state.c revision 7cb87dffce2c7a37f960f3a865cf92fd193dd8c5
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 "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#include "pixel.h"
44#include "program/program.h"
45#include "program/prog_parameter.h"
46#include "state.h"
47#include "stencil.h"
48#include "texenvprogram.h"
49#include "texobj.h"
50#include "texstate.h"
51
52
53static void
54update_separate_specular(struct gl_context *ctx)
55{
56   if (_mesa_need_secondary_color(ctx))
57      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
58   else
59      ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
60}
61
62
63/**
64 * Compute the index of the last array element that can be safely accessed
65 * in a vertex array.  We can really only do this when the array lives in
66 * a VBO.
67 * The array->_MaxElement field will be updated.
68 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
69 */
70static void
71compute_max_element(struct gl_client_array *array)
72{
73   assert(array->Enabled);
74   if (array->BufferObj->Name) {
75      GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr;
76      GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size;
77
78      if (offset < obj_size) {
79	 array->_MaxElement = (obj_size - offset +
80			       array->StrideB -
81			       array->_ElementSize) / array->StrideB;
82      } else {
83	 array->_MaxElement = 0;
84      }
85   }
86   else {
87      /* user-space array, no idea how big it is */
88      array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
89   }
90}
91
92
93/**
94 * Helper for update_arrays().
95 * \return  min(current min, array->_MaxElement).
96 */
97static GLuint
98update_min(GLuint min, struct gl_client_array *array)
99{
100   compute_max_element(array);
101   return MIN2(min, array->_MaxElement);
102}
103
104
105/**
106 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
107 * Need to do this upon new array state or new buffer object state.
108 */
109static void
110update_arrays( struct gl_context *ctx )
111{
112   struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
113   GLuint i, min = ~0;
114
115   /* find min of _MaxElement values for all enabled arrays */
116
117   /* 0 */
118   if (ctx->VertexProgram._Current
119       && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
120      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
121   }
122   else if (arrayObj->Vertex.Enabled) {
123      min = update_min(min, &arrayObj->Vertex);
124   }
125
126   /* 1 */
127   if (ctx->VertexProgram._Enabled
128       && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
129      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
130   }
131   /* no conventional vertex weight array */
132
133   /* 2 */
134   if (ctx->VertexProgram._Enabled
135       && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
136      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
137   }
138   else if (arrayObj->Normal.Enabled) {
139      min = update_min(min, &arrayObj->Normal);
140   }
141
142   /* 3 */
143   if (ctx->VertexProgram._Enabled
144       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
145      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
146   }
147   else if (arrayObj->Color.Enabled) {
148      min = update_min(min, &arrayObj->Color);
149   }
150
151   /* 4 */
152   if (ctx->VertexProgram._Enabled
153       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
154      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
155   }
156   else if (arrayObj->SecondaryColor.Enabled) {
157      min = update_min(min, &arrayObj->SecondaryColor);
158   }
159
160   /* 5 */
161   if (ctx->VertexProgram._Enabled
162       && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
163      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
164   }
165   else if (arrayObj->FogCoord.Enabled) {
166      min = update_min(min, &arrayObj->FogCoord);
167   }
168
169   /* 6 */
170   if (ctx->VertexProgram._Enabled
171       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
172      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
173   }
174   else if (arrayObj->Index.Enabled) {
175      min = update_min(min, &arrayObj->Index);
176   }
177
178   /* 7 */
179   if (ctx->VertexProgram._Enabled
180       && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
181      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
182   }
183
184   /* 8..15 */
185   for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
186      if (ctx->VertexProgram._Enabled
187          && arrayObj->VertexAttrib[i].Enabled) {
188         min = update_min(min, &arrayObj->VertexAttrib[i]);
189      }
190      else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
191               && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
192         min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
193      }
194   }
195
196   /* 16..31 */
197   if (ctx->VertexProgram._Current) {
198      for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
199         if (arrayObj->VertexAttrib[i].Enabled) {
200            min = update_min(min, &arrayObj->VertexAttrib[i]);
201         }
202      }
203   }
204
205   if (arrayObj->EdgeFlag.Enabled) {
206      min = update_min(min, &arrayObj->EdgeFlag);
207   }
208
209   /* _MaxElement is one past the last legal array element */
210   arrayObj->_MaxElement = min;
211}
212
213
214/**
215 * Update the following fields:
216 *   ctx->VertexProgram._Enabled
217 *   ctx->FragmentProgram._Enabled
218 *   ctx->ATIFragmentShader._Enabled
219 * This needs to be done before texture state validation.
