state.c revision 0e019cbd1ca4ad8a11c9310d701ca4aab11b5951
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 } 140 else if (ctx->FragmentProgram._Enabled) { 141 /* Use user-defined fragment program */ 142 _mesa_reference_shader_program(ctx, 143 &ctx->Shader._CurrentFragmentProgram, 144 NULL); 145 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 146 ctx->FragmentProgram.Current); 147 } 148 else if (ctx->FragmentProgram._MaintainTexEnvProgram) { 149 /* Use fragment program generated from fixed-function state */ 150 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx); 151 152 _mesa_reference_shader_program(ctx, 153 &ctx->Shader._CurrentFragmentProgram, 154 f); 155 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 156 (struct gl_fragment_program *) 157 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program); 158 } 159 else { 160 /* No fragment program */ 161 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); 162 } 163 164 if (gsProg && gsProg->LinkStatus 165 && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { 166 /* Use GLSL geometry shader */ 167 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, 168 (struct gl_geometry_program *) 169 gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program); 170 } else { 171 /* No geometry program */ 172 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); 173 } 174 175 /* Examine vertex program after fragment program as 176 * _mesa_get_fixed_func_vertex_program() needs to know active 177 * fragprog inputs. 178 */ 179 if (vsProg && vsProg->LinkStatus 180 && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) { 181 /* Use GLSL vertex shader */ 182 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 183 (struct gl_vertex_program *) 184 vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program); 185 } 186 else if (ctx->VertexProgram._Enabled) { 187 /* Use user-defined vertex program */ 188 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 189 ctx->VertexProgram.Current); 190 } 191 else if (ctx->VertexProgram._MaintainTnlProgram) { 192 /* Use vertex program generated from fixed-function state */ 193 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 194 _mesa_get_fixed_func_vertex_program(ctx)); 195 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, 196 ctx->VertexProgram._Current); 197 } 198 else { 199 /* no vertex program */ 200 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); 201 } 202 203 /* Let the driver know what's happening: 204 */ 205 if (ctx->FragmentProgram._Current != prevFP) { 206 new_state |= _NEW_PROGRAM; 207 if (ctx->Driver.BindProgram) { 208 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 209 (struct gl_program *) ctx->FragmentProgram._Current); 210 } 211 } 212 213 if (ctx->GeometryProgram._Current != prevGP) { 214 new_state |= _NEW_PROGRAM; 215 if (ctx->Driver.BindProgram) { 216 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM, 217 (struct gl_program *) ctx->GeometryProgram._Current); 218 } 219 } 220 221 if (ctx->VertexProgram._Current != prevVP) { 222 new_state |= _NEW_PROGRAM; 223 if (ctx->Driver.BindProgram) { 224 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, 225 (struct gl_program *) ctx->VertexProgram._Current); 226 } 227 } 228 229 return new_state; 230} 231 232 233/** 234 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. 235 */ 236static GLbitfield 237update_program_constants(struct gl_context *ctx) 238{ 239 GLbitfield new_state = 0x0; 240 241 if (ctx->FragmentProgram._Current) { 242 const struct gl_program_parameter_list *params = 243 ctx->FragmentProgram._Current->Base.Parameters; 244 if (params && params->StateFlags & ctx->NewState) { 245 new_state |= _NEW_PROGRAM_CONSTANTS; 246 } 247 } 248 249 if (ctx->GeometryProgram._Current) { 250 const struct gl_program_parameter_list *params = 251 ctx->GeometryProgram._Current->Base.Parameters; 252 /*FIXME: StateFlags is always 0 because we have unnamed constant 253 * not state changes */ 254 if (params /*&& params->StateFlags & ctx->NewState*/) { 255 new_state |= _NEW_PROGRAM_CONSTANTS; 256 } 257 } 258 259 if (ctx->VertexProgram._Current) { 260 const struct gl_program_parameter_list *params = 261 ctx->VertexProgram._Current->Base.Parameters; 262 if (params && params->StateFlags & ctx->NewState) { 263 new_state |= _NEW_PROGRAM_CONSTANTS; 264 } 265 } 266 267 return new_state; 268} 269 270 271 272 273static void 274update_viewport_matrix(struct gl_context *ctx) 275{ 276 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; 277 278 ASSERT(depthMax > 0); 279 280 /* Compute scale and bias values. This is really driver-specific 281 * and should be maintained elsewhere if at all. 282 * NOTE: RasterPos uses this. 283 */ 284 _math_matrix_viewport(&ctx->Viewport._WindowMap, 285 ctx->Viewport.X, ctx->Viewport.Y, 286 ctx->Viewport.Width, ctx->Viewport.Height, 287 ctx->Viewport.Near, ctx->Viewport.Far, 288 depthMax); 289} 290 291 292/** 293 * Update derived multisample state. 294 */ 295static void 296update_multisample(struct gl_context *ctx) 297{ 298 ctx->Multisample._Enabled = GL_FALSE; 299 if (ctx->Multisample.Enabled && 300 ctx->DrawBuffer && 301 ctx->DrawBuffer->Visual.sampleBuffers) 302 ctx->Multisample._Enabled = GL_TRUE; 303} 304 305 306/** 307 * Update the ctx->Color._ClampFragmentColor field 308 */ 309static void 310update_clamp_fragment_color(struct gl_context *ctx) 311{ 312 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB) 313 ctx->Color._ClampFragmentColor = 314 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode; 315 else 316 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor; 317} 318 319 320/** 321 * Update the ctx->Color._ClampVertexColor field 322 */ 323static void 324update_clamp_vertex_color(struct gl_context *ctx) 325{ 326 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB) 327 ctx->Light._ClampVertexColor = 328 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode; 329 else 330 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor; 331} 332 333 334/** 335 * Update the ctx->Color._ClampReadColor field 336 */ 337static void 338update_clamp_read_color(struct gl_context *ctx) 339{ 340 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB) 341 ctx->Color._ClampReadColor = 342 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode; 343 else 344 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor; 345} 346 347/** 348 * Update the ctx->VertexProgram._TwoSideEnabled flag. 349 */ 350static void 351update_twoside(struct gl_context *ctx) 352{ 353 if (ctx->Shader.CurrentVertexProgram || 354 ctx->VertexProgram._Enabled) { 355 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled; 356 } else { 357 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled && 358 ctx->Light.Model.TwoSide); 359 } 360} 361 362 363/* 364 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET 365 * in ctx->_TriangleCaps if needed. 366 */ 367static void 368update_polygon(struct gl_context *ctx) 369{ 370 ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET); 371 372 if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) 373 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; 374 375 if ( ctx->Polygon.OffsetPoint 376 || ctx->Polygon.OffsetLine 377 || ctx->Polygon.OffsetFill) 378 ctx->_TriangleCaps |= DD_TRI_OFFSET; 379} 380 381 382/** 383 * Update the ctx->_TriangleCaps bitfield. 384 * XXX that bitfield should really go away someday! 385 * This function must be called after other update_*() functions since 386 * there are dependencies on some other derived values. 