx->Array.ArrayObj; |
| GLuint i, min = ~0; |
| |
| /* find min of _MaxElement values for all enabled arrays */ |
| |
| /* 0 */ |
| if (ctx->VertexProgram._Current |
| && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]); |
| } |
| else if (arrayObj->Vertex.Enabled) { |
| min = update_min(min, &arrayObj->Vertex); |
| } |
| |
| /* 1 */ |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]); |
| } |
| /* no conventional vertex weight array */ |
| |
| /* 2 */ |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]); |
| } |
| else if (arrayObj->Normal.Enabled) { |
| min = update_min(min, &arrayObj->Normal); |
| } |
| |
| /* 3 */ |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]); |
| } |
| else if (arrayObj->Color.Enabled) { |
| min = update_min(min, &arrayObj->Color); |
| } |
| |
| /* 4 */ |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]); |
| } |
| else if (arrayObj->SecondaryColor.Enabled) { |
| min = update_min(min, &arrayObj->SecondaryColor); |
| } |
| |
| /* 5 */ |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]); |
| } |
| else if (arrayObj->FogCoord.Enabled) { |
| min = update_min(min, &arrayObj->FogCoord); |
| } |
| |
| /* 6 */ |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]); |
| } |
| else if (arrayObj->Index.Enabled) { |
| min = update_min(min, &arrayObj->Index); |
| } |
| |
| /* 7 */ |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]); |
| } |
| |
| /* 8..15 */ |
| for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { |
| if (ctx->VertexProgram._Enabled |
| && arrayObj->VertexAttrib[i].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[i]); |
| } |
| else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits |
| && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { |
| min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]); |
| } |
| } |
| |
| /* 16..31 */ |
| if (ctx->VertexProgram._Current) { |
| for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) { |
| if (arrayObj->VertexAttrib[i].Enabled) { |
| min = update_min(min, &arrayObj->VertexAttrib[i]); |
| } |
| } |
| } |
| |
| if (arrayObj->EdgeFlag.Enabled) { |
| min = update_min(min, &arrayObj->EdgeFlag); |
| } |
| |
| /* _MaxElement is one past the last legal array element */ |
| arrayObj->_MaxElement = min; |
| } |
| |
| |
| /** |
| * 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(GLcontext *ctx) |
| { |
| /* These _Enabled flags indicate if the program is enabled AND valid. */ |
| 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 vertex/fragment program state. In particular, update these fields: |
| * ctx->VertexProgram._Current |
| * ctx->VertexProgram._TnlProgram, |
| * These point to the highest priority enabled vertex/fragment program or are |
| * NULL if fixed-function processing is to be done. |
| * |
| * 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(GLcontext *ctx) |
| { |
| const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; |
| const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; |
| const struct gl_fragment_program *prevFP = ctx->FragmentProgram._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 (shProg && shProg->LinkStatus && shProg->FragmentProgram) { |
| /* Use shader programs */ |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, |
| shProg->FragmentProgram); |
| } |
| else if (ctx->FragmentProgram._Enabled) { |
| /* use user-defined vertex program */ |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, |
| ctx->FragmentProgram.Current); |
| } |
| else if (ctx->FragmentProgram._MaintainTexEnvProgram) { |
| /* Use fragment program generated from fixed-function state. |
| */ |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, |
| _mesa_get_fixed_func_fragment_program(ctx)); |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| ctx->FragmentProgram._Current); |
| } |
| else { |
| /* no fragment program */ |
| _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); |
| } |
| |
| /* Examine vertex program after fragment program as |
| * _mesa_get_fixed_func_vertex_program() needs to know active |
| * fragprog inputs. |
| */ |
| if (shProg && shProg->LinkStatus && shProg->VertexProgram) { |
| /* Use shader programs */ |
| _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, |
| shProg->VertexProgram); |
| } |
| 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->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(GLcontext *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->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(GLcontext *ctx) |
| { |
| const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; |
| |
| 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. |
| */ |
| _math_matrix_viewport(&ctx->Viewport._WindowMap, |
| ctx->Viewport.X, ctx->Viewport.Y, |
| ctx->Viewport.Width, ctx->Viewport.Height, |
| ctx->Viewport.Near, ctx->Viewport.Far, |
| depthMax); |
| } |
| |
| |
| /** |
| * Update derived multisample state. |
| */ |
| static void |
| update_multisample(GLcontext *ctx) |
| { |
| ctx->Multisample._Enabled = GL_FALSE; |
| if (ctx->Multisample.Enabled && |
| ctx->DrawBuffer && |
| ctx->DrawBuffer->Visual.sampleBuffers) |
