state.c revision b68e3422ed9a0f16c7015940ffd5ac0361f0ca42
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#include "varray.h"
52
53
54static void
55update_separate_specular(struct gl_context *ctx)
56{
57   if (_mesa_need_secondary_color(ctx))
58      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
59   else
60      ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
61}
62
63
64/**
65 * Helper for update_arrays().
66 * \return  min(current min, array->_MaxElement).
67 */
68static GLuint
69update_min(GLuint min, struct gl_client_array *array)
70{
71   _mesa_update_array_max_element(array);
72   return MIN2(min, array->_MaxElement);
73}
74
75
76/**
77 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
78 * Need to do this upon new array state or new buffer object state.
79 */
80static void
81update_arrays( struct gl_context *ctx )
82{
83   struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
84   GLuint i, min = ~0;
85
86   /* find min of _MaxElement values for all enabled arrays */
87
88   /* 0 */
89   if (ctx->VertexProgram._Current
90       && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
91      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
92   }
93   else if (arrayObj->Vertex.Enabled) {
94      min = update_min(min, &arrayObj->Vertex);
95   }
96
97   /* 1 */
98   if (ctx->VertexProgram._Enabled
99       && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
100      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
101   }
102   /* no conventional vertex weight array */
103
104   /* 2 */
105   if (ctx->VertexProgram._Enabled
106       && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
107      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
108   }
109   else if (arrayObj->Normal.Enabled) {
110      min = update_min(min, &arrayObj->Normal);
111   }
112
113   /* 3 */
114   if (ctx->VertexProgram._Enabled
115       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
116      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
117   }
118   else if (arrayObj->Color.Enabled) {
119      min = update_min(min, &arrayObj->Color);
120   }
121
122   /* 4 */
123   if (ctx->VertexProgram._Enabled
124       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
125      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
126   }
127   else if (arrayObj->SecondaryColor.Enabled) {
128      min = update_min(min, &arrayObj->SecondaryColor);
129   }
130
131   /* 5 */
132   if (ctx->VertexProgram._Enabled
133       && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
134      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
135   }
136   else if (arrayObj->FogCoord.Enabled) {
137      min = update_min(min, &arrayObj->FogCoord);
138   }
139
140   /* 6 */
141   if (ctx->VertexProgram._Enabled
142       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
143      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
144   }
145   else if (arrayObj->Index.Enabled) {
146      min = update_min(min, &arrayObj->Index);
147   }
148
149   /* 7 */
150   if (ctx->VertexProgram._Enabled
151       && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
152      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
153   }
154
155   /* 8..15 */
156   for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
157      if (ctx->VertexProgram._Enabled
158          && arrayObj->VertexAttrib[i].Enabled) {
159         min = update_min(min, &arrayObj->VertexAttrib[i]);
160      }
161      else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
162               && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
163         min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
164      }
165   }
166
167   /* 16..31 */
168   if (ctx->VertexProgram._Current) {
169      for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
170         if (arrayObj->VertexAttrib[i].Enabled) {
171            min = update_min(min, &arrayObj->VertexAttrib[i]);
172         }
173      }
174   }
175
176   if (arrayObj->EdgeFlag.Enabled) {
177      min = update_min(min, &arrayObj->EdgeFlag);
178   }
179
180   /* _MaxElement is one past the last legal array element */
181   arrayObj->_MaxElement = min;
182}
183
184
185/**
186 * Update the following fields:
187 *   ctx->VertexProgram._Enabled
188 *   ctx->FragmentProgram._Enabled
189 *   ctx->ATIFragmentShader._Enabled
190 * This needs to be done before texture state validation.
191 */
192static void
193update_program_enables(struct gl_context *ctx)
194{
195   /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
196    * program is enabled AND valid.  Similarly for ATI fragment shaders.
197    * GLSL shaders not relevant here.