387 */ 388#if 0 389static void 390update_tricaps(struct gl_context *ctx, GLbitfield new_state) 391{ 392 ctx->_TriangleCaps = 0; 393 394 /* 395 * Points 396 */ 397 if (1/*new_state & _NEW_POINT*/) { 398 if (ctx->Point.SmoothFlag) 399 ctx->_TriangleCaps |= DD_POINT_SMOOTH; 400 if (ctx->Point._Attenuated) 401 ctx->_TriangleCaps |= DD_POINT_ATTEN; 402 } 403 404 /* 405 * Lines 406 */ 407 if (1/*new_state & _NEW_LINE*/) { 408 if (ctx->Line.SmoothFlag) 409 ctx->_TriangleCaps |= DD_LINE_SMOOTH; 410 if (ctx->Line.StippleFlag) 411 ctx->_TriangleCaps |= DD_LINE_STIPPLE; 412 } 413 414 /* 415 * Polygons 416 */ 417 if (1/*new_state & _NEW_POLYGON*/) { 418 if (ctx->Polygon.SmoothFlag) 419 ctx->_TriangleCaps |= DD_TRI_SMOOTH; 420 if (ctx->Polygon.StippleFlag) 421 ctx->_TriangleCaps |= DD_TRI_STIPPLE; 422 if (ctx->Polygon.FrontMode != GL_FILL 423 || ctx->Polygon.BackMode != GL_FILL) 424 ctx->_TriangleCaps |= DD_TRI_UNFILLED; 425 if (ctx->Polygon.CullFlag 426 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) 427 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; 428 if (ctx->Polygon.OffsetPoint || 429 ctx->Polygon.OffsetLine || 430 ctx->Polygon.OffsetFill) 431 ctx->_TriangleCaps |= DD_TRI_OFFSET; 432 } 433 434 /* 435 * Lighting and shading 436 */ 437 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) 438 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; 439 if (ctx->Light.ShadeModel == GL_FLAT) 440 ctx->_TriangleCaps |= DD_FLATSHADE; 441 if (_mesa_need_secondary_color(ctx)) 442 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; 443 444 /* 445 * Stencil 446 */ 447 if (ctx->Stencil._TestTwoSide) 448 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL; 449} 450#endif 451 452 453/** 454 * Compute derived GL state. 455 * If __struct gl_contextRec::NewState is non-zero then this function \b must 456 * be called before rendering anything. 457 * 458 * Calls dd_function_table::UpdateState to perform any internal state 459 * management necessary. 460 * 461 * \sa _mesa_update_modelview_project(), _mesa_update_texture(), 462 * _mesa_update_buffer_bounds(), 463 * _mesa_update_lighting() and _mesa_update_tnl_spaces(). 464 */ 465void 466_mesa_update_state_locked( struct gl_context *ctx ) 467{ 468 GLbitfield new_state = ctx->NewState; 469 GLbitfield prog_flags = _NEW_PROGRAM; 470 GLbitfield new_prog_state = 0x0; 471 472 if (new_state == _NEW_CURRENT_ATTRIB) 473 goto out; 474 475 if (MESA_VERBOSE & VERBOSE_STATE) 476 _mesa_print_state("_mesa_update_state", new_state); 477 478 /* Determine which state flags effect vertex/fragment program state */ 479 if (ctx->FragmentProgram._MaintainTexEnvProgram) { 480 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | 481 _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | 482 _NEW_PROGRAM | _NEW_FRAG_CLAMP | _NEW_COLOR); 483 } 484 if (ctx->VertexProgram._MaintainTnlProgram) { 485 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | 486 _NEW_TRANSFORM | _NEW_POINT | 487 _NEW_FOG | _NEW_LIGHT | 488 _MESA_NEW_NEED_EYE_COORDS); 489 } 490 491 /* 492 * Now update derived state info 493 */ 494 495 if (new_state & prog_flags) 496 update_program_enables( ctx ); 497 498 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) 499 _mesa_update_modelview_project( ctx, new_state ); 500 501 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) 502 _mesa_update_texture( ctx, new_state ); 503 504 if (new_state & _NEW_BUFFERS) 505 _mesa_update_framebuffer(ctx); 506 507 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) 508 _mesa_update_draw_buffer_bounds( ctx ); 509 510 if (new_state & _NEW_POLYGON) 511 update_polygon( ctx ); 512 513 if (new_state & _NEW_LIGHT) 514 _mesa_update_lighting( ctx ); 515 516 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM)) 517 update_twoside( ctx ); 518 519 if (new_state & (_NEW_LIGHT | _NEW_BUFFERS)) 520 update_clamp_vertex_color(ctx); 521 522 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) 523 _mesa_update_stencil( ctx ); 524 525 if (new_state & _NEW_PIXEL) 526 _mesa_update_pixel( ctx, new_state ); 527 528 if (new_state & _DD_NEW_SEPARATE_SPECULAR) 529 update_separate_specular( ctx ); 530 531 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) 532 update_viewport_matrix(ctx); 533 534 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS)) 535 update_multisample( ctx ); 536 537 if (new_state & (_NEW_COLOR | _NEW_BUFFERS)) 538 update_clamp_read_color(ctx); 539 540 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS)) 541 update_clamp_fragment_color(ctx); 542 543#if 0 544 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT 545 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) 546 update_tricaps( ctx, new_state ); 547#endif 548 549 /* ctx->_NeedEyeCoords is now up to date. 550 * 551 * If the truth value of this variable has changed, update for the 552 * new lighting space and recompute the positions of lights and the 553 * normal transform. 