| ctx->Multisample._Enabled = GL_TRUE; |
| } |
| |
| |
| /** |
| * Update derived color/blend/logicop state. |
| */ |
| static void |
| update_color(GLcontext *ctx) |
| { |
| /* This is needed to support 1.1's RGB logic ops AND |
| * 1.0's blending logicops. |
| */ |
| ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx); |
| } |
| |
| |
| /* |
| * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET |
| * in ctx->_TriangleCaps if needed. |
| */ |
| static void |
| update_polygon(GLcontext *ctx) |
| { |
| ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET); |
| |
| if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) |
| ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; |
| |
| if ( ctx->Polygon.OffsetPoint |
| || ctx->Polygon.OffsetLine |
| || ctx->Polygon.OffsetFill) |
| ctx->_TriangleCaps |= DD_TRI_OFFSET; |
| } |
| |
| |
| /** |
| * Update the ctx->_TriangleCaps bitfield. |
| * XXX that bitfield should really go away someday! |
| * This function must be called after other update_*() functions since |
| * there are dependencies on some other derived values. |
| */ |
| #if 0 |
| static void |
| update_tricaps(GLcontext *ctx, GLbitfield new_state) |
| { |
| ctx->_TriangleCaps = 0; |
| |
| /* |
| * Points |
| */ |
| if (1/*new_state & _NEW_POINT*/) { |
| if (ctx->Point.SmoothFlag) |
| ctx->_TriangleCaps |= DD_POINT_SMOOTH; |
| if (ctx->Point.Size != 1.0F) |
| ctx->_TriangleCaps |= DD_POINT_SIZE; |
| if (ctx->Point._Attenuated) |
| ctx->_TriangleCaps |= DD_POINT_ATTEN; |
| } |
| |
| /* |
| * Lines |
| */ |
| if (1/*new_state & _NEW_LINE*/) { |
| if (ctx->Line.SmoothFlag) |
| ctx->_TriangleCaps |= DD_LINE_SMOOTH; |
| if (ctx->Line.StippleFlag) |
| ctx->_TriangleCaps |= DD_LINE_STIPPLE; |
| if (ctx->Line.Width != 1.0) |
| ctx->_TriangleCaps |= DD_LINE_WIDTH; |
| } |
| |
| /* |
| * Polygons |
| */ |
| if (1/*new_state & _NEW_POLYGON*/) { |
| if (ctx->Polygon.SmoothFlag) |
| ctx->_TriangleCaps |= DD_TRI_SMOOTH; |
| if (ctx->Polygon.StippleFlag) |
| ctx->_TriangleCaps |= DD_TRI_STIPPLE; |
| if (ctx->Polygon.FrontMode != GL_FILL |
| || ctx->Polygon.BackMode != GL_FILL) |
| ctx->_TriangleCaps |= DD_TRI_UNFILLED; |
| if (ctx->Polygon.CullFlag |
| && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) |
| ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; |
| if (ctx->Polygon.OffsetPoint || |
| ctx->Polygon.OffsetLine || |
| ctx->Polygon.OffsetFill) |
| ctx->_TriangleCaps |= DD_TRI_OFFSET; |
| } |
| |
| /* |
| * Lighting and shading |
| */ |
| if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) |
| ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; |
| if (ctx->Light.ShadeModel == GL_FLAT) |
| ctx->_TriangleCaps |= DD_FLATSHADE; |
| if (NEED_SECONDARY_COLOR(ctx)) |
| ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; |
| |
| /* |
| * Stencil |
| */ |
| if (ctx->Stencil._TestTwoSide) |
| ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL; |
| } |
| #endif |
| |
| |
| /** |
| * Compute derived GL state. |
| * If __GLcontextRec::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( GLcontext *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_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR | |
| _NEW_ARRAY); |
| } |
| if (ctx->VertexProgram._MaintainTnlProgram) { |
| prog_flags |= (_NEW_ARRAY | _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_BUFFERS) |
| _mesa_update_framebuffer(ctx); |
| |
| if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) |
| _mesa_update_draw_buffer_bounds( ctx ); |
| |
| if (new_state & _NEW_POLYGON) |
| update_polygon( ctx ); |
| |
| if (new_state & _NEW_LIGHT) |
| _mesa_update_lighting( ctx ); |
| |
| if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) |
| _mesa_update_stencil( ctx ); |
| |
| #if FEATURE_pixel_transfer |
| if (new_state & _MESA_NEW_TRANSFER_STATE) |
| _mesa_update_pixel( ctx, new_state ); |
| #endif |
| |
| if (new_state & _DD_NEW_SEPARATE_SPECULAR) |
| update_separate_specular( ctx ); |
| |
| if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) |
| update_arrays( ctx ); |
| |
| if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) |
| update_viewport_matrix(ctx); |
| |
| if (new_state & _NEW_MULTISAMPLE) |
| update_multisample( ctx ); |
| |
| if (new_state & _NEW_COLOR) |
| update_color( ctx ); |
| |
| #if 0 |
| if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT |
| | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) |
| update_tricaps( ctx, new_state ); |
| #endif |
| |
| /* 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 ); |
| } |
| |
| |
| 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.NewState = 0; |
| } |
| |
| |
| /* This is the usual entrypoint for state updates: |
| */ |
| void |
| _mesa_update_state( GLcontext *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( GLcontext *ctx, |
| GLbitfield varying_inputs ) |
| { |
| if (ctx->varying_vp_inputs != varying_inputs) { |
| ctx->varying_vp_inputs = varying_inputs; |
| ctx->NewState |= _NEW_ARRAY; |
| /*_mesa_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(GLcontext *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_ARRAY; |
| } |
| } |