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Brian00cdc0a2006-12-14 15:01:06 -07001/*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
Brianb7978af2007-01-09 19:17:17 -07005 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Brian00cdc0a2006-12-14 15:01:06 -07006 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25/**
26 * \file prog_statevars.c
27 * Program state variable management.
28 * \author Brian Paul
29 */
30
31
32#include "glheader.h"
33#include "context.h"
34#include "hash.h"
35#include "imports.h"
36#include "macros.h"
37#include "mtypes.h"
38#include "prog_statevars.h"
39#include "prog_parameter.h"
40#include "nvvertparse.h"
41
42
43/**
44 * Use the list of tokens in the state[] array to find global GL state
45 * and return it in <value>. Usually, four values are returned in <value>
46 * but matrix queries may return as many as 16 values.
47 * This function is used for ARB vertex/fragment programs.
48 * The program parser will produce the state[] values.
49 */
50static void
51_mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
52 GLfloat *value)
53{
54 switch (state[0]) {
55 case STATE_MATERIAL:
56 {
57 /* state[1] is either 0=front or 1=back side */
58 const GLuint face = (GLuint) state[1];
59 const struct gl_material *mat = &ctx->Light.Material;
60 ASSERT(face == 0 || face == 1);
61 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
62 ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
63 /* XXX we could get rid of this switch entirely with a little
64 * work in arbprogparse.c's parse_state_single_item().
65 */
66 /* state[2] is the material attribute */
67 switch (state[2]) {
68 case STATE_AMBIENT:
69 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
70 return;
71 case STATE_DIFFUSE:
72 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
73 return;
74 case STATE_SPECULAR:
75 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
76 return;
77 case STATE_EMISSION:
78 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
79 return;
80 case STATE_SHININESS:
81 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
82 value[1] = 0.0F;
83 value[2] = 0.0F;
84 value[3] = 1.0F;
85 return;
86 default:
87 _mesa_problem(ctx, "Invalid material state in fetch_state");
88 return;
89 }
90 }
91 case STATE_LIGHT:
92 {
93 /* state[1] is the light number */
94 const GLuint ln = (GLuint) state[1];
95 /* state[2] is the light attribute */
96 switch (state[2]) {
97 case STATE_AMBIENT:
98 COPY_4V(value, ctx->Light.Light[ln].Ambient);
99 return;
100 case STATE_DIFFUSE:
101 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
102 return;
103 case STATE_SPECULAR:
104 COPY_4V(value, ctx->Light.Light[ln].Specular);
105 return;
106 case STATE_POSITION:
107 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
108 return;
109 case STATE_ATTENUATION:
110 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
111 value[1] = ctx->Light.Light[ln].LinearAttenuation;
112 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
113 value[3] = ctx->Light.Light[ln].SpotExponent;
114 return;
115 case STATE_SPOT_DIRECTION:
116 COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
117 value[3] = ctx->Light.Light[ln]._CosCutoff;
118 return;
119 case STATE_HALF:
120 {
121 GLfloat eye_z[] = {0, 0, 1};
122
123 /* Compute infinite half angle vector:
124 * half-vector = light_position + (0, 0, 1)
125 * and then normalize. w = 0
126 *
127 * light.EyePosition.w should be 0 for infinite lights.
