state.c revision a4a5a37f2760eca97b85f699c932c746da4d8e6c
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.1
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 GLcontext.
31 */
32
33
34#include "glheader.h"
35#include "mtypes.h"
36#include "context.h"
37#include "debug.h"
38#include "macros.h"
39#include "ffvertex_prog.h"
40#include "framebuffer.h"
41#include "light.h"
42#include "matrix.h"
43#if FEATURE_pixel_transfer
44#include "pixel.h"
45#endif
46#include "shader/program.h"
47#include "state.h"
48#include "stencil.h"
49#include "texenvprogram.h"
50#include "texobj.h"
51#include "texstate.h"
52
53
54static void
55update_separate_specular(GLcontext *ctx)
56{
57   if (NEED_SECONDARY_COLOR(ctx))
58      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
59   else
60      ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
61}
62
63
64/**
65 * Update state dependent on vertex arrays.
66 */
67static void
68update_arrays( GLcontext *ctx )
69{
70   GLuint i, min;
71
72   /* find min of _MaxElement values for all enabled arrays */
73
74   /* 0 */
75   if (ctx->VertexProgram._Current
76       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
77      min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
78   }
79   else if (ctx->Array.ArrayObj->Vertex.Enabled) {
80      min = ctx->Array.ArrayObj->Vertex._MaxElement;
81   }
82   else {
83      /* can't draw anything without vertex positions! */
84      min = 0;
85   }
86
87   /* 1 */
88   if (ctx->VertexProgram._Enabled
89       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
90      min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement);
91   }
92   /* no conventional vertex weight array */
93
94   /* 2 */
95   if (ctx->VertexProgram._Enabled
96       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
97      min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement);
98   }
99   else if (ctx->Array.ArrayObj->Normal.Enabled) {
100      min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement);
101   }
102
103   /* 3 */
104   if (ctx->VertexProgram._Enabled
105       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
106      min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement);
107   }
108   else if (ctx->Array.ArrayObj->Color.Enabled) {
109      min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement);
110   }
111
112   /* 4 */
113   if (ctx->VertexProgram._Enabled
114       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
115      min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement);
116   }
117   else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
118      min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement);
119   }
120
121   /* 5 */
122   if (ctx->VertexProgram._Enabled
123       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
124      min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement);
125   }
126   else if (ctx->Array.ArrayObj->FogCoord.Enabled) {
127      min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement);
128   }
129
130   /* 6 */
131   if (ctx->VertexProgram._Enabled
132       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
133      min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement);
134   }
135   else if (ctx->Array.ArrayObj->Index.Enabled) {
136      min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement);
137   }
138
139
140   /* 7 */
141   if (ctx->VertexProgram._Enabled
142       && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
143      min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement);
144   }
145
146   /* 8..15 */
147   for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
148      if (ctx->VertexProgram._Enabled
149          && ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
150         min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
151      }
152      else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
153               && ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
154         min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement);
155      }
156   }
157
158   /* 16..31 */
159   if (ctx->VertexProgram._Current) {
160      for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
161         if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
162            min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
163         }
164      }
165   }
166
167   if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
168      min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement);
169   }
170
171   /* _MaxElement is one past the last legal array element */
172   ctx->Array._MaxElement = min;
173}
174
175
176static void
177update_program(GLcontext *ctx)
178{
179   const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
180   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
181   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
182
183   /* These _Enabled flags indicate if the program is enabled AND valid. */
184   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
185      && ctx->VertexProgram.Current->Base.Instructions;
186   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
187      && ctx->FragmentProgram.Current->Base.Instructions;
188   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
189      && ctx->ATIFragmentShader.Current->Instructions[0];
190
191   /*
192    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
193    * pointers to the programs that should be enabled/used.  These will only
194    * be NULL if we need to use the fixed-function code.
195    *
196    * These programs may come from several sources.  The priority is as
197    * follows:
198    *   1. OpenGL 2.0/ARB vertex/fragment shaders
199    *   2. ARB/NV vertex/fragment programs
200    *   3. Programs derived from fixed-function state.
201    *
202    * Note: it's possible for a vertex shader to get used with a fragment
203    * program (and vice versa) here, but in practice that shouldn't ever
204    * come up, or matter.
205    */
206
207   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
208
209   if (shProg && shProg->LinkStatus) {
210      /* Use shader programs */
211      /* XXX this isn't quite right, since we may have either a vertex
212       * _or_ fragment shader (not always both).
