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