state.c revision 098f9c5325de16bfb5bf8b0e93e0ec1871db4a76
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 "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#include "pixel.h"
44#include "program/program.h"
45#include "program/prog_parameter.h"
46#include "state.h"
47#include "stencil.h"
48#include "texenvprogram.h"
49#include "texobj.h"
50#include "texstate.h"
51
52
53static void
54update_separate_specular(struct gl_context *ctx)
55{
56   if (_mesa_need_secondary_color(ctx))
57      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
58   else
59      ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
60}
61
62
63/**
64 * Compute the index of the last array element that can be safely accessed
65 * in a vertex array.  We can really only do this when the array lives in
66 * a VBO.
67 * The array->_MaxElement field will be updated.
68 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
69 */
70static void
71compute_max_element(struct gl_client_array *array)
72{
73   assert(array->Enabled);
74   if (array->BufferObj->Name) {
75      GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr;
76      GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size;
77
78      if (offset < obj_size) {
79	 array->_MaxElement = (obj_size - offset +
80			       array->StrideB -
81			       array->_ElementSize) / array->StrideB;
82      } else {
83	 array->_MaxElement = 0;
84      }
85   }
86   else {
87      /* user-space array, no idea how big it is */
88      array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
89   }
90}
91
92
93/**
94 * Helper for update_arrays().
95 * \return  min(current min, array->_MaxElement).
96 */
97static GLuint
98update_min(GLuint min, struct gl_client_array *array)
99{
100   compute_max_element(array);
101   return MIN2(min, array->_MaxElement);
102}
103
104
105/**
106 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
107 * Need to do this upon new array state or new buffer object state.
108 */
109static void
110update_arrays( struct gl_context *ctx )
111{
112   struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
113   GLuint i, min = ~0;
114
115   /* find min of _MaxElement values for all enabled arrays */
116
117   /* 0 */
118   if (ctx->VertexProgram._Current
119       && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
120      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
121   }
122   else if (arrayObj->Vertex.Enabled) {
123      min = update_min(min, &arrayObj->Vertex);
124   }
125
126   /* 1 */
127   if (ctx->VertexProgram._Enabled
128       && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
129      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
130   }
131   /* no conventional vertex weight array */
132
133   /* 2 */
134   if (ctx->VertexProgram._Enabled
135       && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
136      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
137   }
138   else if (arrayObj->Normal.Enabled) {
139      min = update_min(min, &arrayObj->Normal);
140   }
141
142   /* 3 */
143   if (ctx->VertexProgram._Enabled
144       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
145      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
146   }
147   else if (arrayObj->Color.Enabled) {
148      min = update_min(min, &arrayObj->Color);
149   }
150
151   /* 4 */
152   if (ctx->VertexProgram._Enabled
153       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
154      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
155   }
156   else if (arrayObj->SecondaryColor.Enabled) {
157      min = update_min(min, &arrayObj->SecondaryColor);
158   }
159
160   /* 5 */
161   if (ctx->VertexProgram._Enabled
162       && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
163      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
164   }
165   else if (arrayObj->FogCoord.Enabled) {
166      min = update_min(min, &arrayObj->FogCoord);
167   }
168
169   /* 6 */
170   if (ctx->VertexProgram._Enabled
171       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
172      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
173   }
174   else if (arrayObj->Index.Enabled) {
175      min = update_min(min, &arrayObj->Index);
176   }
177
178   /* 7 */
179   if (ctx->VertexProgram._Enabled
180       && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
181      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
182   }
183
184   /* 8..15 */
185   for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
186      if (ctx->VertexProgram._Enabled
187          && arrayObj->VertexAttrib[i].Enabled) {
188         min = update_min(min, &arrayObj->VertexAttrib[i]);
189      }
190      else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
191               && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
192         min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
193      }
194   }
195
196   /* 16..31 */
197   if (ctx->VertexProgram._Current) {
198      for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
199         if (arrayObj->VertexAttrib[i].Enabled) {
200            min = update_min(min, &arrayObj->VertexAttrib[i]);
201         }
202      }
203   }
204
205   if (arrayObj->EdgeFlag.Enabled) {
206      min = update_min(min, &arrayObj->EdgeFlag);
207   }
208
209   /* _MaxElement is one past the last legal array element */
210   arrayObj->_MaxElement = min;
211}
212
213
214/**
215 * Update the following fields:
216 *   ctx->VertexProgram._Enabled
217 *   ctx->FragmentProgram._Enabled
218 *   ctx->ATIFragmentShader._Enabled
219 * This needs to be done before texture state validation.
