state.c revision 239617fbe22d4dd7b2794510a6665f09602b5adf
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 54/** 55 * Update state dependent on vertex arrays. 56 */ 57static void 58update_arrays( GLcontext *ctx ) 59{ 60 GLuint i, min; 61 62 /* find min of _MaxElement values for all enabled arrays */ 63 64 /* 0 */ 65 if (ctx->VertexProgram._Current 66 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { 67 min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement; 68 } 69 else if (ctx->Array.ArrayObj->Vertex.Enabled) { 70 min = ctx->Array.ArrayObj->Vertex._MaxElement; 71 } 72 else { 73 /* can't draw anything without vertex positions! */ 74 min = 0; 75 } 76 77 /* 1 */ 78 if (ctx->VertexProgram._Enabled 79 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { 80 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement); 81 } 82 /* no conventional vertex weight array */ 83 84 /* 2 */ 85 if (ctx->VertexProgram._Enabled 86 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { 87 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement); 88 } 89 else if (ctx->Array.ArrayObj->Normal.Enabled) { 90 min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement); 91 } 92 93 /* 3 */ 94 if (ctx->VertexProgram._Enabled 95 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { 96 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement); 97 } 98 else if (ctx->Array.ArrayObj->Color.Enabled) { 99 min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement); 100 } 101 102 /* 4 */ 103 if (ctx->VertexProgram._Enabled 104 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { 105 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement); 106 } 107 else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) { 108 min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement); 109 } 110 111 /* 5 */ 112 if (ctx->VertexProgram._Enabled 113 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { 114 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement); 115 } 116 else if (ctx->Array.ArrayObj->FogCoord.Enabled) { 117 min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement); 118 } 119 120 /* 6 */ 121 if (ctx->VertexProgram._Enabled 122 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { 123 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement); 124 } 125 else if (ctx->Array.ArrayObj->Index.Enabled) { 126 min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement); 127 } 128 129 130 /* 7 */ 131 if (ctx->VertexProgram._Enabled 132 && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { 133 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement); 134 } 135 136 /* 8..15 */ 137 for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { 138 if (ctx->VertexProgram._Enabled 139 && ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { 140 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); 141 } 142 else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits 143 && ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { 144 min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement); 145 } 146 } 147 148 /* 16..31 */ 149 if (ctx->VertexProgram._Current) { 150 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) { 151 if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { 152 min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); 153 } 154 } 155 } 156 157 if (ctx->Array.ArrayObj->EdgeFlag.Enabled) { 158 min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement); 159 } 160 161 /* _MaxElement is one past the last legal array element */ 162 ctx->Array._MaxElement = min; 163} 164 165 166static void 167update_program(GLcontext *ctx) 168{ 169 const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; 170 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; 171 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; 172 173 /* These _Enabled flags indicate if the program is enabled AND valid. */ 174 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled 175 && ctx->VertexProgram.Current->Base.Instructions; 176 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled 177 && ctx->FragmentProgram.Current->Base.Instructions; 178 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled 179 && ctx->ATIFragmentShader.Current->Instructions; 180 181 /* 182 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current 183 * pointers to the programs that should be enabled/used. These will only 184 * be NULL if we need to use the fixed-function code. 185 * 186 * These programs may come from several sources. The priority is as 187 * follows: 188 * 1. OpenGL 2.0/ARB vertex/fragment shaders 189 * 2. ARB/NV vertex/fragment programs 190 * 3. Programs derived from fixed-function state. 191 * 192 * Note: it's possible for a vertex shader to get used with a fragment 193 * program (and vice versa) here, but in practice that shouldn't ever 194 * come up, or matter. 