198    */
199   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
200      && ctx->VertexProgram.Current->Base.Instructions;
201   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
202      && ctx->FragmentProgram.Current->Base.Instructions;
203   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
204      && ctx->ATIFragmentShader.Current->Instructions[0];
205}
206
207
208/**
209 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
210 * to the current/active programs.  Then call ctx->Driver.BindProgram() to
211 * tell the driver which programs to use.
212 *
213 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
214 * programs or programs derived from fixed-function state.
215 *
216 * This function needs to be called after texture state validation in case
217 * we're generating a fragment program from fixed-function texture state.
218 *
219 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
220 * or fragment program is being used.
221 */
222static GLbitfield
223update_program(struct gl_context *ctx)
224{
225   const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
226   const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
227   const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
228   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
229   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
230   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
231   GLbitfield new_state = 0x0;
232
233   /*
234    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
235    * pointers to the programs that should be used for rendering.  If either
236    * is NULL, use fixed-function code paths.
237    *
238    * These programs may come from several sources.  The priority is as
239    * follows:
240    *   1. OpenGL 2.0/ARB vertex/fragment shaders
241    *   2. ARB/NV vertex/fragment programs
242    *   3. Programs derived from fixed-function state.
243    *
244    * Note: it's possible for a vertex shader to get used with a fragment
245    * program (and vice versa) here, but in practice that shouldn't ever
246    * come up, or matter.
247    */
248
249   if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
250      /* Use GLSL fragment shader */
251      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
252                               fsProg->FragmentProgram);
253   }
254   else if (ctx->FragmentProgram._Enabled) {
255      /* Use user-defined fragment program */
256      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
257                               ctx->FragmentProgram.Current);
258   }
259   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
260      /* Use fragment program generated from fixed-function state */
261      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
262                               _mesa_get_fixed_func_fragment_program(ctx));
263      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
264                               ctx->FragmentProgram._Current);
265   }
266   else {
267      /* No fragment program */
268      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
269   }
270
271   if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
272      /* Use GLSL geometry shader */
273      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
274                               gsProg->GeometryProgram);
275   } else {
276      /* No geometry program */
277      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
278   }
279
280   /* Examine vertex program after fragment program as
281    * _mesa_get_fixed_func_vertex_program() needs to know active
282    * fragprog inputs.
283    */
284   if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
285      /* Use GLSL vertex shader */
286      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
287                               vsProg->VertexProgram);
288   }
289   else if (ctx->VertexProgram._Enabled) {
290      /* Use user-defined vertex program */
291      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
292                               ctx->VertexProgram.Current);
293   }
294   else if (ctx->VertexProgram._MaintainTnlProgram) {
295      /* Use vertex program generated from fixed-function state */
296      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
297                               _mesa_get_fixed_func_vertex_program(ctx));
298      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
299                               ctx->VertexProgram._Current);
300   }
301   else {
302      /* no vertex program */
303      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
304   }
305
306   /* Let the driver know what's happening:
307    */
308   if (ctx->FragmentProgram._Current != prevFP) {
309      new_state |= _NEW_PROGRAM;
310      if (ctx->Driver.BindProgram) {
311         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
312                          (struct gl_program *) ctx->FragmentProgram._Current);
313      }
314   }
315
316   if (ctx->GeometryProgram._Current != prevGP) {
317      new_state |= _NEW_PROGRAM;
318      if (ctx->Driver.BindProgram) {
319         ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
320                            (struct gl_program *) ctx->GeometryProgram._Current);
321      }
322   }
323
324   if (ctx->VertexProgram._Current != prevVP) {
325      new_state |= _NEW_PROGRAM;
326      if (ctx->Driver.BindProgram) {
327         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
328                            (struct gl_program *) ctx->VertexProgram._Current);
329      }
330   }
331
332   return new_state;
333}
334
335
336/**
337 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
338 */
339static GLbitfield
340update_program_constants(struct gl_context *ctx)
341{
342   GLbitfield new_state = 0x0;
343
344   if (ctx->FragmentProgram._Current) {
345      const struct gl_program_parameter_list *params =
346         ctx->FragmentProgram._Current->Base.Parameters;
347      if (params && params->StateFlags & ctx->NewState) {
348         new_state |= _NEW_PROGRAM_CONSTANTS;
349      }
350   }
351
352   if (ctx->GeometryProgram._Current) {
353      const struct gl_program_parameter_list *params =
354         ctx->GeometryProgram._Current->Base.Parameters;
355      /*FIXME: StateFlags is always 0 because we have unnamed constant
356       *       not state changes */
357      if (params /*&& params->StateFlags & ctx->NewState*/) {
358         new_state |= _NEW_PROGRAM_CONSTANTS;
359      }
360   }
361
362   if (ctx->VertexProgram._Current) {
363      const struct gl_program_parameter_list *params =
364         ctx->VertexProgram._Current->Base.Parameters;
365      if (params && params->StateFlags & ctx->NewState) {
366         new_state |= _NEW_PROGRAM_CONSTANTS;
367      }
368   }
369
370   return new_state;
371}
372
373
374
375
376static void
377update_viewport_matrix(struct gl_context *ctx)
378{
379   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
380
381   ASSERT(depthMax > 0);
382
383   /* Compute scale and bias values. This is really driver-specific
384    * and should be maintained elsewhere if at all.
385    * NOTE: RasterPos uses this.
386    */
387   _math_matrix_viewport(&ctx->Viewport._WindowMap,
388                         ctx->Viewport.X, ctx->Viewport.Y,
389                         ctx->Viewport.Width, ctx->Viewport.Height,
390                         ctx->Viewport.Near, ctx->Viewport.Far,
391                         depthMax);
392}
393
394
395/**
396 * Update derived multisample state.
397 */
398static void
399update_multisample(struct gl_context *ctx)
400{
401   ctx->Multisample._Enabled = GL_FALSE;
402   if (ctx->Multisample.Enabled &&
403       ctx->DrawBuffer &&
404       ctx->DrawBuffer->Visual.sampleBuffers)
405      ctx->Multisample._Enabled = GL_TRUE;
406}
407
408
409/**
410 * Update the ctx->Color._ClampFragmentColor field
411 */
412static void
413update_clamp_fragment_color(struct gl_context *ctx)
414{
415   if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
416      ctx->Color._ClampFragmentColor =
417         !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
418   else
419      ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
420}
421
422
423/**
424 * Update the ctx->Color._ClampVertexColor field
425 */
426static void
427update_clamp_vertex_color(struct gl_context *ctx)
428{
429   if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
430      ctx->Light._ClampVertexColor =
431         !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
432   else
433      ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
434}
435
436
437/**
438 * Update the ctx->Color._ClampReadColor field
439 */
440static void
441update_clamp_read_color(struct gl_context *ctx)
442{
443   if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
444      ctx->Color._ClampReadColor =
445         !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
446   else
447      ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
448}
449
450/**
451 * Update the ctx->VertexProgram._TwoSideEnabled flag.
452 */
453static void
454update_twoside(struct gl_context *ctx)
455{
456   if (ctx->Shader.CurrentVertexProgram ||
457       ctx->VertexProgram.Current) {
458      ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
459   } else {
460      ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
461					    ctx->Light.Model.TwoSide);
462   }
463}
464
465
466/*
467 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
468 * in ctx->_TriangleCaps if needed.
469 */
470static void
471update_polygon(struct gl_context *ctx)
472{
473   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
474
475   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
476      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
477
478   if (   ctx->Polygon.OffsetPoint
479       || ctx->Polygon.OffsetLine
480       || ctx->Polygon.OffsetFill)
481      ctx->_TriangleCaps |= DD_TRI_OFFSET;
482}
483
484
485/**
486 * Update the ctx->_TriangleCaps bitfield.
487 * XXX that bitfield should really go away someday!
488 * This function must be called after other update_*() functions since
489 * there are dependencies on some other derived values.
