state.c revision ec2b92f98c2e7f161521b447cc1d9a36bce3707c
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#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(GLcontext *ctx)
55{
56   if (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( GLcontext *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(GLcontext *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(GLcontext *ctx)
249{
250   const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
251   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
252   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
253   GLbitfield new_state = 0x0;
254
255   /*
256    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
257    * pointers to the programs that should be used for rendering.  If either
258    * is NULL, use fixed-function code paths.
259    *
260    * These programs may come from several sources.  The priority is as
261    * follows:
262    *   1. OpenGL 2.0/ARB vertex/fragment shaders
263    *   2. ARB/NV vertex/fragment programs
264    *   3. Programs derived from fixed-function state.
265    *
266    * Note: it's possible for a vertex shader to get used with a fragment
267    * program (and vice versa) here, but in practice that shouldn't ever
268    * come up, or matter.
269    */
270
271   if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
272      /* Use shader programs */
273      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
274                               shProg->FragmentProgram);
275   }
276   else if (ctx->FragmentProgram._Enabled) {
277      /* use user-defined vertex program */
278      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
279                               ctx->FragmentProgram.Current);
280   }
281   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
282      /* Use fragment program generated from fixed-function state.
283       */
284      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
285                               _mesa_get_fixed_func_fragment_program(ctx));
286      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
287                               ctx->FragmentProgram._Current);
288   }
289   else {
290      /* no fragment program */
291      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
292   }
293
294   /* Examine vertex program after fragment program as
295    * _mesa_get_fixed_func_vertex_program() needs to know active
296    * fragprog inputs.
297    */
298   if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
299      /* Use shader programs */
300      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
301                            shProg->VertexProgram);
302   }
303   else if (ctx->VertexProgram._Enabled) {
304      /* use user-defined vertex program */
305      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
306                               ctx->VertexProgram.Current);
307   }
308   else if (ctx->VertexProgram._MaintainTnlProgram) {
309      /* Use vertex program generated from fixed-function state.
310       */
311      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
312                               _mesa_get_fixed_func_vertex_program(ctx));
313      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
314                               ctx->VertexProgram._Current);
315   }
316   else {
317      /* no vertex program */
318      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
319   }
320
321   /* Let the driver know what's happening:
322    */
323   if (ctx->FragmentProgram._Current != prevFP) {
324      new_state |= _NEW_PROGRAM;
325      if (ctx->Driver.BindProgram) {
326         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
327                          (struct gl_program *) ctx->FragmentProgram._Current);
328      }
329   }
330
331   if (ctx->VertexProgram._Current != prevVP) {
332      new_state |= _NEW_PROGRAM;
333      if (ctx->Driver.BindProgram) {
334         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
335                            (struct gl_program *) ctx->VertexProgram._Current);
336      }
337   }
338
339   return new_state;
340}
341
342
343/**
344 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
345 */
346static GLbitfield
347update_program_constants(GLcontext *ctx)
348{
349   GLbitfield new_state = 0x0;
350
351   if (ctx->FragmentProgram._Current) {
352      const struct gl_program_parameter_list *params =
353         ctx->FragmentProgram._Current->Base.Parameters;
354      if (params && params->StateFlags & ctx->NewState) {
355         new_state |= _NEW_PROGRAM_CONSTANTS;
356      }
357   }
358
359   if (ctx->VertexProgram._Current) {
360      const struct gl_program_parameter_list *params =
361         ctx->VertexProgram._Current->Base.Parameters;
362      if (params && params->StateFlags & ctx->NewState) {
363         new_state |= _NEW_PROGRAM_CONSTANTS;
364      }
365   }
366
367   return new_state;
368}
369
370
371
372
373static void
374update_viewport_matrix(GLcontext *ctx)
375{
376   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
377
378   ASSERT(depthMax > 0);
379
380   /* Compute scale and bias values. This is really driver-specific
381    * and should be maintained elsewhere if at all.
382    * NOTE: RasterPos uses this.
383    */
384   _math_matrix_viewport(&ctx->Viewport._WindowMap,
385                         ctx->Viewport.X, ctx->Viewport.Y,
386                         ctx->Viewport.Width, ctx->Viewport.Height,
387                         ctx->Viewport.Near, ctx->Viewport.Far,
388                         depthMax);
389}
390
391
392/**
393 * Update derived multisample state.
394 */
395static void
396update_multisample(GLcontext *ctx)
397{
398   ctx->Multisample._Enabled = GL_FALSE;
399   if (ctx->Multisample.Enabled &&
400       ctx->DrawBuffer &&
401       ctx->DrawBuffer->Visual.sampleBuffers)
402      ctx->Multisample._Enabled = GL_TRUE;
403}
404
405
406/**
407 * Update derived color/blend/logicop state.