195 */ 196 197 /** 198 ** Fragment program 199 **/ 200#if 1 201 /* XXX get rid of this someday? */ 202 ctx->FragmentProgram._Active = GL_FALSE; 203#endif 204 if (shProg && shProg->LinkStatus && shProg->FragmentProgram) { 205 /* user-defined fragment shader */ 206 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 207 shProg->FragmentProgram); 208 } 209 else if (ctx->FragmentProgram._Enabled) { 210 /* use user-defined fragment program */ 211 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 212 ctx->FragmentProgram.Current); 213 } 214 else if (ctx->FragmentProgram._MaintainTexEnvProgram) { 215 /* fragment program generated from fixed-function state */ 216 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 217 _mesa_get_fixed_func_fragment_program(ctx)); 218 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, 219 ctx->FragmentProgram._Current); 220 221 /* XXX get rid of this confusing stuff someday? */ 222 ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled; 223 if (ctx->FragmentProgram._UseTexEnvProgram) 224 ctx->FragmentProgram._Active = GL_TRUE; 225 } 226 else { 227 /* no fragment program */ 228 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); 229 } 230 231 if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) { 232 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 233 (struct gl_program *) ctx->FragmentProgram._Current); 234 } 235 236 /** 237 ** Vertex program 238 **/ 239#if 1 240 /* XXX get rid of this someday? */ 241 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL); 242#endif 243 if (shProg && shProg->LinkStatus && shProg->VertexProgram) { 244 /* user-defined vertex shader */ 245 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 246 shProg->VertexProgram); 247 } 248 else if (ctx->VertexProgram._Enabled) { 249 /* use user-defined vertex program */ 250 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 251 ctx->VertexProgram.Current); 252 } 253 else if (ctx->VertexProgram._MaintainTnlProgram) { 254 /* vertex program generated from fixed-function state */ 255 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 256 _mesa_get_fixed_func_vertex_program(ctx)); 257 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, 258 ctx->VertexProgram._Current); 259 } 260 else { 261 /* no vertex program / used fixed-function code */ 262 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); 263 } 264 265 if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) { 266 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, 267 (struct gl_program *) ctx->VertexProgram._Current); 268 } 269} 270 271 272static void 273update_viewport_matrix(GLcontext *ctx) 274{ 275 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; 276 277 ASSERT(depthMax > 0); 278 279 /* Compute scale and bias values. This is really driver-specific 280 * and should be maintained elsewhere if at all. 281 * NOTE: RasterPos uses this. 282 */ 283 _math_matrix_viewport(&ctx->Viewport._WindowMap, 284 ctx->Viewport.X, ctx->Viewport.Y, 285 ctx->Viewport.Width, ctx->Viewport.Height, 286 ctx->Viewport.Near, ctx->Viewport.Far, 287 depthMax); 288} 289 290 291/** 292 * Update derived multisample state. 293 */ 294static void 295update_multisample(GLcontext *ctx) 296{ 297 ctx->Multisample._Enabled = GL_FALSE; 298 if (ctx->Multisample.Enabled && 299 ctx->DrawBuffer && 300 ctx->DrawBuffer->Visual.sampleBuffers) 301 ctx->Multisample._Enabled = GL_TRUE; 302} 303 304 305/** 306 * Update derived color/blend/logicop state. 307 */ 308static void 309update_color(GLcontext *ctx) 310{ 311 /* This is needed to support 1.1's RGB logic ops AND 312 * 1.0's blending logicops. 313 */ 314 ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx); 315} 316 317 318 319/** 320 * Update the ctx->_TriangleCaps bitfield. 321 * XXX that bitfield should really go away someday! 322 * This function must be called after other update_*() functions since 323 * there are dependencies on some other derived values. 324 */ 325static void 326update_tricaps(GLcontext *ctx, GLbitfield new_state) 327{ 328 ctx->_TriangleCaps = 0; 329 330 /* 331 * Points 332 */ 333 if (1/*new_state & _NEW_POINT*/) { 334 if (ctx->Point.SmoothFlag) 335 ctx->_TriangleCaps |= DD_POINT_SMOOTH; 336 if (ctx->Point.Size != 1.0F) 337 ctx->_TriangleCaps |= DD_POINT_SIZE; 338 if (ctx->Point._Attenuated) 339 ctx->_TriangleCaps |= DD_POINT_ATTEN; 340 } 341 342 /* 343 * Lines 344 */ 345 if (1/*new_state & _NEW_LINE*/) { 346 if (ctx->Line.SmoothFlag) 347 ctx->_TriangleCaps |= DD_LINE_SMOOTH; 348 if (ctx->Line.StippleFlag) 349 ctx->_TriangleCaps |= DD_LINE_STIPPLE; 350 if (ctx->Line.Width != 1.0) 351 ctx->_TriangleCaps |= DD_LINE_WIDTH; 352 } 353 354 /* 355 * Polygons 356 */ 357 if (1/*new_state & _NEW_POLYGON*/) { 358 if (ctx->Polygon.SmoothFlag) 359 ctx->_TriangleCaps |= DD_TRI_SMOOTH; 360 if (ctx->Polygon.StippleFlag) 361 ctx->_TriangleCaps |= DD_TRI_STIPPLE; 362 if (ctx->Polygon.FrontMode != GL_FILL 363 || ctx->Polygon.BackMode != GL_FILL) 364 ctx->_TriangleCaps |= DD_TRI_UNFILLED; 365 if (ctx->Polygon.CullFlag 366 && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) 367 ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; 368 if (ctx->Polygon.OffsetPoint || 369 ctx->Polygon.OffsetLine || 370 ctx->Polygon.OffsetFill) 371 ctx->_TriangleCaps |= DD_TRI_OFFSET; 372 } 373 374 /* 375 * Lighting and shading 376 */ 377 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) 378 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; 379 if (ctx->Light.ShadeModel == GL_FLAT) 380 ctx->_TriangleCaps |= DD_FLATSHADE; 381 if (NEED_SECONDARY_COLOR(ctx)) 382 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; 383 384 /* 385 * Stencil 386 */ 387 if (ctx->Stencil._TestTwoSide) 388 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL; 389} 390 391 392/** 393 * Compute derived GL state. 