128 */
129 ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
130 NORMALIZE_3FV(value);
131 value[3] = 0;
132 }
133 return;
134 case STATE_POSITION_NORMALIZED:
135 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
136 NORMALIZE_3FV( value );
137 return;
138 default:
139 _mesa_problem(ctx, "Invalid light state in fetch_state");
140 return;
141 }
142 }
143 case STATE_LIGHTMODEL_AMBIENT:
144 COPY_4V(value, ctx->Light.Model.Ambient);
145 return;
146 case STATE_LIGHTMODEL_SCENECOLOR:
147 if (state[1] == 0) {
148 /* front */
149 GLint i;
150 for (i = 0; i < 3; i++) {
151 value[i] = ctx->Light.Model.Ambient[i]
152 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
153 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
154 }
155 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
156 }
157 else {
158 /* back */
159 GLint i;
160 for (i = 0; i < 3; i++) {
161 value[i] = ctx->Light.Model.Ambient[i]
162 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
163 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
164 }
165 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
166 }
167 return;
168 case STATE_LIGHTPROD:
169 {
170 const GLuint ln = (GLuint) state[1];
171 const GLuint face = (GLuint) state[2];
172 GLint i;
173 ASSERT(face == 0 || face == 1);
174 switch (state[3]) {
175 case STATE_AMBIENT:
176 for (i = 0; i < 3; i++) {
177 value[i] = ctx->Light.Light[ln].Ambient[i] *
178 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
179 }
180 /* [3] = material alpha */
181 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
182 return;
183 case STATE_DIFFUSE:
184 for (i = 0; i < 3; i++) {
185 value[i] = ctx->Light.Light[ln].Diffuse[i] *
186 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
187 }
188 /* [3] = material alpha */
189 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
190 return;
191 case STATE_SPECULAR:
192 for (i = 0; i < 3; i++) {
193 value[i] = ctx->Light.Light[ln].Specular[i] *
194 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
195 }
196 /* [3] = material alpha */
197 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
198 return;
199 default:
200 _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
201 return;
202 }
203 }
204 case STATE_TEXGEN:
205 {
206 /* state[1] is the texture unit */
207 const GLuint unit = (GLuint) state[1];
208 /* state[2] is the texgen attribute */
209 switch (state[2]) {
210 case STATE_TEXGEN_EYE_S:
211 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
212 return;
213 case STATE_TEXGEN_EYE_T:
214 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
215 return;
216 case STATE_TEXGEN_EYE_R:
217 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
218 return;
219 case STATE_TEXGEN_EYE_Q:
220 COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
221 return;
222 case STATE_TEXGEN_OBJECT_S:
223 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
224 return;
225 case STATE_TEXGEN_OBJECT_T:
226 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
227 return;
228 case STATE_TEXGEN_OBJECT_R:
229 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
230 return;
231 case STATE_TEXGEN_OBJECT_Q:
232 COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
233 return;
234 default:
235 _mesa_problem(ctx, "Invalid texgen state in fetch_state");
236 return;
237 }
238 }
239 case STATE_TEXENV_COLOR:
240 {
241 /* state[1] is the texture unit */
242 const GLuint unit = (GLuint) state[1];
243 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
244 }
245 return;
Brian65319522007-02-21 11:08:21 -0700246 case STATE_FOG:
247 if (state[1] == STATE_FOG_COLOR) {
248 COPY_4V(value, ctx->Fog.Color);
249 }
250 else {
251 ASSERT(state[1] == STATE_FOG_PARAMS);
252 value[0] = ctx->Fog.Density;
253 value[1] = ctx->Fog.Start;
254 value[2] = ctx->Fog.End;
255 value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
256 }
Brian00cdc0a2006-12-14 15:01:06 -0700257 return;
258 case STATE_CLIPPLANE:
259 {
260 const GLuint plane = (GLuint) state[1];
261 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
262 }
263 return;
264 case STATE_POINT_SIZE:
265 value[0] = ctx->Point.Size;
266 value[1] = ctx->Point.MinSize;
267 value[2] = ctx->Point.MaxSize;
268 value[3] = ctx->Point.Threshold;
269 return;
270 case STATE_POINT_ATTENUATION:
271 value[0] = ctx->Point.Params[0];
272 value[1] = ctx->Point.Params[1];
273 value[2] = ctx->Point.Params[2];
274 value[3] = 1.0F;
275 return;
Brian65319522007-02-21 11:08:21 -0700276 case STATE_MODELVIEW_MATRIX:
277 case STATE_PROJECTION_MATRIX:
278 case STATE_MVP_MATRIX:
279 case STATE_TEXTURE_MATRIX:
280 case STATE_PROGRAM_MATRIX:
281 /*case STATE_MATRIX:*/
Brian00cdc0a2006-12-14 15:01:06 -0700282 {
283 /* state[1] = modelview, projection, texture, etc. */