490 */
491#if 0
492static void
493update_tricaps(struct gl_context *ctx, GLbitfield new_state)
494{
495   ctx->_TriangleCaps = 0;
496
497   /*
498    * Points
499    */
500   if (1/*new_state & _NEW_POINT*/) {
501      if (ctx->Point.SmoothFlag)
502         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
503      if (ctx->Point._Attenuated)
504         ctx->_TriangleCaps |= DD_POINT_ATTEN;
505   }
506
507   /*
508    * Lines
509    */
510   if (1/*new_state & _NEW_LINE*/) {
511      if (ctx->Line.SmoothFlag)
512         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
513      if (ctx->Line.StippleFlag)
514         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
515   }
516
517   /*
518    * Polygons
519    */
520   if (1/*new_state & _NEW_POLYGON*/) {
521      if (ctx->Polygon.SmoothFlag)
522         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
523      if (ctx->Polygon.StippleFlag)
524         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
525      if (ctx->Polygon.FrontMode != GL_FILL
526          || ctx->Polygon.BackMode != GL_FILL)
527         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
528      if (ctx->Polygon.CullFlag
529          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
530         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
531      if (ctx->Polygon.OffsetPoint ||
532          ctx->Polygon.OffsetLine ||
533          ctx->Polygon.OffsetFill)
534         ctx->_TriangleCaps |= DD_TRI_OFFSET;
535   }
536
537   /*
538    * Lighting and shading
539    */
540   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
541      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
542   if (ctx->Light.ShadeModel == GL_FLAT)
543      ctx->_TriangleCaps |= DD_FLATSHADE;
544   if (_mesa_need_secondary_color(ctx))
545      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
546
547   /*
548    * Stencil
549    */
550   if (ctx->Stencil._TestTwoSide)
551      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
552}
553#endif
554
555
556/**
557 * Compute derived GL state.
558 * If __struct gl_contextRec::NewState is non-zero then this function \b must
559 * be called before rendering anything.
560 *
561 * Calls dd_function_table::UpdateState to perform any internal state
562 * management necessary.
563 *
564 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
565 * _mesa_update_buffer_bounds(),
566 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
567 */
568void
569_mesa_update_state_locked( struct gl_context *ctx )
570{
571   GLbitfield new_state = ctx->NewState;
572   GLbitfield prog_flags = _NEW_PROGRAM;
573   GLbitfield new_prog_state = 0x0;
574
575   if (new_state == _NEW_CURRENT_ATTRIB)
576      goto out;
577
578   if (MESA_VERBOSE & VERBOSE_STATE)
579      _mesa_print_state("_mesa_update_state", new_state);
580
581   /* Determine which state flags effect vertex/fragment program state */
582   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
583      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
584		     _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
585		     _NEW_PROGRAM | _NEW_FRAG_CLAMP);
586   }
587   if (ctx->VertexProgram._MaintainTnlProgram) {
588      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
589                     _NEW_TRANSFORM | _NEW_POINT |
590                     _NEW_FOG | _NEW_LIGHT |
591                     _MESA_NEW_NEED_EYE_COORDS);
592   }
593
594   /*
595    * Now update derived state info
596    */
597
598   if (new_state & prog_flags)
599      update_program_enables( ctx );
600
601   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
602      _mesa_update_modelview_project( ctx, new_state );
603
604   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
605      _mesa_update_texture( ctx, new_state );
606
607   if (new_state & _NEW_BUFFERS)
608      _mesa_update_framebuffer(ctx);
609
610   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
611      _mesa_update_draw_buffer_bounds( ctx );
612
613   if (new_state & _NEW_POLYGON)
614      update_polygon( ctx );
615
616   if (new_state & _NEW_LIGHT)
617      _mesa_update_lighting( ctx );
618
619   if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
620      update_twoside( ctx );
621
622   if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
623      update_clamp_vertex_color(ctx);
624
625   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
626      _mesa_update_stencil( ctx );
627
628   if (new_state & _NEW_PIXEL)
629      _mesa_update_pixel( ctx, new_state );
630
631   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
632      update_separate_specular( ctx );
633
634   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
635      update_viewport_matrix(ctx);
636
637   if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
638      update_multisample( ctx );
639
640   if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
641      update_clamp_read_color(ctx);
642
643   if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
644      update_clamp_fragment_color(ctx);
645
646#if 0
647   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
648                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
649      update_tricaps( ctx, new_state );
650#endif
651
652   /* ctx->_NeedEyeCoords is now up to date.