394 * If __GLcontextRec::NewState is non-zero then this function \b must 395 * be called before rendering anything. 396 * 397 * Calls dd_function_table::UpdateState to perform any internal state 398 * management necessary. 399 * 400 * \sa _mesa_update_modelview_project(), _mesa_update_texture(), 401 * _mesa_update_buffer_bounds(), 402 * _mesa_update_lighting() and _mesa_update_tnl_spaces(). 403 */ 404void 405_mesa_update_state_locked( GLcontext *ctx ) 406{ 407 GLbitfield new_state = ctx->NewState; 408 GLbitfield prog_flags = _NEW_PROGRAM; 409 410 if (new_state == _NEW_CURRENT_ATTRIB) 411 goto out; 412 413 if (MESA_VERBOSE & VERBOSE_STATE) 414 _mesa_print_state("_mesa_update_state", new_state); 415 416 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) 417 _mesa_update_modelview_project( ctx, new_state ); 418 419 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) 420 _mesa_update_texture( ctx, new_state ); 421 422 if (new_state & _NEW_BUFFERS) 423 _mesa_update_framebuffer(ctx); 424 425 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) 426 _mesa_update_draw_buffer_bounds( ctx ); 427 428 if (new_state & _NEW_LIGHT) 429 _mesa_update_lighting( ctx ); 430 431 if (new_state & _NEW_STENCIL) 432 _mesa_update_stencil( ctx ); 433 434#if FEATURE_pixel_transfer 435 if (new_state & _IMAGE_NEW_TRANSFER_STATE) 436 _mesa_update_pixel( ctx, new_state ); 437#endif 438 439 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) 440 update_arrays( ctx ); 441 442 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) 443 update_viewport_matrix(ctx); 444 445 if (new_state & _NEW_MULTISAMPLE) 446 update_multisample( ctx ); 447 448 if (new_state & _NEW_COLOR) 449 update_color( ctx ); 450 451 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT 452 | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) 453 update_tricaps( ctx, new_state ); 454 455 /* ctx->_NeedEyeCoords is now up to date. 456 * 457 * If the truth value of this variable has changed, update for the 458 * new lighting space and recompute the positions of lights and the 459 * normal transform. 460 * 461 * If the lighting space hasn't changed, may still need to recompute 462 * light positions & normal transforms for other reasons. 463 */ 464 if (new_state & _MESA_NEW_NEED_EYE_COORDS) 465 _mesa_update_tnl_spaces( ctx, new_state ); 466 467 if (ctx->FragmentProgram._MaintainTexEnvProgram) { 468 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE_MATRIX | _NEW_LIGHT | 469 _NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR); 470 } 471 if (ctx->VertexProgram._MaintainTnlProgram) { 472 prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | 473 _NEW_TRANSFORM | _NEW_POINT | 474 _NEW_FOG | _NEW_LIGHT | 475 _MESA_NEW_NEED_EYE_COORDS); 476 } 477 if (new_state & prog_flags) 478 update_program( ctx ); 479 480 481 482 /* 483 * Give the driver a chance to act upon the new_state flags. 484 * The driver might plug in different span functions, for example. 485 * Also, this is where the driver can invalidate the state of any 486 * active modules (such as swrast_setup, swrast, tnl, etc). 487 * 488 * Set ctx->NewState to zero to avoid recursion if 489 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) 490 */ 491 out: 492 new_state = ctx->NewState; 493 ctx->NewState = 0; 494 ctx->Driver.UpdateState(ctx, new_state); 495 ctx->Array.NewState = 0; 496} 497 498 499/* This is the usual entrypoint for state updates: 500 */ 501void 502_mesa_update_state( GLcontext *ctx ) 503{ 504 _mesa_lock_context_textures(ctx); 505 _mesa_update_state_locked(ctx); 506 _mesa_unlock_context_textures(ctx); 507} 508 509 510 511 512/* Want to figure out which fragment program inputs are actually 513 * constant/current values from ctx->Current. These should be 514 * referenced as a tracked state variable rather than a fragment 515 * program input, to save the overhead of putting a constant value in 516 * every submitted vertex, transferring it to hardware, interpolating 517 * it across the triangle, etc... 518 * 519 * When there is a VP bound, just use vp->outputs. But when we're 520 * generating vp from fixed function state, basically want to 521 * calculate: 522 * 523 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | 524 * potential_vp_outputs ) 525 * 526 * Where potential_vp_outputs is calculated by looking at enabled 527 * texgen, etc. 528 * 529 * The generated fragment program should then only declare inputs that 530 * may vary or otherwise differ from the ctx->Current values. 531 * Otherwise, the fp should track them as state values instead. 532 */ 533void 534_mesa_set_varying_vp_inputs( GLcontext *ctx, 535 GLbitfield varying_inputs ) 536{ 537 if (ctx->varying_vp_inputs != varying_inputs) { 538 ctx->varying_vp_inputs = varying_inputs; 539 ctx->NewState |= _NEW_ARRAY; 540 //_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs); 541 } 542} 543