/* * Mesa 3-D graphics library * Version: 6.5.1 * * 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 state.c * State management. * * This file manages recalculation of derived values in the __GLcontextRec. * Also, this is where we initialize the API dispatch table. */ #include "glheader.h" #include "accum.h" #include "api_loopback.h" #if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program #include "shader/arbprogram.h" #endif #if FEATURE_ATI_fragment_shader #include "shader/atifragshader.h" #endif #include "attrib.h" #include "blend.h" #if FEATURE_ARB_vertex_buffer_object #include "bufferobj.h" #endif #include "arrayobj.h" #include "buffers.h" #include "clip.h" #include "colortab.h" #include "context.h" #include "convolve.h" #include "depth.h" #include "dlist.h" #include "drawpix.h" #include "enable.h" #include "eval.h" #include "get.h" #include "feedback.h" #include "fog.h" #if FEATURE_EXT_framebuffer_object #include "fbobject.h" #endif #include "ffvertex_prog.h" #include "framebuffer.h" #include "hint.h" #include "histogram.h" #include "imports.h" #include "light.h" #include "lines.h" #include "macros.h" #include "matrix.h" #include "pixel.h" #include "points.h" #include "polygon.h" #if FEATURE_ARB_occlusion_query || FEATURE_EXT_timer_query #include "queryobj.h" #endif #include "rastpos.h" #include "state.h" #include "stencil.h" #include "teximage.h" #include "texobj.h" #include "texstate.h" #include "mtypes.h" #include "varray.h" #if FEATURE_NV_vertex_program #include "shader/nvprogram.h" #endif #if FEATURE_NV_fragment_program #include "shader/nvprogram.h" #include "shader/program.h" #include "texenvprogram.h" #endif #if FEATURE_ARB_shader_objects #include "shaders.h" #endif #include "debug.h" #include "glapi/dispatch.h" /** * Initialize a dispatch table with pointers to Mesa's immediate-mode * commands. * * Pointers to glBegin()/glEnd() object commands and a few others * are provided via the GLvertexformat interface. * * \param ctx GL context to which \c exec belongs. * \param exec dispatch table. */ void _mesa_init_exec_table(struct _glapi_table *exec) { #if _HAVE_FULL_GL _mesa_loopback_init_api_table( exec ); #endif /* load the dispatch slots we understand */ SET_AlphaFunc(exec, _mesa_AlphaFunc); SET_BlendFunc(exec, _mesa_BlendFunc); SET_Clear(exec, _mesa_Clear); SET_ClearColor(exec, _mesa_ClearColor); SET_ClearStencil(exec, _mesa_ClearStencil); SET_ColorMask(exec, _mesa_ColorMask); SET_CullFace(exec, _mesa_CullFace); SET_Disable(exec, _mesa_Disable); SET_DrawBuffer(exec, _mesa_DrawBuffer); SET_Enable(exec, _mesa_Enable); SET_Finish(exec, _mesa_Finish); SET_Flush(exec, _mesa_Flush); SET_FrontFace(exec, _mesa_FrontFace); SET_Frustum(exec, _mesa_Frustum); SET_GetError(exec, _mesa_GetError); SET_GetFloatv(exec, _mesa_GetFloatv); SET_GetString(exec, _mesa_GetString); SET_InitNames(exec, _mesa_InitNames); SET_LineStipple(exec, _mesa_LineStipple); SET_LineWidth(exec, _mesa_LineWidth); SET_LoadIdentity(exec, _mesa_LoadIdentity); SET_LoadMatrixf(exec, _mesa_LoadMatrixf); SET_LoadName(exec, _mesa_LoadName); SET_LogicOp(exec, _mesa_LogicOp); SET_MatrixMode(exec, _mesa_MatrixMode); SET_MultMatrixf(exec, _mesa_MultMatrixf); SET_Ortho(exec, _mesa_Ortho); SET_PixelStorei(exec, _mesa_PixelStorei); SET_PopMatrix(exec, _mesa_PopMatrix); SET_PopName(exec, _mesa_PopName); SET_PushMatrix(exec, _mesa_PushMatrix); SET_PushName(exec, _mesa_PushName); SET_RasterPos2f(exec, _mesa_RasterPos2f); SET_RasterPos2fv(exec, _mesa_RasterPos2fv); SET_RasterPos2i(exec, _mesa_RasterPos2i); SET_RasterPos2iv(exec, _mesa_RasterPos2iv); SET_ReadBuffer(exec, _mesa_ReadBuffer); SET_RenderMode(exec, _mesa_RenderMode); SET_Rotatef(exec, _mesa_Rotatef); SET_Scalef(exec, _mesa_Scalef); SET_Scissor(exec, _mesa_Scissor); SET_SelectBuffer(exec, _mesa_SelectBuffer); SET_ShadeModel(exec, _mesa_ShadeModel); SET_StencilFunc(exec, _mesa_StencilFunc); SET_StencilMask(exec, _mesa_StencilMask); SET_StencilOp(exec, _mesa_StencilOp); SET_TexEnvfv(exec, _mesa_TexEnvfv); SET_TexEnvi(exec, _mesa_TexEnvi); SET_TexImage2D(exec, _mesa_TexImage2D); SET_TexParameteri(exec, _mesa_TexParameteri); SET_Translatef(exec, _mesa_Translatef); SET_Viewport(exec, _mesa_Viewport); #if _HAVE_FULL_GL SET_Accum(exec, _mesa_Accum); SET_Bitmap(exec, _mesa_Bitmap); SET_CallList(exec, _mesa_CallList); SET_CallLists(exec, _mesa_CallLists); SET_ClearAccum(exec, _mesa_ClearAccum); SET_ClearDepth(exec, _mesa_ClearDepth); SET_ClearIndex(exec, _mesa_ClearIndex); SET_ClipPlane(exec, _mesa_ClipPlane); SET_ColorMaterial(exec, _mesa_ColorMaterial); SET_CopyPixels(exec, _mesa_CopyPixels); SET_CullParameterfvEXT(exec, _mesa_CullParameterfvEXT); SET_CullParameterdvEXT(exec, _mesa_CullParameterdvEXT); SET_DeleteLists(exec, _mesa_DeleteLists); SET_DepthFunc(exec, _mesa_DepthFunc); SET_DepthMask(exec, _mesa_DepthMask); SET_DepthRange(exec, _mesa_DepthRange); SET_DrawPixels(exec, _mesa_DrawPixels); SET_EndList(exec, _mesa_EndList); SET_FeedbackBuffer(exec, _mesa_FeedbackBuffer); SET_FogCoordPointerEXT(exec, _mesa_FogCoordPointerEXT); SET_Fogf(exec, _mesa_Fogf); SET_Fogfv(exec, _mesa_Fogfv); SET_Fogi(exec, _mesa_Fogi); SET_Fogiv(exec, _mesa_Fogiv); SET_GenLists(exec, _mesa_GenLists); SET_GetClipPlane(exec, _mesa_GetClipPlane); SET_GetBooleanv(exec, _mesa_GetBooleanv); SET_GetDoublev(exec, _mesa_GetDoublev); SET_GetIntegerv(exec, _mesa_GetIntegerv); SET_GetLightfv(exec, _mesa_GetLightfv); SET_GetLightiv(exec, _mesa_GetLightiv); SET_GetMapdv(exec, _mesa_GetMapdv); SET_GetMapfv(exec, _mesa_GetMapfv); SET_GetMapiv(exec, _mesa_GetMapiv); SET_GetMaterialfv(exec, _mesa_GetMaterialfv); SET_GetMaterialiv(exec, _mesa_GetMaterialiv); SET_GetPixelMapfv(exec, _mesa_GetPixelMapfv); SET_GetPixelMapuiv(exec, _mesa_GetPixelMapuiv); SET_GetPixelMapusv(exec, _mesa_GetPixelMapusv); SET_GetPolygonStipple(exec, _mesa_GetPolygonStipple); SET_GetTexEnvfv(exec, _mesa_GetTexEnvfv); SET_GetTexEnviv(exec, _mesa_GetTexEnviv); SET_GetTexLevelParameterfv(exec, _mesa_GetTexLevelParameterfv); SET_GetTexLevelParameteriv(exec, _mesa_GetTexLevelParameteriv); SET_GetTexParameterfv(exec, _mesa_GetTexParameterfv); SET_GetTexParameteriv(exec, _mesa_GetTexParameteriv); SET_GetTexGendv(exec, _mesa_GetTexGendv); SET_GetTexGenfv(exec, _mesa_GetTexGenfv); SET_GetTexGeniv(exec, _mesa_GetTexGeniv); SET_GetTexImage(exec, _mesa_GetTexImage); SET_Hint(exec, _mesa_Hint); SET_IndexMask(exec, _mesa_IndexMask); SET_IsEnabled(exec, _mesa_IsEnabled); SET_IsList(exec, _mesa_IsList); SET_LightModelf(exec, _mesa_LightModelf); SET_LightModelfv(exec, _mesa_LightModelfv); SET_LightModeli(exec, _mesa_LightModeli); SET_LightModeliv(exec, _mesa_LightModeliv); SET_Lightf(exec, _mesa_Lightf); SET_Lightfv(exec, _mesa_Lightfv); SET_Lighti(exec, _mesa_Lighti); SET_Lightiv(exec, _mesa_Lightiv); SET_ListBase(exec, _mesa_ListBase); SET_LoadMatrixd(exec, _mesa_LoadMatrixd); SET_Map1d(exec, _mesa_Map1d); SET_Map1f(exec, _mesa_Map1f); SET_Map2d(exec, _mesa_Map2d); SET_Map2f(exec, _mesa_Map2f); SET_MapGrid1d(exec, _mesa_MapGrid1d); SET_MapGrid1f(exec, _mesa_MapGrid1f); SET_MapGrid2d(exec, _mesa_MapGrid2d); SET_MapGrid2f(exec, _mesa_MapGrid2f); SET_MultMatrixd(exec, _mesa_MultMatrixd); SET_NewList(exec, _mesa_NewList); SET_PassThrough(exec, _mesa_PassThrough); SET_PixelMapfv(exec, _mesa_PixelMapfv); SET_PixelMapuiv(exec, _mesa_PixelMapuiv); SET_PixelMapusv(exec, _mesa_PixelMapusv); SET_PixelStoref(exec, _mesa_PixelStoref); SET_PixelTransferf(exec, _mesa_PixelTransferf); SET_PixelTransferi(exec, _mesa_PixelTransferi); SET_PixelZoom(exec, _mesa_PixelZoom); SET_PointSize(exec, _mesa_PointSize); SET_PolygonMode(exec, _mesa_PolygonMode); SET_PolygonOffset(exec, _mesa_PolygonOffset); SET_PolygonStipple(exec, _mesa_PolygonStipple); SET_PopAttrib(exec, _mesa_PopAttrib); SET_PushAttrib(exec, _mesa_PushAttrib); SET_RasterPos2d(exec, _mesa_RasterPos2d); SET_RasterPos2dv(exec, _mesa_RasterPos2dv); SET_RasterPos2s(exec, _mesa_RasterPos2s); SET_RasterPos2sv(exec, _mesa_RasterPos2sv); SET_RasterPos3d(exec, _mesa_RasterPos3d); SET_RasterPos3dv(exec, _mesa_RasterPos3dv); SET_RasterPos3f(exec, _mesa_RasterPos3f); SET_RasterPos3fv(exec, _mesa_RasterPos3fv); SET_RasterPos3i(exec, _mesa_RasterPos3i); SET_RasterPos3iv(exec, _mesa_RasterPos3iv); SET_RasterPos3s(exec, _mesa_RasterPos3s); SET_RasterPos3sv(exec, _mesa_RasterPos3sv); SET_RasterPos4d(exec, _mesa_RasterPos4d); SET_RasterPos4dv(exec, _mesa_RasterPos4dv); SET_RasterPos4f(exec, _mesa_RasterPos4f); SET_RasterPos4fv(exec, _mesa_RasterPos4fv); SET_RasterPos4i(exec, _mesa_RasterPos4i); SET_RasterPos4iv(exec, _mesa_RasterPos4iv); SET_RasterPos4s(exec, _mesa_RasterPos4s); SET_RasterPos4sv(exec, _mesa_RasterPos4sv); SET_ReadPixels(exec, _mesa_ReadPixels); SET_Rotated(exec, _mesa_Rotated); SET_Scaled(exec, _mesa_Scaled); SET_SecondaryColorPointerEXT(exec, _mesa_SecondaryColorPointerEXT); SET_TexEnvf(exec, _mesa_TexEnvf); SET_TexEnviv(exec, _mesa_TexEnviv); SET_TexGend(exec, _mesa_TexGend); SET_TexGendv(exec, _mesa_TexGendv); SET_TexGenf(exec, _mesa_TexGenf); SET_TexGenfv(exec, _mesa_TexGenfv); SET_TexGeni(exec, _mesa_TexGeni); SET_TexGeniv(exec, _mesa_TexGeniv); SET_TexImage1D(exec, _mesa_TexImage1D); SET_TexParameterf(exec, _mesa_TexParameterf); SET_TexParameterfv(exec, _mesa_TexParameterfv); SET_TexParameteriv(exec, _mesa_TexParameteriv); SET_Translated(exec, _mesa_Translated); #endif /* 1.1 */ SET_BindTexture(exec, _mesa_BindTexture); SET_DeleteTextures(exec, _mesa_DeleteTextures); SET_GenTextures(exec, _mesa_GenTextures); #if _HAVE_FULL_GL SET_AreTexturesResident(exec, _mesa_AreTexturesResident); SET_ColorPointer(exec, _mesa_ColorPointer); SET_CopyTexImage1D(exec, _mesa_CopyTexImage1D); SET_CopyTexImage2D(exec, _mesa_CopyTexImage2D); SET_CopyTexSubImage1D(exec, _mesa_CopyTexSubImage1D); SET_CopyTexSubImage2D(exec, _mesa_CopyTexSubImage2D); SET_DisableClientState(exec, _mesa_DisableClientState); SET_EdgeFlagPointer(exec, _mesa_EdgeFlagPointer); SET_EnableClientState(exec, _mesa_EnableClientState); SET_GetPointerv(exec, _mesa_GetPointerv); SET_IndexPointer(exec, _mesa_IndexPointer); SET_InterleavedArrays(exec, _mesa_InterleavedArrays); SET_IsTexture(exec, _mesa_IsTexture); SET_NormalPointer(exec, _mesa_NormalPointer); SET_PopClientAttrib(exec, _mesa_PopClientAttrib); SET_PrioritizeTextures(exec, _mesa_PrioritizeTextures); SET_PushClientAttrib(exec, _mesa_PushClientAttrib); SET_TexCoordPointer(exec, _mesa_TexCoordPointer); SET_TexSubImage1D(exec, _mesa_TexSubImage1D); SET_TexSubImage2D(exec, _mesa_TexSubImage2D); SET_VertexPointer(exec, _mesa_VertexPointer); #endif /* 1.2 */ #if _HAVE_FULL_GL SET_CopyTexSubImage3D(exec, _mesa_CopyTexSubImage3D); SET_TexImage3D(exec, _mesa_TexImage3D); SET_TexSubImage3D(exec, _mesa_TexSubImage3D); #endif /* OpenGL 1.2 GL_ARB_imaging */ #if _HAVE_FULL_GL SET_BlendColor(exec, _mesa_BlendColor); SET_BlendEquation(exec, _mesa_BlendEquation); SET_BlendEquationSeparateEXT(exec, _mesa_BlendEquationSeparateEXT); SET_ColorSubTable(exec, _mesa_ColorSubTable); SET_ColorTable(exec, _mesa_ColorTable); SET_ColorTableParameterfv(exec, _mesa_ColorTableParameterfv); SET_ColorTableParameteriv(exec, _mesa_ColorTableParameteriv); SET_ConvolutionFilter1D(exec, _mesa_ConvolutionFilter1D); SET_ConvolutionFilter2D(exec, _mesa_ConvolutionFilter2D); SET_ConvolutionParameterf(exec, _mesa_ConvolutionParameterf); SET_ConvolutionParameterfv(exec, _mesa_ConvolutionParameterfv); SET_ConvolutionParameteri(exec, _mesa_ConvolutionParameteri); SET_ConvolutionParameteriv(exec, _mesa_ConvolutionParameteriv); SET_CopyColorSubTable(exec, _mesa_CopyColorSubTable); SET_CopyColorTable(exec, _mesa_CopyColorTable); SET_CopyConvolutionFilter1D(exec, _mesa_CopyConvolutionFilter1D); SET_CopyConvolutionFilter2D(exec, _mesa_CopyConvolutionFilter2D); SET_GetColorTable(exec, _mesa_GetColorTable); SET_GetColorTableParameterfv(exec, _mesa_GetColorTableParameterfv); SET_GetColorTableParameteriv(exec, _mesa_GetColorTableParameteriv); SET_GetConvolutionFilter(exec, _mesa_GetConvolutionFilter); SET_GetConvolutionParameterfv(exec, _mesa_GetConvolutionParameterfv); SET_GetConvolutionParameteriv(exec, _mesa_GetConvolutionParameteriv); SET_GetHistogram(exec, _mesa_GetHistogram); SET_GetHistogramParameterfv(exec, _mesa_GetHistogramParameterfv); SET_GetHistogramParameteriv(exec, _mesa_GetHistogramParameteriv); SET_GetMinmax(exec, _mesa_GetMinmax); SET_GetMinmaxParameterfv(exec, _mesa_GetMinmaxParameterfv); SET_GetMinmaxParameteriv(exec, _mesa_GetMinmaxParameteriv); SET_GetSeparableFilter(exec, _mesa_GetSeparableFilter); SET_Histogram(exec, _mesa_Histogram); SET_Minmax(exec, _mesa_Minmax); SET_ResetHistogram(exec, _mesa_ResetHistogram); SET_ResetMinmax(exec, _mesa_ResetMinmax); SET_SeparableFilter2D(exec, _mesa_SeparableFilter2D); #endif /* OpenGL 2.0 */ SET_StencilFuncSeparate(exec, _mesa_StencilFuncSeparate); SET_StencilMaskSeparate(exec, _mesa_StencilMaskSeparate); SET_StencilOpSeparate(exec, _mesa_StencilOpSeparate); #if FEATURE_ARB_shader_objects SET_AttachShader(exec, _mesa_AttachShader); SET_CreateProgram(exec, _mesa_CreateProgram); SET_CreateShader(exec, _mesa_CreateShader); SET_DeleteProgram(exec, _mesa_DeleteProgram); SET_DeleteShader(exec, _mesa_DeleteShader); SET_DetachShader(exec, _mesa_DetachShader); SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders); SET_GetProgramiv(exec, _mesa_GetProgramiv); SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog); SET_GetShaderiv(exec, _mesa_GetShaderiv); SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog); SET_IsProgram(exec, _mesa_IsProgram); SET_IsShader(exec, _mesa_IsShader); #endif /* OpenGL 2.1 */ #if FEATURE_ARB_shader_objects SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv); SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv); SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv); SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv); SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv); SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv); #endif /* 2. GL_EXT_blend_color */ #if 0 /* SET_BlendColorEXT(exec, _mesa_BlendColorEXT); */ #endif /* 3. GL_EXT_polygon_offset */ #if _HAVE_FULL_GL SET_PolygonOffsetEXT(exec, _mesa_PolygonOffsetEXT); #endif /* 6. GL_EXT_texture3d */ #if 0 /* SET_CopyTexSubImage3DEXT(exec, _mesa_CopyTexSubImage3D); */ /* SET_TexImage3DEXT(exec, _mesa_TexImage3DEXT); */ /* SET_TexSubImage3DEXT(exec, _mesa_TexSubImage3D); */ #endif /* 11. GL_EXT_histogram */ #if 0 SET_GetHistogramEXT(exec, _mesa_GetHistogram); SET_GetHistogramParameterfvEXT(exec, _mesa_GetHistogramParameterfv); SET_GetHistogramParameterivEXT(exec, _mesa_GetHistogramParameteriv); SET_GetMinmaxEXT(exec, _mesa_GetMinmax); SET_GetMinmaxParameterfvEXT(exec, _mesa_GetMinmaxParameterfv); SET_GetMinmaxParameterivEXT(exec, _mesa_GetMinmaxParameteriv); #endif /* 14. SGI_color_table */ #if 0 SET_ColorTableSGI(exec, _mesa_ColorTable); SET_ColorSubTableSGI(exec, _mesa_ColorSubTable); SET_GetColorTableSGI(exec, _mesa_GetColorTable); SET_GetColorTableParameterfvSGI(exec, _mesa_GetColorTableParameterfv); SET_GetColorTableParameterivSGI(exec, _mesa_GetColorTableParameteriv); #endif /* 30. GL_EXT_vertex_array */ #if _HAVE_FULL_GL SET_ColorPointerEXT(exec, _mesa_ColorPointerEXT); SET_EdgeFlagPointerEXT(exec, _mesa_EdgeFlagPointerEXT); SET_IndexPointerEXT(exec, _mesa_IndexPointerEXT); SET_NormalPointerEXT(exec, _mesa_NormalPointerEXT); SET_TexCoordPointerEXT(exec, _mesa_TexCoordPointerEXT); SET_VertexPointerEXT(exec, _mesa_VertexPointerEXT); #endif /* 37. GL_EXT_blend_minmax */ #if 0 SET_BlendEquationEXT(exec, _mesa_BlendEquationEXT); #endif /* 54. GL_EXT_point_parameters */ #if _HAVE_FULL_GL SET_PointParameterfEXT(exec, _mesa_PointParameterf); SET_PointParameterfvEXT(exec, _mesa_PointParameterfv); #endif /* 97. GL_EXT_compiled_vertex_array */ #if _HAVE_FULL_GL SET_LockArraysEXT(exec, _mesa_LockArraysEXT); SET_UnlockArraysEXT(exec, _mesa_UnlockArraysEXT); #endif /* 148. GL_EXT_multi_draw_arrays */ #if _HAVE_FULL_GL SET_MultiDrawArraysEXT(exec, _mesa_MultiDrawArraysEXT); SET_MultiDrawElementsEXT(exec, _mesa_MultiDrawElementsEXT); #endif /* 173. GL_INGR_blend_func_separate */ #if _HAVE_FULL_GL SET_BlendFuncSeparateEXT(exec, _mesa_BlendFuncSeparateEXT); #endif /* 196. GL_MESA_resize_buffers */ #if _HAVE_FULL_GL SET_ResizeBuffersMESA(exec, _mesa_ResizeBuffersMESA); #endif /* 197. GL_MESA_window_pos */ #if _HAVE_FULL_GL SET_WindowPos2dMESA(exec, _mesa_WindowPos2dMESA); SET_WindowPos2dvMESA(exec, _mesa_WindowPos2dvMESA); SET_WindowPos2fMESA(exec, _mesa_WindowPos2fMESA); SET_WindowPos2fvMESA(exec, _mesa_WindowPos2fvMESA); SET_WindowPos2iMESA(exec, _mesa_WindowPos2iMESA); SET_WindowPos2ivMESA(exec, _mesa_WindowPos2ivMESA); SET_WindowPos2sMESA(exec, _mesa_WindowPos2sMESA); SET_WindowPos2svMESA(exec, _mesa_WindowPos2svMESA); SET_WindowPos3dMESA(exec, _mesa_WindowPos3dMESA); SET_WindowPos3dvMESA(exec, _mesa_WindowPos3dvMESA); SET_WindowPos3fMESA(exec, _mesa_WindowPos3fMESA); SET_WindowPos3fvMESA(exec, _mesa_WindowPos3fvMESA); SET_WindowPos3iMESA(exec, _mesa_WindowPos3iMESA); SET_WindowPos3ivMESA(exec, _mesa_WindowPos3ivMESA); SET_WindowPos3sMESA(exec, _mesa_WindowPos3sMESA); SET_WindowPos3svMESA(exec, _mesa_WindowPos3svMESA); SET_WindowPos4dMESA(exec, _mesa_WindowPos4dMESA); SET_WindowPos4dvMESA(exec, _mesa_WindowPos4dvMESA); SET_WindowPos4fMESA(exec, _mesa_WindowPos4fMESA); SET_WindowPos4fvMESA(exec, _mesa_WindowPos4fvMESA); SET_WindowPos4iMESA(exec, _mesa_WindowPos4iMESA); SET_WindowPos4ivMESA(exec, _mesa_WindowPos4ivMESA); SET_WindowPos4sMESA(exec, _mesa_WindowPos4sMESA); SET_WindowPos4svMESA(exec, _mesa_WindowPos4svMESA); #endif /* 200. GL_IBM_multimode_draw_arrays */ #if _HAVE_FULL_GL SET_MultiModeDrawArraysIBM(exec, _mesa_MultiModeDrawArraysIBM); SET_MultiModeDrawElementsIBM(exec, _mesa_MultiModeDrawElementsIBM); #endif /* 233. GL_NV_vertex_program */ #if FEATURE_NV_vertex_program