284 /* state[2] = which texture matrix or program matrix */
285 /* state[3] = first row to fetch */
286 /* state[4] = last row to fetch */
287 /* state[5] = transpose, inverse or invtrans */
288
289 const GLmatrix *matrix;
Brian65319522007-02-21 11:08:21 -0700290#if 0
Brian00cdc0a2006-12-14 15:01:06 -0700291 const gl_state_index mat = state[1];
292 const GLuint index = (GLuint) state[2];
293 const GLuint firstRow = (GLuint) state[3];
294 const GLuint lastRow = (GLuint) state[4];
295 const gl_state_index modifier = state[5];
Brian65319522007-02-21 11:08:21 -0700296#else
297 const gl_state_index mat = state[0];
298 const GLuint index = (GLuint) state[1];
299 const GLuint firstRow = (GLuint) state[2];
300 const GLuint lastRow = (GLuint) state[3];
301 const gl_state_index modifier = state[4];
302#endif
Brian00cdc0a2006-12-14 15:01:06 -0700303 const GLfloat *m;
304 GLuint row, i;
Brian65319522007-02-21 11:08:21 -0700305 ASSERT(firstRow >= 0);
306 ASSERT(firstRow < 4);
307 ASSERT(lastRow >= 0);
308 ASSERT(lastRow < 4);
309 if (mat == STATE_MODELVIEW_MATRIX) {
Brian00cdc0a2006-12-14 15:01:06 -0700310 matrix = ctx->ModelviewMatrixStack.Top;
311 }
Brian65319522007-02-21 11:08:21 -0700312 else if (mat == STATE_PROJECTION_MATRIX) {
Brian00cdc0a2006-12-14 15:01:06 -0700313 matrix = ctx->ProjectionMatrixStack.Top;
314 }
Brian65319522007-02-21 11:08:21 -0700315 else if (mat == STATE_MVP_MATRIX) {
Brian00cdc0a2006-12-14 15:01:06 -0700316 matrix = &ctx->_ModelProjectMatrix;
317 }
Brian65319522007-02-21 11:08:21 -0700318 else if (mat == STATE_TEXTURE_MATRIX) {
Brian00cdc0a2006-12-14 15:01:06 -0700319 matrix = ctx->TextureMatrixStack[index].Top;
320 }
Brian65319522007-02-21 11:08:21 -0700321 else if (mat == STATE_PROGRAM_MATRIX) {
Brian00cdc0a2006-12-14 15:01:06 -0700322 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_alloc_inv( (GLmatrix *) matrix );
333 _math_matrix_analyse( (GLmatrix*) matrix );
334 m = matrix->inv;
335 }
336 else {
337 m = matrix->m;
338 }
339 if (modifier == STATE_MATRIX_TRANSPOSE ||
340 modifier == STATE_MATRIX_INVTRANS) {
341 for (i = 0, row = firstRow; row <= lastRow; row++) {
342 value[i++] = m[row * 4 + 0];
343 value[i++] = m[row * 4 + 1];
344 value[i++] = m[row * 4 + 2];
345 value[i++] = m[row * 4 + 3];
346 }
347 }
348 else {
349 for (i = 0, row = firstRow; row <= lastRow; row++) {
350 value[i++] = m[row + 0];
351 value[i++] = m[row + 4];
352 value[i++] = m[row + 8];
353 value[i++] = m[row + 12];
354 }
355 }
356 }
357 return;
358 case STATE_DEPTH_RANGE:
359 value[0] = ctx->Viewport.Near; /* near */
360 value[1] = ctx->Viewport.Far; /* far */
361 value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
362 value[3] = 0;
363 return;
364 case STATE_FRAGMENT_PROGRAM:
365 {
366 /* state[1] = {STATE_ENV, STATE_LOCAL} */
367 /* state[2] = parameter index */
368 const int idx = (int) state[2];
369 switch (state[1]) {
370 case STATE_ENV:
371 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
372 break;
373 case STATE_LOCAL:
374 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
375 break;
376 default:
377 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
378 return;
379 }
380 }
381 return;
382
383 case STATE_VERTEX_PROGRAM:
384 {
385 /* state[1] = {STATE_ENV, STATE_LOCAL} */
386 /* state[2] = parameter index */
387 const int idx = (int) state[2];
388 switch (state[1]) {
389 case STATE_ENV:
390 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
391 break;
392 case STATE_LOCAL:
393 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
394 break;
395 default:
396 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
397 return;
398 }
399 }
400 return;
401
402 case STATE_INTERNAL:
403 {
404 switch (state[1]) {
405 case STATE_NORMAL_SCALE:
406 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
407 break;
408 case STATE_TEXRECT_SCALE: {
409 const int unit = (int) state[2];
410 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
411 if (texObj) {
412 struct gl_texture_image *texImage = texObj->Image[0][0];
413 ASSIGN_4V(value, 1.0 / texImage->Width, 1.0 / texImage->Height, 0, 1);
414 }
415 break;
416 }
417 default:
418 /* unknown state indexes are silently ignored
419 * should be handled by the driver.
420 */
421 return;
422 }
423 }
424 return;
425
426 default:
427 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
428 return;
429 }
430}
431
432
433/**
434 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
435 * indicate that the given context state may have changed.
436 * The bitmask is used during validation to determine if we need to update
437 * vertex/fragment program parameters (like "state.material.color") when
438 * some GL state has changed.
