diff options
author | Brian <[email protected]> | 2006-12-14 15:01:06 -0700 |
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committer | Brian <[email protected]> | 2006-12-14 15:01:06 -0700 |
commit | 00cdc0a472c55330cbc58317f01b07f8f90be5a5 (patch) | |
tree | f6e72e35f23f6595492e1a8c5c249b80b97ae37e /src/mesa/shader/prog_statevars.c | |
parent | 200736ebd8c82b03b781a6c6481d05deb1f0c8bf (diff) |
Split the program.[ch] files into several new files.
Diffstat (limited to 'src/mesa/shader/prog_statevars.c')
-rw-r--r-- | src/mesa/shader/prog_statevars.c | 783 |
1 files changed, 783 insertions, 0 deletions
diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c new file mode 100644 index 00000000000..7377c7d8210 --- /dev/null +++ b/src/mesa/shader/prog_statevars.c @@ -0,0 +1,783 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5.3 + * + * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/** + * \file prog_statevars.c + * Program state variable management. + * \author Brian Paul + */ + + +#include "glheader.h" +#include "context.h" +#include "hash.h" +#include "imports.h" +#include "macros.h" +#include "mtypes.h" +#include "prog_statevars.h" +#include "prog_parameter.h" +#include "nvvertparse.h" + + +/** + * Use the list of tokens in the state[] array to find global GL state + * and return it in <value>. Usually, four values are returned in <value> + * but matrix queries may return as many as 16 values. + * This function is used for ARB vertex/fragment programs. + * The program parser will produce the state[] values. + */ +static void +_mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], + GLfloat *value) +{ + switch (state[0]) { + case STATE_MATERIAL: + { + /* state[1] is either 0=front or 1=back side */ + const GLuint face = (GLuint) state[1]; + const struct gl_material *mat = &ctx->Light.Material; + ASSERT(face == 0 || face == 1); + /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */ + ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT); + /* XXX we could get rid of this switch entirely with a little + * work in arbprogparse.c's parse_state_single_item(). + */ + /* state[2] is the material attribute */ + switch (state[2]) { + case STATE_AMBIENT: + COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]); + return; + case STATE_DIFFUSE: + COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]); + return; + case STATE_SPECULAR: + COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]); + return; + case STATE_EMISSION: + COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]); + return; + case STATE_SHININESS: + value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0]; + value[1] = 0.0F; + value[2] = 0.0F; + value[3] = 1.0F; + return; + default: + _mesa_problem(ctx, "Invalid material state in fetch_state"); + return; + } + } + case STATE_LIGHT: + { + /* state[1] is the light number */ + const GLuint ln = (GLuint) state[1]; + /* state[2] is the light attribute */ + switch (state[2]) { + case STATE_AMBIENT: + COPY_4V(value, ctx->Light.Light[ln].Ambient); + return; + case STATE_DIFFUSE: + COPY_4V(value, ctx->Light.Light[ln].Diffuse); + return; + case STATE_SPECULAR: + COPY_4V(value, ctx->Light.Light[ln].Specular); + return; + case STATE_POSITION: + COPY_4V(value, ctx->Light.Light[ln].EyePosition); + return; + case STATE_ATTENUATION: + value[0] = ctx->Light.Light[ln].ConstantAttenuation; + value[1] = ctx->Light.Light[ln].LinearAttenuation; + value[2] = ctx->Light.Light[ln].QuadraticAttenuation; + value[3] = ctx->Light.Light[ln].SpotExponent; + return; + case STATE_SPOT_DIRECTION: + COPY_3V(value, ctx->Light.Light[ln].EyeDirection); + value[3] = ctx->Light.Light[ln]._CosCutoff; + return; + case STATE_HALF: + { + GLfloat eye_z[] = {0, 0, 1}; + + /* Compute infinite half angle vector: + * half-vector = light_position + (0, 0, 1) + * and then normalize. w = 0 + * + * light.EyePosition.w should be 0 for infinite lights. + */ + ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition); + NORMALIZE_3FV(value); + value[3] = 0; + } + return; + case STATE_POSITION_NORMALIZED: + COPY_4V(value, ctx->Light.Light[ln].EyePosition); + NORMALIZE_3FV( value ); + return; + default: + _mesa_problem(ctx, "Invalid light state in fetch_state"); + return; + } + } + case STATE_LIGHTMODEL_AMBIENT: + COPY_4V(value, ctx->Light.Model.Ambient); + return; + case STATE_LIGHTMODEL_SCENECOLOR: + if (state[1] == 0) { + /* front */ + GLint i; + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Model.Ambient[i] + * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i] + + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i]; + } + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; + } + else { + /* back */ + GLint i; + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Model.Ambient[i] + * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i] + + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i]; + } + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; + } + return; + case STATE_LIGHTPROD: + { + const GLuint ln = (GLuint) state[1]; + const GLuint face = (GLuint) state[2]; + GLint i; + ASSERT(face == 0 || face == 1); + switch (state[3]) { + case STATE_AMBIENT: + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Light[ln].Ambient[i] * + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i]; + } + /* [3] = material alpha */ + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; + return; + case STATE_DIFFUSE: + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Light[ln].Diffuse[i] * + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i]; + } + /* [3] = material alpha */ + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; + return; + case STATE_SPECULAR: + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Light[ln].Specular[i] * + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i]; + } + /* [3] = material alpha */ + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; + return; + default: + _mesa_problem(ctx, "Invalid lightprod state in fetch_state"); + return; + } + } + case STATE_TEXGEN: + { + /* state[1] is the texture unit */ + const GLuint unit = (GLuint) state[1]; + /* state[2] is the texgen attribute */ + switch (state[2]) { + case STATE_TEXGEN_EYE_S: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS); + return; + case STATE_TEXGEN_EYE_T: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT); + return; + case STATE_TEXGEN_EYE_R: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR); + return; + case STATE_TEXGEN_EYE_Q: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ); + return; + case STATE_TEXGEN_OBJECT_S: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS); + return; + case STATE_TEXGEN_OBJECT_T: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT); + return; + case STATE_TEXGEN_OBJECT_R: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR); + return; + case STATE_TEXGEN_OBJECT_Q: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ); + return; + default: + _mesa_problem(ctx, "Invalid texgen state in fetch_state"); + return; + } + } + case STATE_TEXENV_COLOR: + { + /* state[1] is the texture unit */ + const GLuint unit = (GLuint) state[1]; + COPY_4V(value, ctx->Texture.Unit[unit].EnvColor); + } + return; + case STATE_FOG_COLOR: + COPY_4V(value, ctx->Fog.Color); + return; + case STATE_FOG_PARAMS: + value[0] = ctx->Fog.Density; + value[1] = ctx->Fog.Start; + value[2] = ctx->Fog.End; + value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start); + return; + case STATE_CLIPPLANE: + { + const GLuint plane = (GLuint) state[1]; + COPY_4V(value, ctx->Transform.EyeUserPlane[plane]); + } + return; + case STATE_POINT_SIZE: + value[0] = ctx->Point.Size; + value[1] = ctx->Point.MinSize; + value[2] = ctx->Point.MaxSize; + value[3] = ctx->Point.Threshold; + return; + case STATE_POINT_ATTENUATION: + value[0] = ctx->Point.Params[0]; + value[1] = ctx->Point.Params[1]; + value[2] = ctx->Point.Params[2]; + value[3] = 1.0F; + return; + case