554 * 555 * If the lighting space hasn't changed, may still need to recompute 556 * light positions & normal transforms for other reasons. 557 */ 558 if (new_state & _MESA_NEW_NEED_EYE_COORDS) 559 _mesa_update_tnl_spaces( ctx, new_state ); 560 561 if (new_state & prog_flags) { 562 /* When we generate programs from fixed-function vertex/fragment state 563 * this call may generate/bind a new program. If so, we need to 564 * propogate the _NEW_PROGRAM flag to the driver. 565 */ 566 new_prog_state |= update_program( ctx ); 567 } 568 569 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) 570 _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj); 571 572 out: 573 new_prog_state |= update_program_constants(ctx); 574 575 /* 576 * Give the driver a chance to act upon the new_state flags. 577 * The driver might plug in different span functions, for example. 578 * Also, this is where the driver can invalidate the state of any 579 * active modules (such as swrast_setup, swrast, tnl, etc). 580 * 581 * Set ctx->NewState to zero to avoid recursion if 582 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) 583 */ 584 new_state = ctx->NewState | new_prog_state; 585 ctx->NewState = 0; 586 ctx->Driver.UpdateState(ctx, new_state); 587 ctx->Array.NewState = 0; 588 if (!ctx->Array.RebindArrays) 589 ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0; 590} 591 592 593/* This is the usual entrypoint for state updates: 594 */ 595void 596_mesa_update_state( struct gl_context *ctx ) 597{ 598 _mesa_lock_context_textures(ctx); 599 _mesa_update_state_locked(ctx); 600 _mesa_unlock_context_textures(ctx); 601} 602 603 604 605 606/** 607 * Want to figure out which fragment program inputs are actually 608 * constant/current values from ctx->Current. These should be 609 * referenced as a tracked state variable rather than a fragment 610 * program input, to save the overhead of putting a constant value in 611 * every submitted vertex, transferring it to hardware, interpolating 612 * it across the triangle, etc... 613 * 614 * When there is a VP bound, just use vp->outputs. But when we're 615 * generating vp from fixed function state, basically want to 616 * calculate: 617 * 618 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | 619 * potential_vp_outputs ) 620 * 621 * Where potential_vp_outputs is calculated by looking at enabled 622 * texgen, etc. 623 * 624 * The generated fragment program should then only declare inputs that 625 * may vary or otherwise differ from the ctx->Current values. 626 * Otherwise, the fp should track them as state values instead. 627 */ 628void 629_mesa_set_varying_vp_inputs( struct gl_context *ctx, 630 GLbitfield64 varying_inputs ) 631{ 632 if (ctx->varying_vp_inputs != varying_inputs) { 633 ctx->varying_vp_inputs = varying_inputs; 634 ctx->NewState |= _NEW_ARRAY; 635 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/ 636 } 637} 638 639 640/** 641 * Used by drivers to tell core Mesa that the driver is going to 642 * install/ use its own vertex program. In particular, this will 643 * prevent generated fragment programs from using state vars instead 644 * of ordinary varyings/inputs. 645 */ 646void 647_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) 648{ 649 if (ctx->VertexProgram._Overriden != flag) { 650 ctx->VertexProgram._Overriden = flag; 651 652 /* Set one of the bits which will trigger fragment program 653 * regeneration: 654 */ 655 ctx->NewState |= _NEW_PROGRAM; 656 } 657} 658