408 */
409static void
410update_color(GLcontext *ctx)
411{
412   /* This is needed to support 1.1's RGB logic ops AND
413    * 1.0's blending logicops.
414    */
415   ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
416}
417
418
419/*
420 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
421 * in ctx->_TriangleCaps if needed.
422 */
423static void
424update_polygon(GLcontext *ctx)
425{
426   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
427
428   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
429      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
430
431   if (   ctx->Polygon.OffsetPoint
432       || ctx->Polygon.OffsetLine
433       || ctx->Polygon.OffsetFill)
434      ctx->_TriangleCaps |= DD_TRI_OFFSET;
435}
436
437
438/**
439 * Update the ctx->_TriangleCaps bitfield.
440 * XXX that bitfield should really go away someday!
441 * This function must be called after other update_*() functions since
442 * there are dependencies on some other derived values.
443 */
444#if 0
445static void
446update_tricaps(GLcontext *ctx, GLbitfield new_state)
447{
448   ctx->_TriangleCaps = 0;
449
450   /*
451    * Points
452    */
453   if (1/*new_state & _NEW_POINT*/) {
454      if (ctx->Point.SmoothFlag)
455         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
456      if (ctx->Point.Size != 1.0F)
457         ctx->_TriangleCaps |= DD_POINT_SIZE;
458      if (ctx->Point._Attenuated)
459         ctx->_TriangleCaps |= DD_POINT_ATTEN;
460   }
461
462   /*
463    * Lines
464    */
465   if (1/*new_state & _NEW_LINE*/) {
466      if (ctx->Line.SmoothFlag)
467         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
468      if (ctx->Line.StippleFlag)
469         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
470      if (ctx->Line.Width != 1.0)
471         ctx->_TriangleCaps |= DD_LINE_WIDTH;
472   }
473
474   /*
475    * Polygons
476    */
477   if (1/*new_state & _NEW_POLYGON*/) {
478      if (ctx->Polygon.SmoothFlag)
479         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
480      if (ctx->Polygon.StippleFlag)
481         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
482      if (ctx->Polygon.FrontMode != GL_FILL
483          || ctx->Polygon.BackMode != GL_FILL)
484         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
485      if (ctx->Polygon.CullFlag
486          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
487         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
488      if (ctx->Polygon.OffsetPoint ||
489          ctx->Polygon.OffsetLine ||
490          ctx->Polygon.OffsetFill)
491         ctx->_TriangleCaps |= DD_TRI_OFFSET;
492   }
493
494   /*
495    * Lighting and shading
496    */
497   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
498      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
499   if (ctx->Light.ShadeModel == GL_FLAT)
500      ctx->_TriangleCaps |= DD_FLATSHADE;
501   if (NEED_SECONDARY_COLOR(ctx))
502      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
503
504   /*
505    * Stencil
506    */
507   if (ctx->Stencil._TestTwoSide)
508      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
509}
510#endif
511
512
513/**
514 * Compute derived GL state.
515 * If __GLcontextRec::NewState is non-zero then this function \b must
516 * be called before rendering anything.
517 *
518 * Calls dd_function_table::UpdateState to perform any internal state
519 * management necessary.
520 *
521 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
522 * _mesa_update_buffer_bounds(),
523 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
524 */
525void
526_mesa_update_state_locked( GLcontext *ctx )
527{
528   GLbitfield new_state = ctx->NewState;
529   GLbitfield prog_flags = _NEW_PROGRAM;
530   GLbitfield new_prog_state = 0x0;
531
532   if (new_state == _NEW_CURRENT_ATTRIB)
533      goto out;
534
535   if (MESA_VERBOSE & VERBOSE_STATE)
536      _mesa_print_state("_mesa_update_state", new_state);
537
538   /* Determine which state flags effect vertex/fragment program state */
539   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
540      prog_flags |= (_NEW_TEXTURE | _NEW_FOG |
541		     _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
542		     _NEW_PROGRAM);
543   }
544   if (ctx->VertexProgram._MaintainTnlProgram) {
545      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
546                     _NEW_TRANSFORM | _NEW_POINT |
547                     _NEW_FOG | _NEW_LIGHT |
548                     _MESA_NEW_NEED_EYE_COORDS);
549   }
550
551   /*
552    * Now update derived state info
553    */
554
555   if (new_state & prog_flags)
556      update_program_enables( ctx );
557
558   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
559      _mesa_update_modelview_project( ctx, new_state );
560
561   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
562      _mesa_update_texture( ctx, new_state );
563
564   if (new_state & _NEW_BUFFERS)
565      _mesa_update_framebuffer(ctx);
566
567   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
568      _mesa_update_draw_buffer_bounds( ctx );
569
570   if (new_state & _NEW_POLYGON)
571      update_polygon( ctx );
572
573   if (new_state & _NEW_LIGHT)
574      _mesa_update_lighting( ctx );
575
576   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
577      _mesa_update_stencil( ctx );
578
579   if (new_state & _MESA_NEW_TRANSFER_STATE)
580      _mesa_update_pixel( ctx, new_state );
581
582   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
583      update_separate_specular( ctx );
584
585   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
586      update_viewport_matrix(ctx);
587
588   if (new_state & _NEW_MULTISAMPLE)
589      update_multisample( ctx );
590
591   if (new_state & _NEW_COLOR)
592      update_color( ctx );
593
594#if 0
595   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
596                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
597      update_tricaps( ctx, new_state );
598#endif
599
600   /* ctx->_NeedEyeCoords is now up to date.