220 */
221static void
222update_program_enables(struct gl_context *ctx)
223{
224   /* These _Enabled flags indicate if the program is enabled AND valid. */
225   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
226      && ctx->VertexProgram.Current->Base.Instructions;
227   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
228      && ctx->FragmentProgram.Current->Base.Instructions;
229   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
230      && ctx->ATIFragmentShader.Current->Instructions[0];
231}
232
233
234/**
235 * Update vertex/fragment program state.  In particular, update these fields:
236 *   ctx->VertexProgram._Current
237 *   ctx->VertexProgram._TnlProgram,
238 * These point to the highest priority enabled vertex/fragment program or are
239 * NULL if fixed-function processing is to be done.
240 *
241 * This function needs to be called after texture state validation in case
242 * we're generating a fragment program from fixed-function texture state.
243 *
244 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
245 * or fragment program is being used.
246 */
247static GLbitfield
248update_program(struct gl_context *ctx)
249{
250   const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
251   const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
252   const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
253   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
254   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
255   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
256   GLbitfield new_state = 0x0;
257
258   /*
259    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
260    * pointers to the programs that should be used for rendering.  If either
261    * is NULL, use fixed-function code paths.
262    *
263    * These programs may come from several sources.  The priority is as
264    * follows:
265    *   1. OpenGL 2.0/ARB vertex/fragment shaders
266    *   2. ARB/NV vertex/fragment programs
267    *   3. Programs derived from fixed-function state.
268    *
269    * Note: it's possible for a vertex shader to get used with a fragment
270    * program (and vice versa) here, but in practice that shouldn't ever
271    * come up, or matter.
272    */
273
274   if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
275      /* Use shader programs */
276      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
277                               fsProg->FragmentProgram);
278   }
279   else if (ctx->FragmentProgram._Enabled) {
280      /* use user-defined fragment program */
281      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
282                               ctx->FragmentProgram.Current);
283   }
284   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
285      /* Use fragment program generated from fixed-function state.
286       */
287      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
288#if 0
289      _mesa_reference_shader_program(ctx,
290				     &ctx->Shader.CurrentFragmentProgram, f);
291#endif
292
293      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
294                               f->FragmentProgram);
295   }
296   else {
297      /* no fragment program */
298      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
299   }
300
301   if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
302      /* Use shader programs */
303      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
304                               gsProg->GeometryProgram);
305   } else {
306      /* no fragment program */
307      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
308   }
309
310   /* Examine vertex program after fragment program as
311    * _mesa_get_fixed_func_vertex_program() needs to know active
312    * fragprog inputs.
313    */
314   if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
315      /* Use shader programs */
316      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
317                            vsProg->VertexProgram);
318   }
319   else if (ctx->VertexProgram._Enabled) {
320      /* use user-defined vertex program */
321      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
322                               ctx->VertexProgram.Current);
323   }
324   else if (ctx->VertexProgram._MaintainTnlProgram) {
325      /* Use vertex program generated from fixed-function state.