220 */
221static void
222update_program_enables(struct gl_context *ctx)
223{
224   /* These _Enabled flags indicate if the program is enabled AND valid. */
225   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
226      && ctx->VertexProgram.Current->Base.Instructions;
227   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
228      && ctx->FragmentProgram.Current->Base.Instructions;
229   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
230      && ctx->ATIFragmentShader.Current->Instructions[0];
231}
232
233
234/**
235 * Update vertex/fragment program state.  In particular, update these fields:
236 *   ctx->VertexProgram._Current
237 *   ctx->VertexProgram._TnlProgram,
238 * These point to the highest priority enabled vertex/fragment program or are
239 * NULL if fixed-function processing is to be done.
240 *
241 * This function needs to be called after texture state validation in case
242 * we're generating a fragment program from fixed-function texture state.
243 *
244 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
245 * or fragment program is being used.
246 */
247static GLbitfield
248update_program(struct gl_context *ctx)
249{
250   const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
251   const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
252   const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
253   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
254   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
255   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
256   GLbitfield new_state = 0x0;
257
258   /*
259    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
260    * pointers to the programs that should be used for rendering.  If either
261    * is NULL, use fixed-function code paths.
262    *
263    * These programs may come from several sources.  The priority is as
264    * follows:
265    *   1. OpenGL 2.0/ARB vertex/fragment shaders
266    *   2. ARB/NV vertex/fragment programs
267    *   3. Programs derived from fixed-function state.
268    *
269    * Note: it's possible for a vertex shader to get used with a fragment
270    * program (and vice versa) here, but in practice that shouldn't ever
271    * come up, or matter.
272    */
273
274   if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
275      /* Use shader programs */
276      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
277                               fsProg->FragmentProgram);
278   }
279   else if (ctx->FragmentProgram._Enabled) {
280      /* use user-defined vertex program */
281      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
282                               ctx->FragmentProgram.Current);
283   }
284   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
285      /* Use fragment program generated from fixed-function state.
286       */
287      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
288                               _mesa_get_fixed_func_fragment_program(ctx));
289      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
290                               ctx->FragmentProgram._Current);
291   }
292   else {
293      /* no fragment program */
294      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
295   }
296
297   if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
298      /* Use shader programs */
299      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
300                               gsProg->GeometryProgram);
301   } else {
302      /* no fragment program */
303      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
304   }
305
306   /* Examine vertex program after fragment program as
307    * _mesa_get_fixed_func_vertex_program() needs to know active
308    * fragprog inputs.
309    */
310   if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
311      /* Use shader programs */
312      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
313                            vsProg->VertexProgram);
314   }
315   else if (ctx->VertexProgram._Enabled) {
316      /* use user-defined vertex program */
317      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
318                               ctx->VertexProgram.Current);
319   }
320   else if (ctx->VertexProgram._MaintainTnlProgram) {
321      /* Use vertex program generated from fixed-function state.