213       */
214      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
215                               shProg->VertexProgram);
216      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
217                               shProg->FragmentProgram);
218   }
219   else {
220      if (ctx->FragmentProgram._Enabled) {
221         /* use user-defined vertex program */
222         _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
223                                  ctx->FragmentProgram.Current);
224      }
225      else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
226         /* Use fragment program generated from fixed-function state.
227          */
228         _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
229                                  _mesa_get_fixed_func_fragment_program(ctx));
230         _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
231                                  ctx->FragmentProgram._Current);
232      }
233      else {
234         /* no fragment program */
235         _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
236      }
237
238      /* Examine vertex program after fragment program as
239       * _mesa_get_fixed_func_vertex_program() needs to know active
240       * fragprog inputs.
241       */
242      if (ctx->VertexProgram._Enabled) {
243         /* use user-defined vertex program */
244         _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
245                                  ctx->VertexProgram.Current);
246      }
247      else if (ctx->VertexProgram._MaintainTnlProgram) {
248         /* Use vertex program generated from fixed-function state.
249          */
250         _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
251                                  _mesa_get_fixed_func_vertex_program(ctx));
252         _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
253                                  ctx->VertexProgram._Current);
254      }
255      else {
256         /* no vertex program */
257         _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
258      }
259   }
260
261   /* XXX: get rid of _Active flag.
262    */
263#if 1
264   ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
265   if (ctx->FragmentProgram._MaintainTexEnvProgram &&
266       !ctx->FragmentProgram._Enabled) {
267      if (ctx->FragmentProgram._UseTexEnvProgram)
268	 ctx->FragmentProgram._Active = GL_TRUE;
269   }
270#endif
271
272   /* Let the driver know what's happening:
273    */
274   if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
275      ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
276                              (struct gl_program *) ctx->FragmentProgram._Current);
277   }
278
279   if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
280      ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
281                              (struct gl_program *) ctx->VertexProgram._Current);
282   }
283}
284
285
286static void
287update_viewport_matrix(GLcontext *ctx)
288{
289   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
290
291   ASSERT(depthMax > 0);
292
293   /* Compute scale and bias values. This is really driver-specific
294    * and should be maintained elsewhere if at all.
295    * NOTE: RasterPos uses this.
296    */
297   _math_matrix_viewport(&ctx->Viewport._WindowMap,
298                         ctx->Viewport.X, ctx->Viewport.Y,
299                         ctx->Viewport.Width, ctx->Viewport.Height,
300                         ctx->Viewport.Near, ctx->Viewport.Far,
301                         depthMax);
302}
303
304
305/**
306 * Update derived multisample state.
307 */
308static void
309update_multisample(GLcontext *ctx)
310{
311   ctx->Multisample._Enabled = GL_FALSE;
312   if (ctx->Multisample.Enabled &&
313       ctx->DrawBuffer &&
314       ctx->DrawBuffer->Visual.sampleBuffers)
315      ctx->Multisample._Enabled = GL_TRUE;
316}
317
318
319/**
320 * Update derived color/blend/logicop state.
321 */
322static void
323update_color(GLcontext *ctx)
324{
325   /* This is needed to support 1.1's RGB logic ops AND
326    * 1.0's blending logicops.
327    */
328   ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
329}
330
331
332/*
333 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
334 * in ctx->_TriangleCaps if needed.
335 */
336static void
337update_polygon(GLcontext *ctx)
338{
339   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
340
341   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
342      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
343
344   if (   ctx->Polygon.OffsetPoint
345       || ctx->Polygon.OffsetLine
346       || ctx->Polygon.OffsetFill)
347      ctx->_TriangleCaps |= DD_TRI_OFFSET;
348}
349
350
351/**
352 * Update the ctx->_TriangleCaps bitfield.
353 * XXX that bitfield should really go away someday!
354 * This function must be called after other update_*() functions since
355 * there are dependencies on some other derived values.