326       */
327      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
328                               _mesa_get_fixed_func_vertex_program(ctx));
329      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
330                               ctx->VertexProgram._Current);
331   }
332   else {
333      /* no vertex program */
334      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
335   }
336
337   /* Let the driver know what's happening:
338    */
339   if (ctx->FragmentProgram._Current != prevFP) {
340      new_state |= _NEW_PROGRAM;
341      if (ctx->Driver.BindProgram) {
342         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
343                          (struct gl_program *) ctx->FragmentProgram._Current);
344      }
345   }
346
347   if (ctx->GeometryProgram._Current != prevGP) {
348      new_state |= _NEW_PROGRAM;
349      if (ctx->Driver.BindProgram) {
350         ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
351                            (struct gl_program *) ctx->GeometryProgram._Current);
352      }
353   }
354
355   if (ctx->VertexProgram._Current != prevVP) {
356      new_state |= _NEW_PROGRAM;
357      if (ctx->Driver.BindProgram) {
358         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
359                            (struct gl_program *) ctx->VertexProgram._Current);
360      }
361   }
362
363   return new_state;
364}
365
366
367/**
368 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
369 */
370static GLbitfield
371update_program_constants(struct gl_context *ctx)
372{
373   GLbitfield new_state = 0x0;
374
375   if (ctx->FragmentProgram._Current) {
376      const struct gl_program_parameter_list *params =
377         ctx->FragmentProgram._Current->Base.Parameters;
378      if (params && params->StateFlags & ctx->NewState) {
379         new_state |= _NEW_PROGRAM_CONSTANTS;
380      }
381   }
382
383   if (ctx->GeometryProgram._Current) {
384      const struct gl_program_parameter_list *params =
385         ctx->GeometryProgram._Current->Base.Parameters;
386      /*FIXME: StateFlags is always 0 because we have unnamed constant
387       *       not state changes */
388      if (params /*&& params->StateFlags & ctx->NewState*/) {
389         new_state |= _NEW_PROGRAM_CONSTANTS;
390      }
391   }
392
393   if (ctx->VertexProgram._Current) {
394      const struct gl_program_parameter_list *params =
395         ctx->VertexProgram._Current->Base.Parameters;
396      if (params && params->StateFlags & ctx->NewState) {
397         new_state |= _NEW_PROGRAM_CONSTANTS;
398      }
399   }
400
401   return new_state;
402}
403
404
405
406
407static void
408update_viewport_matrix(struct gl_context *ctx)
409{
410   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
411
412   ASSERT(depthMax > 0);
413
414   /* Compute scale and bias values. This is really driver-specific
415    * and should be maintained elsewhere if at all.
416    * NOTE: RasterPos uses this.
417    */
418   _math_matrix_viewport(&ctx->Viewport._WindowMap,
419                         ctx->Viewport.X, ctx->Viewport.Y,
420                         ctx->Viewport.Width, ctx->Viewport.Height,
421                         ctx->Viewport.Near, ctx->Viewport.Far,
422                         depthMax);
423}
424
425
426/**
427 * Update derived multisample state.
428 */
429static void
430update_multisample(struct gl_context *ctx)
431{
432   ctx->Multisample._Enabled = GL_FALSE;
433   if (ctx->Multisample.Enabled &&
434       ctx->DrawBuffer &&
435       ctx->DrawBuffer->Visual.sampleBuffers)
436      ctx->Multisample._Enabled = GL_TRUE;
437}
438
439
440/**
441 * Update derived color/blend/logicop state.
442 */
443static void
444update_color(struct gl_context *ctx)
445{
446   /* This is needed to support 1.1's RGB logic ops AND
447    * 1.0's blending logicops.
448    */
449   ctx->Color._LogicOpEnabled = _mesa_rgba_logicop_enabled(ctx);
450}
451
452
453/*
454 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
455 * in ctx->_TriangleCaps if needed.
456 */
457static void
458update_polygon(struct gl_context *ctx)
459{
460   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
461
462   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
463      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
464
465   if (   ctx->Polygon.OffsetPoint
466       || ctx->Polygon.OffsetLine
467       || ctx->Polygon.OffsetFill)
468      ctx->_TriangleCaps |= DD_TRI_OFFSET;
469}
470
471
472/**
473 * Update the ctx->_TriangleCaps bitfield.