STATE_MATRIX: + { + /* state[1] = modelview, projection, texture, etc. */ + /* state[2] = which texture matrix or program matrix */ + /* state[3] = first row to fetch */ + /* state[4] = last row to fetch */ + /* state[5] = transpose, inverse or invtrans */ + + const GLmatrix *matrix; + const gl_state_index mat = state[1]; + const GLuint index = (GLuint) state[2]; + const GLuint firstRow = (GLuint) state[3]; + const GLuint lastRow = (GLuint) state[4]; + const gl_state_index modifier = state[5]; + const GLfloat *m; + GLuint row, i; + if (mat == STATE_MODELVIEW) { + matrix = ctx->ModelviewMatrixStack.Top; + } + else if (mat == STATE_PROJECTION) { + matrix = ctx->ProjectionMatrixStack.Top; + } + else if (mat == STATE_MVP) { + matrix = &ctx->_ModelProjectMatrix; + } + else if (mat == STATE_TEXTURE) { + matrix = ctx->TextureMatrixStack[index].Top; + } + else if (mat == STATE_PROGRAM) { + matrix = ctx->ProgramMatrixStack[index].Top; + } + else { + _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()"); + return; + } + if (modifier == STATE_MATRIX_INVERSE || + modifier == STATE_MATRIX_INVTRANS) { + /* Be sure inverse is up to date: + */ + _math_matrix_alloc_inv( (GLmatrix *) matrix ); + _math_matrix_analyse( (GLmatrix*) matrix ); + m = matrix->inv; + } + else { + m = matrix->m; + } + if (modifier == STATE_MATRIX_TRANSPOSE || + modifier == STATE_MATRIX_INVTRANS) { + for (i = 0, row = firstRow; row <= lastRow; row++) { + value[i++] = m[row * 4 + 0]; + value[i++] = m[row * 4 + 1]; + value[i++] = m[row * 4 + 2]; + value[i++] = m[row * 4 + 3]; + } + } + else { + for (i = 0, row = firstRow; row <= lastRow; row++) { + value[i++] = m[row + 0]; + value[i++] = m[row + 4]; + value[i++] = m[row + 8]; + value[i++] = m[row + 12]; + } + } + } + return; + case STATE_DEPTH_RANGE: + value[0] = ctx->Viewport.Near; /* near */ + value[1] = ctx->Viewport.Far; /* far */ + value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */ + value[3] = 0; + return; + case STATE_FRAGMENT_PROGRAM: + { + /* state[1] = {STATE_ENV, STATE_LOCAL} */ + /* state[2] = parameter index */ + const int idx = (int) state[2]; + switch (state[1]) { + case STATE_ENV: + COPY_4V(value, ctx->FragmentProgram.Parameters[idx]); + break; + case STATE_LOCAL: + COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]); + break; + default: + _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); + return; + } + } + return; + + case STATE_VERTEX_PROGRAM: + { + /* state[1] = {STATE_ENV, STATE_LOCAL} */ + /* state[2] = parameter index */ + const int idx = (int) state[2]; + switch (state[1]) { + case STATE_ENV: + COPY_4V(value, ctx->VertexProgram.Parameters[idx]); + break; + case STATE_LOCAL: + COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]); + break; + default: + _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); + return; + } + } + return; + + case STATE_INTERNAL: + { + switch (state[1]) { + case STATE_NORMAL_SCALE: + ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1); + break; + case STATE_TEXRECT_SCALE: { + const int unit = (int) state[2]; + const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; + if (texObj) { + struct gl_texture_image *texImage = texObj->Image[0][0]; + ASSIGN_4V(value, 1.0 / texImage->Width, 1.0 / texImage->Height, 0, 1); + } + break; + } + default: + /* unknown state indexes are silently ignored + * should be handled by the driver. + */ + return; + } + } + return; + + default: + _mesa_problem(ctx, "Invalid state in _mesa_fetch_state"); + return; + } +} + + +/** + * Return a bitmask of the Mesa state flags (_NEW_* values) which would + * indicate that the given context state may have changed. + * The bitmask is used during validation to determine if we need to update + * vertex/fragment program parameters (like "state.material.color") when + * some GL state has changed. + */ +GLbitfield +_mesa_program_state_flags(const GLint state[]) +{ + switch (state[0]) { + case STATE_MATERIAL: + case STATE_LIGHT: + case STATE_LIGHTMODEL_AMBIENT: + case STATE_LIGHTMODEL_SCENECOLOR: + case STATE_LIGHTPROD: + return _NEW_LIGHT; + + case STATE_TEXGEN: + case STATE_TEXENV_COLOR: + return _NEW_TEXTURE; + + case STATE_FOG_COLOR: + case STATE_FOG_PARAMS: + return _NEW_FOG; + + case STATE_CLIPPLANE: + return _NEW_TRANSFORM; + + case STATE_POINT_SIZE: + case STATE_POINT_ATTENUATION: + return _NEW_POINT; + + case STATE_MATRIX: + switch (state[1]) { + case STATE_MODELVIEW: + return _NEW_MODELVIEW; + case STATE_PROJECTION: + return _NEW_PROJECTION; + case STATE_MVP: + return _NEW_MODELVIEW | _NEW_PROJECTION; + case STATE_TEXTURE: + return _NEW_TEXTURE_MATRIX; + case STATE_PROGRAM: + return _NEW_TRACK_MATRIX; + default: + _mesa_problem(NULL, + "unexpected matrix in _mesa_program_state_flags()"); + return 0; + } + + case STATE_DEPTH_RANGE: + return _NEW_VIEWPORT; + + case STATE_FRAGMENT_PROGRAM: + case STATE_VERTEX_PROGRAM: + return _NEW_PROGRAM; + + case STATE_INTERNAL: + switch (state[1]) { + case STATE_NORMAL_SCALE: + return _NEW_MODELVIEW; + case STATE_TEXRECT_SCALE: + return _NEW_TEXTURE; + default: + /* unknown state indexes are silently ignored and + * no flag set, since it is handled by the driver. + */ + return 0; + } + + default: + _mesa_problem(NULL, "unexpected state[0] in make_state_flags()"); + return 0; + } +} + + +static void +append(char *dst, const char *src) +{ + while (*dst) + dst++; + while (*src) + *dst++ = *src++; + *dst = 0; +} + + +static void +append_token(char *dst, gl_state_index k) +{ + switch (k) { + case STATE_MATERIAL: + append(dst, "material."); + break; + case STATE_LIGHT: + append(dst, "light"); + break; + case STATE_LIGHTMODEL_AMBIENT: + append(dst, "lightmodel.ambient"); + break; + case STATE_LIGHTMODEL_SCENECOLOR: + break; + case STATE_LIGHTPROD: + append(dst, "lightprod"); + break; + case STATE_TEXGEN: + append(dst, "texgen"); + break; + case STATE_FOG_COLOR: + append(dst, "fog.color"); + break; + case STATE_FOG_PARAMS: + append(dst, "fog.params"); + break; + case STATE_CLIPPLANE: + append(dst, "clip"); + break; + case STATE_POINT_SIZE: + append(dst, "point.size"); + break; + case STATE_POINT_ATTENUATION: + append(dst, "point.attenuation"); + break; + case STATE_MATRIX: + append(dst, "matrix."); + break; + case STATE_MODELVIEW: + append(dst, "modelview"); + break; + case STATE_PROJECTION: + append(dst, "projection"); + break; + case STATE_MVP: + append(dst, "mvp"); + break; + case STATE_TEXTURE: + append(dst, "texture"); + break; + case STATE_PROGRAM: + append(dst, "program"); + break; + case STATE_MATRIX_INVERSE: + append(dst, ".inverse"); + break; + case STATE_MATRIX_TRANSPOSE: + append(dst, ".transpose"); + break; + case STATE_MATRIX_INVTRANS: + append(dst, ".invtrans"); + break; + case STATE_AMBIENT: + append(dst, "ambient"); + break; + case STATE_DIFFUSE: + append(dst, "diffuse"); + break; + case STATE_SPECULAR: + append(dst, "specular"); + break; + case STATE_EMISSION: + append(dst, "emission"); + break; + case STATE_SHININESS: + append(dst, "shininess"); + break; + case STATE_HALF: + append(dst, "half"); + break; + case STATE_POSITION: + append(dst, ".position"); + break; + case STATE_ATTENUATION: + append(dst, ".attenuation"); + break; + case STATE_SPOT_DIRECTION: + append(dst, ".spot.direction"); + break; + case STATE_TEXGEN_EYE_S: + append(dst, "eye.s"); + break; + case STATE_TEXGEN_EYE_T: + append(dst, "eye.t"); + break; + case STATE_TEXGEN_EYE_R: + append(dst, "eye.r"); + break; + case STATE_TEXGEN_EYE_Q: + append(dst, "eye.q"); + break; + case STATE_TEXGEN_OBJECT_S: + append(dst, "object.s"); + break; + case STATE_TEXGEN_OBJECT_T: + append(dst, "object.t"); + break; + case STATE_TEXGEN_OBJECT_R: + append(dst, "object.r"); + break; + case STATE_TEXGEN_OBJECT_Q: + append(dst, "object.q"); + break; + case STATE_TEXENV_COLOR: + append(dst, "texenv"); + break; + case STATE_DEPTH_RANGE: + append(dst, "depth.range"); + break; + case STATE_VERTEX_PROGRAM: + case