601    *
602    * If the truth value of this variable has changed, update for the
603    * new lighting space and recompute the positions of lights and the
604    * normal transform.
605    *
606    * If the lighting space hasn't changed, may still need to recompute
607    * light positions & normal transforms for other reasons.
608    */
609   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
610      _mesa_update_tnl_spaces( ctx, new_state );
611
612   if (new_state & prog_flags) {
613      /* When we generate programs from fixed-function vertex/fragment state
614       * this call may generate/bind a new program.  If so, we need to
615       * propogate the _NEW_PROGRAM flag to the driver.
616       */
617      new_prog_state |= update_program( ctx );
618   }
619
620   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
621      update_arrays( ctx );
622
623 out:
624   new_prog_state |= update_program_constants(ctx);
625
626   /*
627    * Give the driver a chance to act upon the new_state flags.
628    * The driver might plug in different span functions, for example.
629    * Also, this is where the driver can invalidate the state of any
630    * active modules (such as swrast_setup, swrast, tnl, etc).
631    *
632    * Set ctx->NewState to zero to avoid recursion if
633    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
634    */
635   new_state = ctx->NewState | new_prog_state;
636   ctx->NewState = 0;
637   ctx->Driver.UpdateState(ctx, new_state);
638   ctx->Array.NewState = 0;
639}
640
641
642/* This is the usual entrypoint for state updates:
643 */
644void
645_mesa_update_state( GLcontext *ctx )
646{
647   _mesa_lock_context_textures(ctx);
648   _mesa_update_state_locked(ctx);
649   _mesa_unlock_context_textures(ctx);
650}
651
652
653
654
655/**
656 * Want to figure out which fragment program inputs are actually
657 * constant/current values from ctx->Current.  These should be
658 * referenced as a tracked state variable rather than a fragment
659 * program input, to save the overhead of putting a constant value in
660 * every submitted vertex, transferring it to hardware, interpolating
661 * it across the triangle, etc...
662 *
663 * When there is a VP bound, just use vp->outputs.  But when we're
664 * generating vp from fixed function state, basically want to
665 * calculate:
666 *
667 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
668 *                 potential_vp_outputs )
669 *
670 * Where potential_vp_outputs is calculated by looking at enabled
671 * texgen, etc.
672 *
673 * The generated fragment program should then only declare inputs that
674 * may vary or otherwise differ from the ctx->Current values.
675 * Otherwise, the fp should track them as state values instead.
676 */
677void
678_mesa_set_varying_vp_inputs( GLcontext *ctx,
679                             GLbitfield varying_inputs )
680{
681   if (ctx->varying_vp_inputs != varying_inputs) {
682      ctx->varying_vp_inputs = varying_inputs;
683      ctx->NewState |= _NEW_ARRAY;
684      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
685   }
686}
687
688
689/**
690 * Used by drivers to tell core Mesa that the driver is going to
691 * install/ use its own vertex program.  In particular, this will
692 * prevent generated fragment programs from using state vars instead
693 * of ordinary varyings/inputs.
694 */
695void
696_mesa_set_vp_override(GLcontext *ctx, GLboolean flag)
697{
698   if (ctx->VertexProgram._Overriden != flag) {
699      ctx->VertexProgram._Overriden = flag;
700
701      /* Set one of the bits which will trigger fragment program
702       * regeneration:
703       */
704      ctx->NewState |= _NEW_PROGRAM;
705   }
706}
707