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