STATE_FRAGMENT_PROGRAM: + break; + case STATE_ENV: + append(dst, "env"); + break; + case STATE_LOCAL: + append(dst, "local"); + break; + case STATE_INTERNAL: + case STATE_NORMAL_SCALE: + case STATE_POSITION_NORMALIZED: + append(dst, "(internal)"); + break; + default: + ; + } +} + +static void +append_face(char *dst, GLint face) +{ + if (face == 0) + append(dst, "front."); + else + append(dst, "back."); +} + +static void +append_index(char *dst, GLint index) +{ + char s[20]; + _mesa_sprintf(s, "[%d].", index); + append(dst, s); +} + +/** + * Make a string from the given state vector. + * For example, return "state.matrix.texture[2].inverse". + * Use _mesa_free() to deallocate the string. + */ +const char * +_mesa_program_state_string(const GLint state[6]) +{ + char str[1000] = ""; + char tmp[30]; + + append(str, "state."); + append_token(str, (gl_state_index) state[0]); + + switch (state[0]) { + case STATE_MATERIAL: + append_face(str, state[1]); + append_token(str, (gl_state_index) state[2]); + break; + case STATE_LIGHT: + append(str, "light"); + append_index(str, state[1]); /* light number [i]. */ + append_token(str, (gl_state_index) state[2]); /* coefficients */ + break; + case STATE_LIGHTMODEL_AMBIENT: + append(str, "lightmodel.ambient"); + break; + case STATE_LIGHTMODEL_SCENECOLOR: + if (state[1] == 0) { + append(str, "lightmodel.front.scenecolor"); + } + else { + append(str, "lightmodel.back.scenecolor"); + } + break; + case STATE_LIGHTPROD: + append_index(str, state[1]); /* light number [i]. */ + append_face(str, state[2]); + append_token(str, (gl_state_index) state[3]); + break; + case STATE_TEXGEN: + append_index(str, state[1]); /* tex unit [i] */ + append_token(str, (gl_state_index) state[2]); /* plane coef */ + break; + case STATE_TEXENV_COLOR: + append_index(str, state[1]); /* tex unit [i] */ + append(str, "color"); + break; + case STATE_FOG_COLOR: + case STATE_FOG_PARAMS: + break; + case STATE_CLIPPLANE: + append_index(str, state[1]); /* plane [i] */ + append(str, "plane"); + break; + case STATE_POINT_SIZE: + case STATE_POINT_ATTENUATION: + break; + case STATE_MATRIX: + { + /* state[1] = modelview, projection, texture, etc. */ + /* state[2] = which texture matrix or program matrix */ + /* state[3] = first row to fetch */ + /* state[4] = last row to fetch */ + /* state[5] = transpose, inverse or invtrans */ + const gl_state_index mat = (gl_state_index) state[1]; + const GLuint index = (GLuint) state[2]; + const GLuint firstRow = (GLuint) state[3]; + const GLuint lastRow = (GLuint) state[4]; + const gl_state_index modifier = (gl_state_index) state[5]; + append_token(str, mat); + if (index) + append_index(str, index); + if (modifier) + append_token(str, modifier); + if (firstRow == lastRow) + _mesa_sprintf(tmp, ".row[%d]", firstRow); + else + _mesa_sprintf(tmp, ".row[%d..%d]", firstRow, lastRow); + append(str, tmp); + } + break; + case STATE_DEPTH_RANGE: + break; + case STATE_FRAGMENT_PROGRAM: + case STATE_VERTEX_PROGRAM: + /* state[1] = {STATE_ENV, STATE_LOCAL} */ + /* state[2] = parameter index */ + append_token(str, (gl_state_index) state[1]); + append_index(str, state[2]); + break; + case STATE_INTERNAL: + break; + default: + _mesa_problem(NULL, "Invalid state in _mesa_program_state_string"); + break; + } + + return _mesa_strdup(str); +} + + +/** + * Loop over all the parameters in a parameter list. If the parameter + * is a GL state reference, look up the current value of that state + * variable and put it into the parameter's Value[4] array. + * This would be called at glBegin time when using a fragment program. + */ +void +_mesa_load_state_parameters(GLcontext *ctx, + struct gl_program_parameter_list *paramList) +{ + GLuint i; + + if (!paramList) + return; + + for (i = 0; i < paramList->NumParameters; i++) { + if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) { + _mesa_fetch_state(ctx, + paramList->Parameters[i].StateIndexes, + paramList->ParameterValues[i]); + } + } +} + |