474 * XXX that bitfield should really go away someday!
475 * This function must be called after other update_*() functions since
476 * there are dependencies on some other derived values.
477 */
478#if 0
479static void
480update_tricaps(struct gl_context *ctx, GLbitfield new_state)
481{
482   ctx->_TriangleCaps = 0;
483
484   /*
485    * Points
486    */
487   if (1/*new_state & _NEW_POINT*/) {
488      if (ctx->Point.SmoothFlag)
489         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
490      if (ctx->Point._Attenuated)
491         ctx->_TriangleCaps |= DD_POINT_ATTEN;
492   }
493
494   /*
495    * Lines
496    */
497   if (1/*new_state & _NEW_LINE*/) {
498      if (ctx->Line.SmoothFlag)
499         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
500      if (ctx->Line.StippleFlag)
501         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
502   }
503
504   /*
505    * Polygons
506    */
507   if (1/*new_state & _NEW_POLYGON*/) {
508      if (ctx->Polygon.SmoothFlag)
509         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
510      if (ctx->Polygon.StippleFlag)
511         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
512      if (ctx->Polygon.FrontMode != GL_FILL
513          || ctx->Polygon.BackMode != GL_FILL)
514         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
515      if (ctx->Polygon.CullFlag
516          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
517         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
518      if (ctx->Polygon.OffsetPoint ||
519          ctx->Polygon.OffsetLine ||
520          ctx->Polygon.OffsetFill)
521         ctx->_TriangleCaps |= DD_TRI_OFFSET;
522   }
523
524   /*
525    * Lighting and shading
526    */
527   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
528      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
529   if (ctx->Light.ShadeModel == GL_FLAT)
530      ctx->_TriangleCaps |= DD_FLATSHADE;
531   if (_mesa_need_secondary_color(ctx))
532      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
533
534   /*
535    * Stencil
536    */
537   if (ctx->Stencil._TestTwoSide)
538      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
539}
540#endif
541
542
543/**
544 * Compute derived GL state.
545 * If __struct gl_contextRec::NewState is non-zero then this function \b must
546 * be called before rendering anything.
547 *
548 * Calls dd_function_table::UpdateState to perform any internal state
549 * management necessary.
550 *
551 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
552 * _mesa_update_buffer_bounds(),
553 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
554 */
555void
556_mesa_update_state_locked( struct gl_context *ctx )
557{
558   GLbitfield new_state = ctx->NewState;
559   GLbitfield prog_flags = _NEW_PROGRAM;
560   GLbitfield new_prog_state = 0x0;
561
562   if (new_state == _NEW_CURRENT_ATTRIB)
563      goto out;
564
565   if (MESA_VERBOSE & VERBOSE_STATE)
566      _mesa_print_state("_mesa_update_state", new_state);
567
568   /* Determine which state flags effect vertex/fragment program state */
569   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
570      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
571		     _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
572		     _NEW_PROGRAM);
573   }
574   if (ctx->VertexProgram._MaintainTnlProgram) {
575      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
576                     _NEW_TRANSFORM | _NEW_POINT |
577                     _NEW_FOG | _NEW_LIGHT |
578                     _MESA_NEW_NEED_EYE_COORDS);
579   }
580
581   /*
582    * Now update derived state info
583    */
584
585   if (new_state & prog_flags)
586      update_program_enables( ctx );
587
588   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
589      _mesa_update_modelview_project( ctx, new_state );
590
591   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
592      _mesa_update_texture( ctx, new_state );
593
594   if (new_state & _NEW_BUFFERS)
595      _mesa_update_framebuffer(ctx);
596
597   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
598      _mesa_update_draw_buffer_bounds( ctx );
599
600   if (new_state & _NEW_POLYGON)
601      update_polygon( ctx );
602
603   if (new_state & _NEW_LIGHT)
604      _mesa_update_lighting( ctx );
605
606   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
607      _mesa_update_stencil( ctx );
608
609   if (new_state & _MESA_NEW_TRANSFER_STATE)
610      _mesa_update_pixel( ctx, new_state );
611
612   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
613      update_separate_specular( ctx );
614
615   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
616      update_viewport_matrix(ctx);
617
618   if (new_state & _NEW_MULTISAMPLE)
619      update_multisample( ctx );
620
621   if (new_state & _NEW_COLOR)
622      update_color( ctx );
623
624#if 0
625   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
626                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
627      update_tricaps( ctx, new_state );
628#endif
629
630   /* ctx->_NeedEyeCoords is now up to date.
