state.c revision 784dd51198433e5c299da4a7742c68d21d68d1c1
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.3
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 *
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/**
27 * \file state.c
28 * State management.
29 *
30 * This file manages recalculation of derived values in struct gl_context.
31 */
32
33
34#include "glheader.h"
35#include "mtypes.h"
36#include "arrayobj.h"
37#include "context.h"
38#include "debug.h"
39#include "macros.h"
40#include "ffvertex_prog.h"
41#include "framebuffer.h"
42#include "light.h"
43#include "matrix.h"
44#include "pixel.h"
45#include "program/program.h"
46#include "program/prog_parameter.h"
47#include "shaderobj.h"
48#include "state.h"
49#include "stencil.h"
50#include "texenvprogram.h"
51#include "texobj.h"
52#include "texstate.h"
53#include "varray.h"
54
55
56static void
57update_separate_specular(struct gl_context *ctx)
58{
59   if (_mesa_need_secondary_color(ctx))
60      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
61   else
62      ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
63}
64
65
66/**
67 * Update the following fields:
68 *   ctx->VertexProgram._Enabled
69 *   ctx->FragmentProgram._Enabled
70 *   ctx->ATIFragmentShader._Enabled
71 * This needs to be done before texture state validation.
72 */
73static void
74update_program_enables(struct gl_context *ctx)
75{
76   /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
77    * program is enabled AND valid.  Similarly for ATI fragment shaders.
78    * GLSL shaders not relevant here.
79    */
80   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
81      && ctx->VertexProgram.Current->Base.Instructions;
82   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
83      && ctx->FragmentProgram.Current->Base.Instructions;
84   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
85      && ctx->ATIFragmentShader.Current->Instructions[0];
86}
87
88
89/**
90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
91 * to the current/active programs.  Then call ctx->Driver.BindProgram() to
92 * tell the driver which programs to use.
93 *
94 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
95 * programs or programs derived from fixed-function state.
96 *
97 * This function needs to be called after texture state validation in case
98 * we're generating a fragment program from fixed-function texture state.
99 *
100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
101 * or fragment program is being used.
102 */
103static GLbitfield
104update_program(struct gl_context *ctx)
105{
106   const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
107   const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
108   struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
109   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
110   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
111   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
112   GLbitfield new_state = 0x0;
113
114   /*
115    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
116    * pointers to the programs that should be used for rendering.  If either
117    * is NULL, use fixed-function code paths.
118    *
119    * These programs may come from several sources.  The priority is as
120    * follows:
121    *   1. OpenGL 2.0/ARB vertex/fragment shaders
122    *   2. ARB/NV vertex/fragment programs
123    *   3. Programs derived from fixed-function state.
124    *
125    * Note: it's possible for a vertex shader to get used with a fragment
126    * program (and vice versa) here, but in practice that shouldn't ever
127    * come up, or matter.
128    */
129
130   if (fsProg && fsProg->LinkStatus
131       && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
132      /* Use GLSL fragment shader */
133      _mesa_reference_shader_program(ctx,
134				     &ctx->Shader._CurrentFragmentProgram,
135				     fsProg);
136      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
137			       (struct gl_fragment_program *)
138			       fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
139      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
140			       NULL);
141   }
142   else if (ctx->FragmentProgram._Enabled) {
143      /* Use user-defined fragment program */
144      _mesa_reference_shader_program(ctx,
145				     &ctx->Shader._CurrentFragmentProgram,
146				     NULL);
147      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
148                               ctx->FragmentProgram.Current);
149      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
150			       NULL);
151   }
152   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
153      /* Use fragment program generated from fixed-function state */
154      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
155
156      _mesa_reference_shader_program(ctx,
157				     &ctx->Shader._CurrentFragmentProgram,
158				     f);
159      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
160			       (struct gl_fragment_program *)
161                               f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
162      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
163			       (struct gl_fragment_program *)
164                               f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
165   }
166   else {
167      /* No fragment program */
168      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
169      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
170			       NULL);
171   }
172
173   if (gsProg && gsProg->LinkStatus
174       && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
175      /* Use GLSL geometry shader */
176      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
177			       (struct gl_geometry_program *)
178			       gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
179   } else {
180      /* No geometry program */
181      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
182   }
183
184   /* Examine vertex program after fragment program as
185    * _mesa_get_fixed_func_vertex_program() needs to know active
186    * fragprog inputs.
