state.c revision 510916f50961a3a9286807e7f75ba716f3e7f967
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 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 used for rendering.  If either
194    * is NULL, use fixed-function code paths.
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   if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
208      /* Use shader programs */
209      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
210                               shProg->FragmentProgram);
211   }
212   else if (ctx->FragmentProgram._Enabled) {
213      /* use user-defined vertex program */
214      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
215                               ctx->FragmentProgram.Current);
216   }
217   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
218      /* Use fragment program generated from fixed-function state.
219       */
220      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
221                               _mesa_get_fixed_func_fragment_program(ctx));
222      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
223                               ctx->FragmentProgram._Current);
224   }
225   else {
226      /* no fragment program */
227      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
228   }
229
230   /* Examine vertex program after fragment program as
231    * _mesa_get_fixed_func_vertex_program() needs to know active
232    * fragprog inputs.
233    */
234   if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
235      /* Use shader programs */
236      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
237                            shProg->VertexProgram);
238   }
239   else if (ctx->VertexProgram._Enabled) {
240      /* use user-defined vertex program */
241      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
242                               ctx->VertexProgram.Current);
243   }
244   else if (ctx->VertexProgram._MaintainTnlProgram) {
245      /* Use vertex program generated from fixed-function state.
246       */
247      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
248                               _mesa_get_fixed_func_vertex_program(ctx));
249      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
250                               ctx->VertexProgram._Current);
251   }
252   else {
253      /* no vertex program */
254      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
255   }
256
257   /* Let the driver know what's happening:
258    */
259   if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
260      ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
261                              (struct gl_program *) ctx->FragmentProgram._Current);
262   }
263
264   if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
265      ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
266                              (struct gl_program *) ctx->VertexProgram._Current);
267   }
268}
269
270
271static void
272update_viewport_matrix(GLcontext *ctx)
273{
274   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
275
276   ASSERT(depthMax > 0);
277
278   /* Compute scale and bias values. This is really driver-specific
279    * and should be maintained elsewhere if at all.
280    * NOTE: RasterPos uses this.
281    */
282   _math_matrix_viewport(&ctx->Viewport._WindowMap,
283                         ctx->Viewport.X, ctx->Viewport.Y,
284                         ctx->Viewport.Width, ctx->Viewport.Height,
285                         ctx->Viewport.Near, ctx->Viewport.Far,
286                         depthMax);
287}
288
289
290/**
291 * Update derived multisample state.
292 */
293static void
294update_multisample(GLcontext *ctx)
295{
296   ctx->Multisample._Enabled = GL_FALSE;
297   if (ctx->Multisample.Enabled &&
298       ctx->DrawBuffer &&
299       ctx->DrawBuffer->Visual.sampleBuffers)
300      ctx->Multisample._Enabled = GL_TRUE;
301}
302
303
304/**
305 * Update derived color/blend/logicop state.
306 */
307static void
308update_color(GLcontext *ctx)
309{
310   /* This is needed to support 1.1's RGB logic ops AND
311    * 1.0's blending logicops.
312    */
313   ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
314}
315
316
317/*
318 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
319 * in ctx->_TriangleCaps if needed.
320 */
321static void
322update_polygon(GLcontext *ctx)
323{
324   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
325
326   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
327      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
328
329   if (   ctx->Polygon.OffsetPoint
330       || ctx->Polygon.OffsetLine
331       || ctx->Polygon.OffsetFill)
332      ctx->_TriangleCaps |= DD_TRI_OFFSET;
333}
334
335
336/**
337 * Update the ctx->_TriangleCaps bitfield.
338 * XXX that bitfield should really go away someday!
339 * This function must be called after other update_*() functions since
340 * there are dependencies on some other derived values.
341 */
342#if 0
343static void
344update_tricaps(GLcontext *ctx, GLbitfield new_state)
345{
346   ctx->_TriangleCaps = 0;
347
348   /*
349    * Points
350    */
351   if (1/*new_state & _NEW_POINT*/) {
352      if (ctx->Point.SmoothFlag)
353         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
354      if (ctx->Point.Size != 1.0F)
355         ctx->_TriangleCaps |= DD_POINT_SIZE;
356      if (ctx->Point._Attenuated)
357         ctx->_TriangleCaps |= DD_POINT_ATTEN;
358   }
359
360   /*
361    * Lines
362    */
363   if (1/*new_state & _NEW_LINE*/) {
364      if (ctx->Line.SmoothFlag)
365         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
366      if (ctx->Line.StippleFlag)
367         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
368      if (ctx->Line.Width != 1.0)
369         ctx->_TriangleCaps |= DD_LINE_WIDTH;
370   }
371
372   /*
373    * Polygons
374    */
375   if (1/*new_state & _NEW_POLYGON*/) {
376      if (ctx->Polygon.SmoothFlag)
377         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
378      if (ctx->Polygon.StippleFlag)
379         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
380      if (ctx->Polygon.FrontMode != GL_FILL
381          || ctx->Polygon.BackMode != GL_FILL)
382         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
383      if (ctx->Polygon.CullFlag
384          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
385         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
386      if (ctx->Polygon.OffsetPoint ||
387          ctx->Polygon.OffsetLine ||
388          ctx->Polygon.OffsetFill)
389         ctx->_TriangleCaps |= DD_TRI_OFFSET;
390   }
391
392   /*
393    * Lighting and shading
394    */
395   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
396      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
397   if (ctx->Light.ShadeModel == GL_FLAT)
398      ctx->_TriangleCaps |= DD_FLATSHADE;
399   if (NEED_SECONDARY_COLOR(ctx))
400      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
401
402   /*
403    * Stencil
404    */
405   if (ctx->Stencil._TestTwoSide)
406      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
407}
408#endif
409
410
411/**
412 * Compute derived GL state.