439 */
440GLbitfield
Brianb7978af2007-01-09 19:17:17 -0700441_mesa_program_state_flags(const GLint state[STATE_LENGTH])
Brian00cdc0a2006-12-14 15:01:06 -0700442{
443 switch (state[0]) {
444 case STATE_MATERIAL:
445 case STATE_LIGHT:
446 case STATE_LIGHTMODEL_AMBIENT:
447 case STATE_LIGHTMODEL_SCENECOLOR:
448 case STATE_LIGHTPROD:
449 return _NEW_LIGHT;
450
451 case STATE_TEXGEN:
452 case STATE_TEXENV_COLOR:
453 return _NEW_TEXTURE;
454
Brian65319522007-02-21 11:08:21 -0700455 case STATE_FOG:
456#if 0
Brian00cdc0a2006-12-14 15:01:06 -0700457 case STATE_FOG_COLOR:
458 case STATE_FOG_PARAMS:
Brian65319522007-02-21 11:08:21 -0700459#endif
Brian00cdc0a2006-12-14 15:01:06 -0700460 return _NEW_FOG;
461
462 case STATE_CLIPPLANE:
463 return _NEW_TRANSFORM;
464
465 case STATE_POINT_SIZE:
466 case STATE_POINT_ATTENUATION:
467 return _NEW_POINT;
468
Brian65319522007-02-21 11:08:21 -0700469 case STATE_MODELVIEW_MATRIX:
470 return _NEW_MODELVIEW;
471 case STATE_PROJECTION_MATRIX:
472 return _NEW_PROJECTION;
473 case STATE_MVP_MATRIX:
474 return _NEW_MODELVIEW | _NEW_PROJECTION;
475 case STATE_TEXTURE_MATRIX:
476 return _NEW_TEXTURE_MATRIX;
477 case STATE_PROGRAM_MATRIX:
478 return _NEW_TRACK_MATRIX;
Brian00cdc0a2006-12-14 15:01:06 -0700479
480 case STATE_DEPTH_RANGE:
481 return _NEW_VIEWPORT;
482
483 case STATE_FRAGMENT_PROGRAM:
484 case STATE_VERTEX_PROGRAM:
485 return _NEW_PROGRAM;
486
487 case STATE_INTERNAL:
488 switch (state[1]) {
489 case STATE_NORMAL_SCALE:
490 return _NEW_MODELVIEW;
491 case STATE_TEXRECT_SCALE:
492 return _NEW_TEXTURE;
493 default:
494 /* unknown state indexes are silently ignored and
495 * no flag set, since it is handled by the driver.
496 */
497 return 0;
498 }
499
500 default:
501 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
502 return 0;
503 }
504}
505
506
507static void
508append(char *dst, const char *src)
509{
510 while (*dst)
511 dst++;
512 while (*src)
513 *dst++ = *src++;
514 *dst = 0;
515}
516
517
518static void
519append_token(char *dst, gl_state_index k)
520{
521 switch (k) {
522 case STATE_MATERIAL:
523 append(dst, "material.");
524 break;
525 case STATE_LIGHT:
526 append(dst, "light");
527 break;
528 case STATE_LIGHTMODEL_AMBIENT:
529 append(dst, "lightmodel.ambient");
530 break;
531 case STATE_LIGHTMODEL_SCENECOLOR:
532 break;
533 case STATE_LIGHTPROD:
534 append(dst, "lightprod");
535 break;
536 case STATE_TEXGEN:
537 append(dst, "texgen");
538 break;
Brian65319522007-02-21 11:08:21 -0700539 case STATE_FOG:
540 append(dst, "fog");
541 break;
Brian00cdc0a2006-12-14 15:01:06 -0700542 case STATE_FOG_COLOR:
Brian65319522007-02-21 11:08:21 -0700543 append(dst, ".color");
Brian00cdc0a2006-12-14 15:01:06 -0700544 break;
545 case STATE_FOG_PARAMS:
Brian65319522007-02-21 11:08:21 -0700546 append(dst, ".params");
Brian00cdc0a2006-12-14 15:01:06 -0700547 break;
548 case STATE_CLIPPLANE:
549 append(dst, "clip");
550 break;
551 case STATE_POINT_SIZE:
552 append(dst, "point.size");
553 break;
554 case STATE_POINT_ATTENUATION:
555 append(dst, "point.attenuation");