631    *
632    * If the truth value of this variable has changed, update for the
633    * new lighting space and recompute the positions of lights and the
634    * normal transform.
635    *
636    * If the lighting space hasn't changed, may still need to recompute
637    * light positions & normal transforms for other reasons.
638    */
639   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
640      _mesa_update_tnl_spaces( ctx, new_state );
641
642   if (new_state & prog_flags) {
643      /* When we generate programs from fixed-function vertex/fragment state
644       * this call may generate/bind a new program.  If so, we need to
645       * propogate the _NEW_PROGRAM flag to the driver.
646       */
647      new_prog_state |= update_program( ctx );
648   }
649
650   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
651      update_arrays( ctx );
652
653 out:
654   new_prog_state |= update_program_constants(ctx);
655
656   /*
657    * Give the driver a chance to act upon the new_state flags.
658    * The driver might plug in different span functions, for example.
659    * Also, this is where the driver can invalidate the state of any
660    * active modules (such as swrast_setup, swrast, tnl, etc).
661    *
662    * Set ctx->NewState to zero to avoid recursion if
663    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
664    */
665   new_state = ctx->NewState | new_prog_state;
666   ctx->NewState = 0;
667   ctx->Driver.UpdateState(ctx, new_state);
668   ctx->Array.NewState = 0;
669   if (!ctx->Array.RebindArrays)
670      ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
671}
672
673
674/* This is the usual entrypoint for state updates:
675 */
676void
677_mesa_update_state( struct gl_context *ctx )
678{
679   _mesa_lock_context_textures(ctx);
680   _mesa_update_state_locked(ctx);
681   _mesa_unlock_context_textures(ctx);
682}
683
684
685
686
687/**
688 * Want to figure out which fragment program inputs are actually
689 * constant/current values from ctx->Current.  These should be
690 * referenced as a tracked state variable rather than a fragment
691 * program input, to save the overhead of putting a constant value in
692 * every submitted vertex, transferring it to hardware, interpolating
693 * it across the triangle, etc...
694 *
695 * When there is a VP bound, just use vp->outputs.  But when we're
696 * generating vp from fixed function state, basically want to
697 * calculate:
698 *
699 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
700 *                 potential_vp_outputs )
701 *
702 * Where potential_vp_outputs is calculated by looking at enabled
703 * texgen, etc.
704 *
705 * The generated fragment program should then only declare inputs that
706 * may vary or otherwise differ from the ctx->Current values.
707 * Otherwise, the fp should track them as state values instead.
708 */
709void
710_mesa_set_varying_vp_inputs( struct gl_context *ctx,
711                             GLbitfield varying_inputs )
712{
713   if (ctx->varying_vp_inputs != varying_inputs) {
714      ctx->varying_vp_inputs = varying_inputs;
715      ctx->NewState |= _NEW_ARRAY;
716      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
717   }
718}
719
720
721/**
722 * Used by drivers to tell core Mesa that the driver is going to
723 * install/ use its own vertex program.  In particular, this will
724 * prevent generated fragment programs from using state vars instead
725 * of ordinary varyings/inputs.
726 */
727void
728_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
729{
730   if (ctx->VertexProgram._Overriden != flag) {
731      ctx->VertexProgram._Overriden = flag;
732
733      /* Set one of the bits which will trigger fragment program
734       * regeneration:
735       */
736      ctx->NewState |= _NEW_PROGRAM;
737   }
738}
739