413 * If __GLcontextRec::NewState is non-zero then this function \b must
414 * be called before rendering anything.
415 *
416 * Calls dd_function_table::UpdateState to perform any internal state
417 * management necessary.
418 *
419 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
420 * _mesa_update_buffer_bounds(),
421 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
422 */
423void
424_mesa_update_state_locked( GLcontext *ctx )
425{
426   GLbitfield new_state = ctx->NewState;
427   GLbitfield prog_flags = _NEW_PROGRAM;
428
429   if (new_state == _NEW_CURRENT_ATTRIB)
430      goto out;
431
432   if (MESA_VERBOSE & VERBOSE_STATE)
433      _mesa_print_state("_mesa_update_state", new_state);
434
435   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
436      _mesa_update_modelview_project( ctx, new_state );
437
438   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
439      _mesa_update_texture( ctx, new_state );
440
441   if (new_state & _NEW_BUFFERS)
442      _mesa_update_framebuffer(ctx);
443
444   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
445      _mesa_update_draw_buffer_bounds( ctx );
446
447   if (new_state & _NEW_POLYGON)
448      update_polygon( ctx );
449
450   if (new_state & _NEW_LIGHT)
451      _mesa_update_lighting( ctx );
452
453   if (new_state & _NEW_STENCIL)
454      _mesa_update_stencil( ctx );
455
456#if FEATURE_pixel_transfer
457   if (new_state & _IMAGE_NEW_TRANSFER_STATE)
458      _mesa_update_pixel( ctx, new_state );
459#endif
460
461   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
462      update_separate_specular( ctx );
463
464   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
465      update_arrays( ctx );
466
467   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
468      update_viewport_matrix(ctx);
469
470   if (new_state & _NEW_MULTISAMPLE)
471      update_multisample( ctx );
472
473   if (new_state & _NEW_COLOR)
474      update_color( ctx );
475
476#if 0
477   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
478                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
479      update_tricaps( ctx, new_state );
480#endif
481
482   /* ctx->_NeedEyeCoords is now up to date.
483    *
484    * If the truth value of this variable has changed, update for the
485    * new lighting space and recompute the positions of lights and the
486    * normal transform.
487    *
488    * If the lighting space hasn't changed, may still need to recompute
489    * light positions & normal transforms for other reasons.
490    */
491   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
492      _mesa_update_tnl_spaces( ctx, new_state );
493
494   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
495      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE_MATRIX | _NEW_LIGHT |
496                     _NEW_RENDERMODE |
497                     _NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
498   }
499   if (ctx->VertexProgram._MaintainTnlProgram) {
500      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
501                     _NEW_RENDERMODE |
502                     _NEW_TRANSFORM | _NEW_POINT |
503                     _NEW_FOG | _NEW_LIGHT |
504                     _MESA_NEW_NEED_EYE_COORDS);
505   }
506   if (new_state & prog_flags)
507      update_program( ctx );
508
509
510
511   /*
512    * Give the driver a chance to act upon the new_state flags.
513    * The driver might plug in different span functions, for example.
514    * Also, this is where the driver can invalidate the state of any
515    * active modules (such as swrast_setup, swrast, tnl, etc).
516    *
517    * Set ctx->NewState to zero to avoid recursion if
518    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
519    */
520 out:
521   new_state = ctx->NewState;
522   ctx->NewState = 0;
523   ctx->Driver.UpdateState(ctx, new_state);
524   ctx->Array.NewState = 0;
525}
526
527
528/* This is the usual entrypoint for state updates:
529 */
530void
531_mesa_update_state( GLcontext *ctx )
532{
533   _mesa_lock_context_textures(ctx);
534   _mesa_update_state_locked(ctx);
535   _mesa_unlock_context_textures(ctx);
536}
537
538
539
540
541/**
542 * Want to figure out which fragment program inputs are actually
543 * constant/current values from ctx->Current.  These should be
544 * referenced as a tracked state variable rather than a fragment
545 * program input, to save the overhead of putting a constant value in
546 * every submitted vertex, transferring it to hardware, interpolating
547 * it across the triangle, etc...
548 *
549 * When there is a VP bound, just use vp->outputs.  But when we're
550 * generating vp from fixed function state, basically want to
551 * calculate:
552 *
553 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
554 *                 potential_vp_outputs )
555 *
556 * Where potential_vp_outputs is calculated by looking at enabled
557 * texgen, etc.
558 *
559 * The generated fragment program should then only declare inputs that
560 * may vary or otherwise differ from the ctx->Current values.
561 * Otherwise, the fp should track them as state values instead.
562 */
563void
564_mesa_set_varying_vp_inputs( GLcontext *ctx,
565                             GLbitfield varying_inputs )
566{
567   if (ctx->varying_vp_inputs != varying_inputs) {
568      ctx->varying_vp_inputs = varying_inputs;
569      ctx->NewState |= _NEW_ARRAY;
570      /*_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);*/
571   }
572}
573
574
575/**
576 * Used by drivers to tell core Mesa that the driver is going to
577 * install/ use its own vertex program.  In particular, this will
578 * prevent generated fragment programs from using state vars instead
579 * of ordinary varyings/inputs.
580 */
581void
582_mesa_set_vp_override(GLcontext *ctx, GLboolean flag)
583{
584   if (ctx->VertexProgram._Overriden != flag) {
585      ctx->VertexProgram._Overriden = flag;
586
587      /* Set one of the bits which will trigger fragment program
588       * regeneration:
589       */
590      ctx->NewState |= _NEW_ARRAY;
591   }
592}
593