556 break;
Brian65319522007-02-21 11:08:21 -0700557 case STATE_MODELVIEW_MATRIX:
Brian00cdc0a2006-12-14 15:01:06 -0700558 append(dst, "modelview");
559 break;
Brian65319522007-02-21 11:08:21 -0700560 case STATE_PROJECTION_MATRIX:
Brian00cdc0a2006-12-14 15:01:06 -0700561 append(dst, "projection");
562 break;
Brian65319522007-02-21 11:08:21 -0700563 case STATE_MVP_MATRIX:
Brian00cdc0a2006-12-14 15:01:06 -0700564 append(dst, "mvp");
565 break;
Brian65319522007-02-21 11:08:21 -0700566 case STATE_TEXTURE_MATRIX:
Brian00cdc0a2006-12-14 15:01:06 -0700567 append(dst, "texture");
568 break;
Brian65319522007-02-21 11:08:21 -0700569 case STATE_PROGRAM_MATRIX:
Brian00cdc0a2006-12-14 15:01:06 -0700570 append(dst, "program");
571 break;
572 case STATE_MATRIX_INVERSE:
573 append(dst, ".inverse");
574 break;
575 case STATE_MATRIX_TRANSPOSE:
576 append(dst, ".transpose");
577 break;
578 case STATE_MATRIX_INVTRANS:
579 append(dst, ".invtrans");
580 break;
581 case STATE_AMBIENT:
582 append(dst, "ambient");
583 break;
584 case STATE_DIFFUSE:
585 append(dst, "diffuse");
586 break;
587 case STATE_SPECULAR:
588 append(dst, "specular");
589 break;
590 case STATE_EMISSION:
591 append(dst, "emission");
592 break;
593 case STATE_SHININESS:
594 append(dst, "shininess");
595 break;
596 case STATE_HALF:
597 append(dst, "half");
598 break;
599 case STATE_POSITION:
600 append(dst, ".position");
601 break;
602 case STATE_ATTENUATION:
603 append(dst, ".attenuation");
604 break;
605 case STATE_SPOT_DIRECTION:
606 append(dst, ".spot.direction");
607 break;
608 case STATE_TEXGEN_EYE_S:
609 append(dst, "eye.s");
610 break;
611 case STATE_TEXGEN_EYE_T:
612 append(dst, "eye.t");
613 break;
614 case STATE_TEXGEN_EYE_R:
615 append(dst, "eye.r");
616 break;
617 case STATE_TEXGEN_EYE_Q:
618 append(dst, "eye.q");
619 break;
620 case STATE_TEXGEN_OBJECT_S:
621 append(dst, "object.s");
622 break;
623 case STATE_TEXGEN_OBJECT_T:
624 append(dst, "object.t");
625 break;
626 case STATE_TEXGEN_OBJECT_R:
627 append(dst, "object.r");
628 break;
629 case STATE_TEXGEN_OBJECT_Q:
630 append(dst, "object.q");
631 break;
632 case STATE_TEXENV_COLOR:
633 append(dst, "texenv");
634 break;
635 case STATE_DEPTH_RANGE:
636 append(dst, "depth.range");
637 break;
638 case STATE_VERTEX_PROGRAM:
639 case STATE_FRAGMENT_PROGRAM:
640 break;
641 case STATE_ENV:
642 append(dst, "env");
643 break;
644 case STATE_LOCAL:
645 append(dst, "local");
646 break;
647 case STATE_INTERNAL:
648 case STATE_NORMAL_SCALE:
649 case STATE_POSITION_NORMALIZED:
650 append(dst, "(internal)");
651 break;
652 default:
653 ;
654 }
655}
656
657static void
658append_face(char *dst, GLint face)
659{
660 if (face == 0)
661 append(dst, "front.");
662 else
663 append(dst, "back.");
664}
665
666static void
667append_index(char *dst, GLint index)
668{
669 char s[20];
670 _mesa_sprintf(s, "[%d].", index);
671 append(dst, s);
672}
673
674/**
675 * Make a string from the given state vector.
676 * For example, return "state.matrix.texture[2].inverse".
677 * Use _mesa_free() to deallocate the string.
