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