653    *
654    * If the truth value of this variable has changed, update for the
655    * new lighting space and recompute the positions of lights and the
656    * normal transform.
657    *
658    * If the lighting space hasn't changed, may still need to recompute
659    * light positions & normal transforms for other reasons.
660    */
661   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
662      _mesa_update_tnl_spaces( ctx, new_state );
663
664   if (new_state & prog_flags) {
665      /* When we generate programs from fixed-function vertex/fragment state
666       * this call may generate/bind a new program.  If so, we need to
667       * propogate the _NEW_PROGRAM flag to the driver.
668       */
669      new_prog_state |= update_program( ctx );
670   }
671
672   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
673      update_arrays( ctx );
674
675 out:
676   new_prog_state |= update_program_constants(ctx);
677
678   /*
679    * Give the driver a chance to act upon the new_state flags.
680    * The driver might plug in different span functions, for example.
681    * Also, this is where the driver can invalidate the state of any
682    * active modules (such as swrast_setup, swrast, tnl, etc).
683    *
684    * Set ctx->NewState to zero to avoid recursion if
685    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
686    */
687   new_state = ctx->NewState | new_prog_state;
688   ctx->NewState = 0;
689   ctx->Driver.UpdateState(ctx, new_state);
690   ctx->Array.NewState = 0;
691   if (!ctx->Array.RebindArrays)
692      ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
693}
694
695
696/* This is the usual entrypoint for state updates:
697 */
698void
699_mesa_update_state( struct gl_context *ctx )
700{
701   _mesa_lock_context_textures(ctx);
702   _mesa_update_state_locked(ctx);
703   _mesa_unlock_context_textures(ctx);
704}
705
706
707
708
709/**
710 * Want to figure out which fragment program inputs are actually
711 * constant/current values from ctx->Current.  These should be
712 * referenced as a tracked state variable rather than a fragment
713 * program input, to save the overhead of putting a constant value in
714 * every submitted vertex, transferring it to hardware, interpolating
715 * it across the triangle, etc...
716 *
717 * When there is a VP bound, just use vp->outputs.  But when we're
718 * generating vp from fixed function state, basically want to
719 * calculate:
720 *
721 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
722 *                 potential_vp_outputs )
723 *
724 * Where potential_vp_outputs is calculated by looking at enabled
725 * texgen, etc.
726 *
727 * The generated fragment program should then only declare inputs that
728 * may vary or otherwise differ from the ctx->Current values.
729 * Otherwise, the fp should track them as state values instead.
730 */
731void
732_mesa_set_varying_vp_inputs( struct gl_context *ctx,
733                             GLbitfield varying_inputs )
734{
735   if (ctx->varying_vp_inputs != varying_inputs) {
736      ctx->varying_vp_inputs = varying_inputs;
737      ctx->NewState |= _NEW_ARRAY;
738      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
739   }
740}
741
742
743/**
744 * Used by drivers to tell core Mesa that the driver is going to
745 * install/ use its own vertex program.  In particular, this will
746 * prevent generated fragment programs from using state vars instead
747 * of ordinary varyings/inputs.
748 */
749void
750_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
751{
752   if (ctx->VertexProgram._Overriden != flag) {
753      ctx->VertexProgram._Overriden = flag;
754
755      /* Set one of the bits which will trigger fragment program
756       * regeneration:
757       */
758      ctx->NewState |= _NEW_PROGRAM;
759   }
760}
761