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/*
* 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;
}
}