322       */
323      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
324                               _mesa_get_fixed_func_vertex_program(ctx));
325      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
326                               ctx->VertexProgram._Current);
327   }
328   else {
329      /* no vertex program */
330      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
331   }
332
333   /* Let the driver know what's happening:
334    */
335   if (ctx->FragmentProgram._Current != prevFP) {
336      new_state |= _NEW_PROGRAM;
337      if (ctx->Driver.BindProgram) {
338         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
339                          (struct gl_program *) ctx->FragmentProgram._Current);
340      }
341   }
342
343   if (ctx->GeometryProgram._Current != prevGP) {
344      new_state |= _NEW_PROGRAM;
345      if (ctx->Driver.BindProgram) {
346         ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
347                            (struct gl_program *) ctx->GeometryProgram._Current);
348      }
349   }
350
351   if (ctx->VertexProgram._Current != prevVP) {
352      new_state |= _NEW_PROGRAM;
353      if (ctx->Driver.BindProgram) {
354         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
355                            (struct gl_program *) ctx->VertexProgram._Current);
356      }
357   }
358
359   return new_state;
360}
361
362
363/**
364 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
365 */
366static GLbitfield
367update_program_constants(struct gl_context *ctx)
368{
369   GLbitfield new_state = 0x0;
370
371   if (ctx->FragmentProgram._Current) {
372      const struct gl_program_parameter_list *params =
373         ctx->FragmentProgram._Current->Base.Parameters;
374      if (params && params->StateFlags & ctx->NewState) {
375         new_state |= _NEW_PROGRAM_CONSTANTS;
376      }
377   }
378
379   if (ctx->GeometryProgram._Current) {
380      const struct gl_program_parameter_list *params =
381         ctx->GeometryProgram._Current->Base.Parameters;
382      /*FIXME: StateFlags is always 0 because we have unnamed constant
383       *       not state changes */
384      if (params /*&& params->StateFlags & ctx->NewState*/) {
385         new_state |= _NEW_PROGRAM_CONSTANTS;
386      }
387   }
388
389   if (ctx->VertexProgram._Current) {
390      const struct gl_program_parameter_list *params =
391         ctx->VertexProgram._Current->Base.Parameters;
392      if (params && params->StateFlags & ctx->NewState) {
393         new_state |= _NEW_PROGRAM_CONSTANTS;
394      }
395   }
396
397   return new_state;
398}
399
400
401
402
403static void
404update_viewport_matrix(struct gl_context *ctx)
405{
406   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
407
408   ASSERT(depthMax > 0);
409
410   /* Compute scale and bias values. This is really driver-specific
411    * and should be maintained elsewhere if at all.
412    * NOTE: RasterPos uses this.
413    */
414   _math_matrix_viewport(&ctx->Viewport._WindowMap,
415                         ctx->Viewport.X, ctx->Viewport.Y,
416                         ctx->Viewport.Width, ctx->Viewport.Height,
417                         ctx->Viewport.Near, ctx->Viewport.Far,
418                         depthMax);
419}
420
421
422/**
423 * Update derived multisample state.
424 */
425static void
426update_multisample(struct gl_context *ctx)
427{
428   ctx->Multisample._Enabled = GL_FALSE;
429   if (ctx->Multisample.Enabled &&
430       ctx->DrawBuffer &&
431       ctx->DrawBuffer->Visual.sampleBuffers)
432      ctx->Multisample._Enabled = GL_TRUE;
433}
434
435
436/**
437 * Update derived color/blend/logicop state.
438 */
439static void
440update_color(struct gl_context *ctx)
441{
442   /* This is needed to support 1.1's RGB logic ops AND
443    * 1.0's blending logicops.
444    */
445   ctx->Color._LogicOpEnabled = _mesa_rgba_logicop_enabled(ctx);
446}
447
448
449/*
450 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
451 * in ctx->_TriangleCaps if needed.
452 */
453static void
454update_polygon(struct gl_context *ctx)
455{
456   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
457
458   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
459      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
460
461   if (   ctx->Polygon.OffsetPoint
462       || ctx->Polygon.OffsetLine
463       || ctx->Polygon.OffsetFill)
464      ctx->_TriangleCaps |= DD_TRI_OFFSET;
465}
466
467
468/**
469 * Update the ctx->_TriangleCaps bitfield.
470 * XXX that bitfield should really go away someday!