187    */
188   if (vsProg && vsProg->LinkStatus
189       && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
190      /* Use GLSL vertex shader */
191      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
192			       (struct gl_vertex_program *)
193			       vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
194   }
195   else if (ctx->VertexProgram._Enabled) {
196      /* Use user-defined vertex program */
197      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
198                               ctx->VertexProgram.Current);
199   }
200   else if (ctx->VertexProgram._MaintainTnlProgram) {
201      /* Use vertex program generated from fixed-function state */
202      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
203                               _mesa_get_fixed_func_vertex_program(ctx));
204      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
205                               ctx->VertexProgram._Current);
206   }
207   else {
208      /* no vertex program */
209      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
210   }
211
212   /* Let the driver know what's happening:
213    */
214   if (ctx->FragmentProgram._Current != prevFP) {
215      new_state |= _NEW_PROGRAM;
216      if (ctx->Driver.BindProgram) {
217         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
218                          (struct gl_program *) ctx->FragmentProgram._Current);
219      }
220   }
221
222   if (ctx->GeometryProgram._Current != prevGP) {
223      new_state |= _NEW_PROGRAM;
224      if (ctx->Driver.BindProgram) {
225         ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
226                            (struct gl_program *) ctx->GeometryProgram._Current);
227      }
228   }
229
230   if (ctx->VertexProgram._Current != prevVP) {
231      new_state |= _NEW_PROGRAM;
232      if (ctx->Driver.BindProgram) {
233         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
234                            (struct gl_program *) ctx->VertexProgram._Current);
235      }
236   }
237
238   return new_state;
239}
240
241
242/**
243 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
244 */
245static GLbitfield
246update_program_constants(struct gl_context *ctx)
247{
248   GLbitfield new_state = 0x0;
249
250   if (ctx->FragmentProgram._Current) {
251      const struct gl_program_parameter_list *params =
252         ctx->FragmentProgram._Current->Base.Parameters;
253      if (params && params->StateFlags & ctx->NewState) {
254         new_state |= _NEW_PROGRAM_CONSTANTS;
255      }
256   }
257
258   if (ctx->GeometryProgram._Current) {
259      const struct gl_program_parameter_list *params =
260         ctx->GeometryProgram._Current->Base.Parameters;
261      /*FIXME: StateFlags is always 0 because we have unnamed constant
262       *       not state changes */
263      if (params /*&& params->StateFlags & ctx->NewState*/) {
264         new_state |= _NEW_PROGRAM_CONSTANTS;
265      }
266   }
267
268   if (ctx->VertexProgram._Current) {
269      const struct gl_program_parameter_list *params =
270         ctx->VertexProgram._Current->Base.Parameters;
271      if (params && params->StateFlags & ctx->NewState) {
272         new_state |= _NEW_PROGRAM_CONSTANTS;
273      }
274   }
275
276   return new_state;
277}
278
279
280
281
282static void
283update_viewport_matrix(struct gl_context *ctx)
284{
285   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
286
287   ASSERT(depthMax > 0);
288
289   /* Compute scale and bias values. This is really driver-specific
290    * and should be maintained elsewhere if at all.
291    * NOTE: RasterPos uses this.
292    */
293   _math_matrix_viewport(&ctx->Viewport._WindowMap,
294                         ctx->Viewport.X, ctx->Viewport.Y,
295                         ctx->Viewport.Width, ctx->Viewport.Height,
296                         ctx->Viewport.Near, ctx->Viewport.Far,
297                         depthMax);
298}
299
300
301/**
302 * Update derived multisample state.
303 */
304static void
305update_multisample(struct gl_context *ctx)
306{
307   ctx->Multisample._Enabled = GL_FALSE;
308   if (ctx->Multisample.Enabled &&
309       ctx->DrawBuffer &&
310       ctx->DrawBuffer->Visual.sampleBuffers)
311      ctx->Multisample._Enabled = GL_TRUE;
312}
313
314
315/**
316 * Update the ctx->Color._ClampFragmentColor field
317 */
318static void
319update_clamp_fragment_color(struct gl_context *ctx)
320{
321   if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
322      ctx->Color._ClampFragmentColor =
323         !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
324   else
325      ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
326}
327
328
329/**
330 * Update the ctx->Color._ClampVertexColor field
331 */
332static void
333update_clamp_vertex_color(struct gl_context *ctx)
334{
335   if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
336      ctx->Light._ClampVertexColor =
337         !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
338   else
339      ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
340}
341
342
343/**
344 * Update the ctx->Color._ClampReadColor field
345 */
346static void
347update_clamp_read_color(struct gl_context *ctx)
348{
349   if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
350      ctx->Color._ClampReadColor =
351         !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
352   else
353      ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
354}
355
356/**
357 * Update the ctx->VertexProgram._TwoSideEnabled flag.