678 */
679const char *
Brianb7978af2007-01-09 19:17:17 -0700680_mesa_program_state_string(const GLint state[STATE_LENGTH])
Brian00cdc0a2006-12-14 15:01:06 -0700681{
682 char str[1000] = "";
683 char tmp[30];
684
685 append(str, "state.");
686 append_token(str, (gl_state_index) state[0]);
687
688 switch (state[0]) {
689 case STATE_MATERIAL:
690 append_face(str, state[1]);
691 append_token(str, (gl_state_index) state[2]);
692 break;
693 case STATE_LIGHT:
694 append(str, "light");
695 append_index(str, state[1]); /* light number [i]. */
696 append_token(str, (gl_state_index) state[2]); /* coefficients */
697 break;
698 case STATE_LIGHTMODEL_AMBIENT:
699 append(str, "lightmodel.ambient");
700 break;
701 case STATE_LIGHTMODEL_SCENECOLOR:
702 if (state[1] == 0) {
703 append(str, "lightmodel.front.scenecolor");
704 }
705 else {
706 append(str, "lightmodel.back.scenecolor");
707 }
708 break;
709 case STATE_LIGHTPROD:
710 append_index(str, state[1]); /* light number [i]. */
711 append_face(str, state[2]);
712 append_token(str, (gl_state_index) state[3]);
713 break;
714 case STATE_TEXGEN:
715 append_index(str, state[1]); /* tex unit [i] */
716 append_token(str, (gl_state_index) state[2]); /* plane coef */
717 break;
718 case STATE_TEXENV_COLOR:
719 append_index(str, state[1]); /* tex unit [i] */
720 append(str, "color");
721 break;
Brian65319522007-02-21 11:08:21 -0700722 case STATE_FOG:
723 append(str, "fog");
724 append_token(str, (gl_state_index) state[1]); /* color or params */
Brian00cdc0a2006-12-14 15:01:06 -0700725 break;
726 case STATE_CLIPPLANE:
727 append_index(str, state[1]); /* plane [i] */
728 append(str, "plane");
729 break;
730 case STATE_POINT_SIZE:
731 case STATE_POINT_ATTENUATION:
732 break;
Brian65319522007-02-21 11:08:21 -0700733 case STATE_MODELVIEW_MATRIX:
734 case STATE_PROJECTION_MATRIX:
735 case STATE_MVP_MATRIX:
736 case STATE_TEXTURE_MATRIX:
737 case STATE_PROGRAM_MATRIX:
Brian00cdc0a2006-12-14 15:01:06 -0700738 {
Brian65319522007-02-21 11:08:21 -0700739 /* state[0] = modelview, projection, texture, etc. */
740 /* state[1] = which texture matrix or program matrix */
741 /* state[2] = first row to fetch */
742 /* state[3] = last row to fetch */
743 /* state[4] = transpose, inverse or invtrans */
744 const gl_state_index mat = (gl_state_index) state[0];
745 const GLuint index = (GLuint) state[1];
746 const GLuint firstRow = (GLuint) state[2];
747 const GLuint lastRow = (GLuint) state[3];
748 const gl_state_index modifier = (gl_state_index) state[4];
Brian00cdc0a2006-12-14 15:01:06 -0700749 append_token(str, mat);
750 if (index)
751 append_index(str, index);
752 if (modifier)
753 append_token(str, modifier);
754 if (firstRow == lastRow)
755 _mesa_sprintf(tmp, ".row[%d]", firstRow);
756 else
757 _mesa_sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
758 append(str, tmp);
759 }
760 break;
761 case STATE_DEPTH_RANGE:
762 break;
763 case STATE_FRAGMENT_PROGRAM:
764 case STATE_VERTEX_PROGRAM:
765 /* state[1] = {STATE_ENV, STATE_LOCAL} */
766 /* state[2] = parameter index */
767 append_token(str, (gl_state_index) state[1]);
768 append_index(str, state[2]);
769 break;
770 case STATE_INTERNAL:
771 break;
772 default:
773 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
774 break;
775 }
776
777 return _mesa_strdup(str);
778}
779
780
781/**
782 * Loop over all the parameters in a parameter list. If the parameter
783 * is a GL state reference, look up the current value of that state
784 * variable and put it into the parameter's Value[4] array.
785 * This would be called at glBegin time when using a fragment program.
786 */
787void
788_mesa_load_state_parameters(GLcontext *ctx,
789 struct gl_program_parameter_list *paramList)
790{
791 GLuint i;
792
793 if (!paramList)
794 return;
795
796 for (i = 0; i < paramList->NumParameters; i++) {
797 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
798 _mesa_fetch_state(ctx,
Brian223d7cb2007-01-23 16:37:51 -0700799 (gl_state_index *) paramList->Parameters[i].StateIndexes,
Brian00cdc0a2006-12-14 15:01:06 -0700800 paramList->ParameterValues[i]);
801 }
802 }
803}
804