471 * This function must be called after other update_*() functions since
472 * there are dependencies on some other derived values.
473 */
474#if 0
475static void
476update_tricaps(struct gl_context *ctx, GLbitfield new_state)
477{
478   ctx->_TriangleCaps = 0;
479
480   /*
481    * Points
482    */
483   if (1/*new_state & _NEW_POINT*/) {
484      if (ctx->Point.SmoothFlag)
485         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
486      if (ctx->Point._Attenuated)
487         ctx->_TriangleCaps |= DD_POINT_ATTEN;
488   }
489
490   /*
491    * Lines
492    */
493   if (1/*new_state & _NEW_LINE*/) {
494      if (ctx->Line.SmoothFlag)
495         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
496      if (ctx->Line.StippleFlag)
497         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
498   }
499
500   /*
501    * Polygons
502    */
503   if (1/*new_state & _NEW_POLYGON*/) {
504      if (ctx->Polygon.SmoothFlag)
505         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
506      if (ctx->Polygon.StippleFlag)
507         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
508      if (ctx->Polygon.FrontMode != GL_FILL
509          || ctx->Polygon.BackMode != GL_FILL)
510         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
511      if (ctx->Polygon.CullFlag
512          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
513         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
514      if (ctx->Polygon.OffsetPoint ||
515          ctx->Polygon.OffsetLine ||
516          ctx->Polygon.OffsetFill)
517         ctx->_TriangleCaps |= DD_TRI_OFFSET;
518   }
519
520   /*
521    * Lighting and shading
522    */
523   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
524      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
525   if (ctx->Light.ShadeModel == GL_FLAT)
526      ctx->_TriangleCaps |= DD_FLATSHADE;
527   if (_mesa_need_secondary_color(ctx))
528      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
529
530   /*
531    * Stencil
532    */
533   if (ctx->Stencil._TestTwoSide)
534      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
535}
536#endif
537
538
539/**
540 * Compute derived GL state.
541 * If __struct gl_contextRec::NewState is non-zero then this function \b must
542 * be called before rendering anything.
543 *
544 * Calls dd_function_table::UpdateState to perform any internal state
545 * management necessary.
546 *
547 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
548 * _mesa_update_buffer_bounds(),
549 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
550 */
551void
552_mesa_update_state_locked( struct gl_context *ctx )
553{
554   GLbitfield new_state = ctx->NewState;
555   GLbitfield prog_flags = _NEW_PROGRAM;
556   GLbitfield new_prog_state = 0x0;
557
558   if (new_state == _NEW_CURRENT_ATTRIB)
559      goto out;
560
561   if (MESA_VERBOSE & VERBOSE_STATE)
562      _mesa_print_state("_mesa_update_state", new_state);
563
564   /* Determine which state flags effect vertex/fragment program state */
565   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
566      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
567		     _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
568		     _NEW_PROGRAM);
569   }
570   if (ctx->VertexProgram._MaintainTnlProgram) {
571      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
572                     _NEW_TRANSFORM | _NEW_POINT |
573                     _NEW_FOG | _NEW_LIGHT |
574                     _MESA_NEW_NEED_EYE_COORDS);
575   }
576
577   /*
578    * Now update derived state info
579    */
580
581   if (new_state & prog_flags)
582      update_program_enables( ctx );
583
584   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
585      _mesa_update_modelview_project( ctx, new_state );
586
587   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
588      _mesa_update_texture( ctx, new_state );
589
590   if (new_state & _NEW_BUFFERS)
591      _mesa_update_framebuffer(ctx);
592
593   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
594      _mesa_update_draw_buffer_bounds( ctx );
595
596   if (new_state & _NEW_POLYGON)
597      update_polygon( ctx );
598
599   if (new_state & _NEW_LIGHT)
600      _mesa_update_lighting( ctx );
601
602   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
603      _mesa_update_stencil( ctx );
604
605   if (new_state & _MESA_NEW_TRANSFER_STATE)
606      _mesa_update_pixel( ctx, new_state );
607
608   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
609      update_separate_specular( ctx );
610
611   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
612      update_viewport_matrix(ctx);
613
614   if (new_state & _NEW_MULTISAMPLE)
615      update_multisample( ctx );
616
617   if (new_state & _NEW_COLOR)
618      update_color( ctx );
619
620#if 0
621   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
622                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
623      update_tricaps( ctx, new_state );
624#endif
625
626   /* ctx->_NeedEyeCoords is now up to date.