358 */
359static void
360update_twoside(struct gl_context *ctx)
361{
362   if (ctx->Shader.CurrentVertexProgram ||
363       ctx->VertexProgram._Enabled) {
364      ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
365   } else {
366      ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
367					    ctx->Light.Model.TwoSide);
368   }
369}
370
371
372/*
373 * Check polygon state and set DD_TRI_OFFSET
374 * in ctx->_TriangleCaps if needed.
375 */
376static void
377update_polygon(struct gl_context *ctx)
378{
379   ctx->_TriangleCaps &= ~DD_TRI_OFFSET;
380
381   if (   ctx->Polygon.OffsetPoint
382       || ctx->Polygon.OffsetLine
383       || ctx->Polygon.OffsetFill)
384      ctx->_TriangleCaps |= DD_TRI_OFFSET;
385}
386
387
388/**
389 * Update the ctx->_TriangleCaps bitfield.
390 * XXX that bitfield should really go away someday!
391 * This function must be called after other update_*() functions since
392 * there are dependencies on some other derived values.
393 */
394#if 0
395static void
396update_tricaps(struct gl_context *ctx, GLbitfield new_state)
397{
398   ctx->_TriangleCaps = 0;
399
400   /*
401    * Points
402    */
403   if (1/*new_state & _NEW_POINT*/) {
404      if (ctx->Point.SmoothFlag)
405         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
406      if (ctx->Point._Attenuated)
407         ctx->_TriangleCaps |= DD_POINT_ATTEN;
408   }
409
410   /*
411    * Lines
412    */
413   if (1/*new_state & _NEW_LINE*/) {
414      if (ctx->Line.SmoothFlag)
415         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
416      if (ctx->Line.StippleFlag)
417         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
418   }
419
420   /*
421    * Polygons
422    */
423   if (1/*new_state & _NEW_POLYGON*/) {
424      if (ctx->Polygon.SmoothFlag)
425         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
426      if (ctx->Polygon.StippleFlag)
427         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
428      if (ctx->Polygon.FrontMode != GL_FILL
429          || ctx->Polygon.BackMode != GL_FILL)
430         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
431      if (ctx->Polygon.OffsetPoint ||
432          ctx->Polygon.OffsetLine ||
433          ctx->Polygon.OffsetFill)
434         ctx->_TriangleCaps |= DD_TRI_OFFSET;
435   }
436
437   /*
438    * Lighting and shading
439    */
440   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
441      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
442   if (_mesa_need_secondary_color(ctx))
443      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
444}
445#endif
446
447
448/**
449 * Compute derived GL state.
450 * If __struct gl_contextRec::NewState is non-zero then this function \b must
451 * be called before rendering anything.
452 *
453 * Calls dd_function_table::UpdateState to perform any internal state
454 * management necessary.
455 *
456 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
457 * _mesa_update_buffer_bounds(),
458 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
459 */
460void
461_mesa_update_state_locked( struct gl_context *ctx )
462{
463   GLbitfield new_state = ctx->NewState;
464   GLbitfield prog_flags = _NEW_PROGRAM;
465   GLbitfield new_prog_state = 0x0;
466
467   if (new_state == _NEW_CURRENT_ATTRIB)
468      goto out;
469
470   if (MESA_VERBOSE & VERBOSE_STATE)
471      _mesa_print_state("_mesa_update_state", new_state);
472
473   /* Determine which state flags effect vertex/fragment program state */
474   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
475      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
476		     _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
477		     _NEW_PROGRAM | _NEW_FRAG_CLAMP | _NEW_COLOR);
478   }
479   if (ctx->VertexProgram._MaintainTnlProgram) {
480      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
481                     _NEW_TRANSFORM | _NEW_POINT |
482                     _NEW_FOG | _NEW_LIGHT |
483                     _MESA_NEW_NEED_EYE_COORDS);
484   }
485
486   /*
487    * Now update derived state info
488    */
489
490   if (new_state & prog_flags)
491      update_program_enables( ctx );
492
493   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
494      _mesa_update_modelview_project( ctx, new_state );
495
496   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
497      _mesa_update_texture( ctx, new_state );
498
499   if (new_state & _NEW_BUFFERS)
500      _mesa_update_framebuffer(ctx);
501
502   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
503      _mesa_update_draw_buffer_bounds( ctx );
504
505   if (new_state & _NEW_POLYGON)
506      update_polygon( ctx );
507
508   if (new_state & _NEW_LIGHT)
509      _mesa_update_lighting( ctx );
510
511   if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
512      update_twoside( ctx );
513
514   if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
515      update_clamp_vertex_color(ctx);
516
517   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
518      _mesa_update_stencil( ctx );
519
520   if (new_state & _NEW_PIXEL)
521      _mesa_update_pixel( ctx, new_state );
522
523   if (new_state & _MESA_NEW_SEPARATE_SPECULAR)
524      update_separate_specular( ctx );
525
526   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
527      update_viewport_matrix(ctx);
528
529   if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
530      update_multisample( ctx );
531
532   if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
533      update_clamp_read_color(ctx);
534
535   if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
536      update_clamp_fragment_color(ctx);
537
538#if 0
539   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
540                    | _NEW_STENCIL | _MESA_NEW_SEPARATE_SPECULAR))
541      update_tricaps( ctx, new_state );
542#endif
543
544   /* ctx->_NeedEyeCoords is now up to date.