356 */
357#if 0
358static void
359update_tricaps(GLcontext *ctx, GLbitfield new_state)
360{
361   ctx->_TriangleCaps = 0;
362
363   /*
364    * Points
365    */
366   if (1/*new_state & _NEW_POINT*/) {
367      if (ctx->Point.SmoothFlag)
368         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
369      if (ctx->Point.Size != 1.0F)
370         ctx->_TriangleCaps |= DD_POINT_SIZE;
371      if (ctx->Point._Attenuated)
372         ctx->_TriangleCaps |= DD_POINT_ATTEN;
373   }
374
375   /*
376    * Lines
377    */
378   if (1/*new_state & _NEW_LINE*/) {
379      if (ctx->Line.SmoothFlag)
380         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
381      if (ctx->Line.StippleFlag)
382         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
383      if (ctx->Line.Width != 1.0)
384         ctx->_TriangleCaps |= DD_LINE_WIDTH;
385   }
386
387   /*
388    * Polygons
389    */
390   if (1/*new_state & _NEW_POLYGON*/) {
391      if (ctx->Polygon.SmoothFlag)
392         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
393      if (ctx->Polygon.StippleFlag)
394         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
395      if (ctx->Polygon.FrontMode != GL_FILL
396          || ctx->Polygon.BackMode != GL_FILL)
397         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
398      if (ctx->Polygon.CullFlag
399          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
400         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
401      if (ctx->Polygon.OffsetPoint ||
402          ctx->Polygon.OffsetLine ||
403          ctx->Polygon.OffsetFill)
404         ctx->_TriangleCaps |= DD_TRI_OFFSET;
405   }
406
407   /*
408    * Lighting and shading
409    */
410   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
411      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
412   if (ctx->Light.ShadeModel == GL_FLAT)
413      ctx->_TriangleCaps |= DD_FLATSHADE;
414   if (NEED_SECONDARY_COLOR(ctx))
415      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
416
417   /*
418    * Stencil
419    */
420   if (ctx->Stencil._TestTwoSide)
421      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
422}
423#endif
424
425
426/**
427 * Compute derived GL state.
428 * If __GLcontextRec::NewState is non-zero then this function \b must
429 * be called before rendering anything.
430 *
431 * Calls dd_function_table::UpdateState to perform any internal state
432 * management necessary.
433 *
434 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
435 * _mesa_update_buffer_bounds(),
436 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
437 */
438void
439_mesa_update_state_locked( GLcontext *ctx )
440{
441   GLbitfield new_state = ctx->NewState;
442   GLbitfield prog_flags = _NEW_PROGRAM;
443
444   if (MESA_VERBOSE & VERBOSE_STATE)
445      _mesa_print_state("_mesa_update_state", new_state);
446
447   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
448      _mesa_update_modelview_project( ctx, new_state );
449
450   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
451      _mesa_update_texture( ctx, new_state );
452
453   if (new_state & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL))
454      _mesa_update_framebuffer(ctx);
455
456   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
457      _mesa_update_draw_buffer_bounds( ctx );
458
459   if (new_state & _NEW_POLYGON)
460      update_polygon( ctx );
461
462   if (new_state & _NEW_LIGHT)
463      _mesa_update_lighting( ctx );
464
465   if (new_state & _NEW_STENCIL)
466      _mesa_update_stencil( ctx );
467
468#if FEATURE_pixel_transfer
469   if (new_state & _IMAGE_NEW_TRANSFER_STATE)
470      _mesa_update_pixel( ctx, new_state );
471#endif
472
473   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
474      update_separate_specular( ctx );
475
476   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
477      update_arrays( ctx );
478
479   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
480      update_viewport_matrix(ctx);
481
482   if (new_state & _NEW_MULTISAMPLE)
483      update_multisample( ctx );
484
485   if (new_state & _NEW_COLOR)
486      update_color( ctx );
487
488#if 0
489   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
490                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
491      update_tricaps( ctx, new_state );
492#endif
493
494   /* ctx->_NeedEyeCoords is now up to date.
495    *
496    * If the truth value of this variable has changed, update for the
497    * new lighting space and recompute the positions of lights and the
498    * normal transform.
499    *
500    * If the lighting space hasn't changed, may still need to recompute
501    * light positions & normal transforms for other reasons.
502    */
503   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
504      _mesa_update_tnl_spaces( ctx, new_state );
505
506   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
507      prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
508   }
509   if (ctx->VertexProgram._MaintainTnlProgram) {
510      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
511                     _NEW_TRANSFORM | _NEW_POINT |
512                     _NEW_FOG | _NEW_LIGHT |
513                     _MESA_NEW_NEED_EYE_COORDS);
514   }
515   if (new_state & prog_flags)
516      update_program( ctx );
517
518
519
520   /*
521    * Give the driver a chance to act upon the new_state flags.
522    * The driver might plug in different span functions, for example.
523    * Also, this is where the driver can invalidate the state of any
524    * active modules (such as swrast_setup, swrast, tnl, etc).
525    *
526    * Set ctx->NewState to zero to avoid recursion if
527    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
528    */
529   new_state = ctx->NewState;
530   ctx->NewState = 0;
531   ctx->Driver.UpdateState(ctx, new_state);
532   ctx->Array.NewState = 0;
533}
534
535
536/* This is the usual entrypoint for state updates:
537 */
538void
539_mesa_update_state( GLcontext *ctx )
540{
541   _mesa_lock_context_textures(ctx);
542   _mesa_update_state_locked(ctx);
543   _mesa_unlock_context_textures(ctx);
544}
545