627    *
628    * If the truth value of this variable has changed, update for the
629    * new lighting space and recompute the positions of lights and the
630    * normal transform.
631    *
632    * If the lighting space hasn't changed, may still need to recompute
633    * light positions & normal transforms for other reasons.
634    */
635   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
636      _mesa_update_tnl_spaces( ctx, new_state );
637
638   if (new_state & prog_flags) {
639      /* When we generate programs from fixed-function vertex/fragment state
640       * this call may generate/bind a new program.  If so, we need to
641       * propogate the _NEW_PROGRAM flag to the driver.
642       */
643      new_prog_state |= update_program( ctx );
644   }
645
646   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
647      update_arrays( ctx );
648
649 out:
650   new_prog_state |= update_program_constants(ctx);
651
652   /*
653    * Give the driver a chance to act upon the new_state flags.
654    * The driver might plug in different span functions, for example.
655    * Also, this is where the driver can invalidate the state of any
656    * active modules (such as swrast_setup, swrast, tnl, etc).
657    *
658    * Set ctx->NewState to zero to avoid recursion if
659    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
660    */
661   new_state = ctx->NewState | new_prog_state;
662   ctx->NewState = 0;
663   ctx->Driver.UpdateState(ctx, new_state);
664   ctx->Array.NewState = 0;
665   if (!ctx->Array.RebindArrays)
666      ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
667}
668
669
670/* This is the usual entrypoint for state updates:
671 */
672void
673_mesa_update_state( struct gl_context *ctx )
674{
675   _mesa_lock_context_textures(ctx);
676   _mesa_update_state_locked(ctx);
677   _mesa_unlock_context_textures(ctx);
678}
679
680
681
682
683/**
684 * Want to figure out which fragment program inputs are actually
685 * constant/current values from ctx->Current.  These should be
686 * referenced as a tracked state variable rather than a fragment
687 * program input, to save the overhead of putting a constant value in
688 * every submitted vertex, transferring it to hardware, interpolating
689 * it across the triangle, etc...
690 *
691 * When there is a VP bound, just use vp->outputs.  But when we're
692 * generating vp from fixed function state, basically want to
693 * calculate:
694 *
695 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
696 *                 potential_vp_outputs )
697 *
698 * Where potential_vp_outputs is calculated by looking at enabled
699 * texgen, etc.
700 *
701 * The generated fragment program should then only declare inputs that
702 * may vary or otherwise differ from the ctx->Current values.
703 * Otherwise, the fp should track them as state values instead.
704 */
705void
706_mesa_set_varying_vp_inputs( struct gl_context *ctx,
707                             GLbitfield varying_inputs )
708{
709   if (ctx->varying_vp_inputs != varying_inputs) {
710      ctx->varying_vp_inputs = varying_inputs;
711      ctx->NewState |= _NEW_ARRAY;
712      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
713   }
714}
715
716
717/**
718 * Used by drivers to tell core Mesa that the driver is going to
719 * install/ use its own vertex program.  In particular, this will
720 * prevent generated fragment programs from using state vars instead
721 * of ordinary varyings/inputs.
722 */
723void
724_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
725{
726   if (ctx->VertexProgram._Overriden != flag) {
727      ctx->VertexProgram._Overriden = flag;
728
729      /* Set one of the bits which will trigger fragment program
730       * regeneration:
731       */
732      ctx->NewState |= _NEW_PROGRAM;
733   }
734}
735