545    *
546    * If the truth value of this variable has changed, update for the
547    * new lighting space and recompute the positions of lights and the
548    * normal transform.
549    *
550    * If the lighting space hasn't changed, may still need to recompute
551    * light positions & normal transforms for other reasons.
552    */
553   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
554      _mesa_update_tnl_spaces( ctx, new_state );
555
556   if (new_state & prog_flags) {
557      /* When we generate programs from fixed-function vertex/fragment state
558       * this call may generate/bind a new program.  If so, we need to
559       * propogate the _NEW_PROGRAM flag to the driver.
560       */
561      new_prog_state |= update_program( ctx );
562   }
563
564   if (ctx->Const.CheckArrayBounds &&
565       (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))) {
566      _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj);
567   }
568
569 out:
570   new_prog_state |= update_program_constants(ctx);
571
572   /*
573    * Give the driver a chance to act upon the new_state flags.
574    * The driver might plug in different span functions, for example.
575    * Also, this is where the driver can invalidate the state of any
576    * active modules (such as swrast_setup, swrast, tnl, etc).
577    *
578    * Set ctx->NewState to zero to avoid recursion if
579    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
580    */
581   new_state = ctx->NewState | new_prog_state;
582   ctx->NewState = 0;
583   ctx->Driver.UpdateState(ctx, new_state);
584   ctx->Array.NewState = 0;
585}
586
587
588/* This is the usual entrypoint for state updates:
589 */
590void
591_mesa_update_state( struct gl_context *ctx )
592{
593   _mesa_lock_context_textures(ctx);
594   _mesa_update_state_locked(ctx);
595   _mesa_unlock_context_textures(ctx);
596}
597
598
599
600
601/**
602 * Want to figure out which fragment program inputs are actually
603 * constant/current values from ctx->Current.  These should be
604 * referenced as a tracked state variable rather than a fragment
605 * program input, to save the overhead of putting a constant value in
606 * every submitted vertex, transferring it to hardware, interpolating
607 * it across the triangle, etc...
608 *
609 * When there is a VP bound, just use vp->outputs.  But when we're
610 * generating vp from fixed function state, basically want to
611 * calculate:
612 *
613 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
614 *                 potential_vp_outputs )
615 *
616 * Where potential_vp_outputs is calculated by looking at enabled
617 * texgen, etc.
618 *
619 * The generated fragment program should then only declare inputs that
620 * may vary or otherwise differ from the ctx->Current values.
621 * Otherwise, the fp should track them as state values instead.
622 */
623void
624_mesa_set_varying_vp_inputs( struct gl_context *ctx,
625                             GLbitfield64 varying_inputs )
626{
627   if (ctx->varying_vp_inputs != varying_inputs) {
628      ctx->varying_vp_inputs = varying_inputs;
629      ctx->NewState |= _NEW_ARRAY;
630      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
631   }
632}
633
634
635/**
636 * Used by drivers to tell core Mesa that the driver is going to
637 * install/ use its own vertex program.  In particular, this will
638 * prevent generated fragment programs from using state vars instead
639 * of ordinary varyings/inputs.
640 */
641void
642_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
643{
644   if (ctx->VertexProgram._Overriden != flag) {
645      ctx->VertexProgram._Overriden = flag;
646
647      /* Set one of the bits which will trigger fragment program
648       * regeneration:
649       */
650      ctx->NewState |= _NEW_PROGRAM;
651   }
652}
653