SET_BindProgramNV(exec, _mesa_BindProgram); SET_DeleteProgramsNV(exec, _mesa_DeletePrograms); SET_ExecuteProgramNV(exec, _mesa_ExecuteProgramNV); SET_GenProgramsNV(exec, _mesa_GenPrograms); SET_AreProgramsResidentNV(exec, _mesa_AreProgramsResidentNV); SET_RequestResidentProgramsNV(exec, _mesa_RequestResidentProgramsNV); SET_GetProgramParameterfvNV(exec, _mesa_GetProgramParameterfvNV); SET_GetProgramParameterdvNV(exec, _mesa_GetProgramParameterdvNV); SET_GetProgramivNV(exec, _mesa_GetProgramivNV); SET_GetProgramStringNV(exec, _mesa_GetProgramStringNV); SET_GetTrackMatrixivNV(exec, _mesa_GetTrackMatrixivNV); SET_GetVertexAttribdvNV(exec, _mesa_GetVertexAttribdvNV); SET_GetVertexAttribfvNV(exec, _mesa_GetVertexAttribfvNV); SET_GetVertexAttribivNV(exec, _mesa_GetVertexAttribivNV); SET_GetVertexAttribPointervNV(exec, _mesa_GetVertexAttribPointervNV); SET_IsProgramNV(exec, _mesa_IsProgramARB); SET_LoadProgramNV(exec, _mesa_LoadProgramNV); SET_ProgramEnvParameter4dARB(exec, _mesa_ProgramEnvParameter4dARB); /* alias to ProgramParameter4dNV */ SET_ProgramEnvParameter4dvARB(exec, _mesa_ProgramEnvParameter4dvARB); /* alias to ProgramParameter4dvNV */ SET_ProgramEnvParameter4fARB(exec, _mesa_ProgramEnvParameter4fARB); /* alias to ProgramParameter4fNV */ SET_ProgramEnvParameter4fvARB(exec, _mesa_ProgramEnvParameter4fvARB); /* alias to ProgramParameter4fvNV */ SET_ProgramParameters4dvNV(exec, _mesa_ProgramParameters4dvNV); SET_ProgramParameters4fvNV(exec, _mesa_ProgramParameters4fvNV); SET_TrackMatrixNV(exec, _mesa_TrackMatrixNV); SET_VertexAttribPointerNV(exec, _mesa_VertexAttribPointerNV); /* glVertexAttrib*NV functions handled in api_loopback.c */ #endif /* 273. GL_APPLE_vertex_array_object */ SET_BindVertexArrayAPPLE(exec, _mesa_BindVertexArrayAPPLE); SET_DeleteVertexArraysAPPLE(exec, _mesa_DeleteVertexArraysAPPLE); SET_GenVertexArraysAPPLE(exec, _mesa_GenVertexArraysAPPLE); SET_IsVertexArrayAPPLE(exec, _mesa_IsVertexArrayAPPLE); /* 282. GL_NV_fragment_program */ #if FEATURE_NV_fragment_program SET_ProgramNamedParameter4fNV(exec, _mesa_ProgramNamedParameter4fNV); SET_ProgramNamedParameter4dNV(exec, _mesa_ProgramNamedParameter4dNV); SET_ProgramNamedParameter4fvNV(exec, _mesa_ProgramNamedParameter4fvNV); SET_ProgramNamedParameter4dvNV(exec, _mesa_ProgramNamedParameter4dvNV); SET_GetProgramNamedParameterfvNV(exec, _mesa_GetProgramNamedParameterfvNV); SET_GetProgramNamedParameterdvNV(exec, _mesa_GetProgramNamedParameterdvNV); SET_ProgramLocalParameter4dARB(exec, _mesa_ProgramLocalParameter4dARB); SET_ProgramLocalParameter4dvARB(exec, _mesa_ProgramLocalParameter4dvARB); SET_ProgramLocalParameter4fARB(exec, _mesa_ProgramLocalParameter4fARB); SET_ProgramLocalParameter4fvARB(exec, _mesa_ProgramLocalParameter4fvARB); SET_GetProgramLocalParameterdvARB(exec, _mesa_GetProgramLocalParameterdvARB); SET_GetProgramLocalParameterfvARB(exec, _mesa_GetProgramLocalParameterfvARB); #endif /* 262. GL_NV_point_sprite */ #if _HAVE_FULL_GL SET_PointParameteriNV(exec, _mesa_PointParameteri); SET_PointParameterivNV(exec, _mesa_PointParameteriv); #endif /* 268. GL_EXT_stencil_two_side */ #if _HAVE_FULL_GL SET_ActiveStencilFaceEXT(exec, _mesa_ActiveStencilFaceEXT); #endif /* ???. GL_EXT_depth_bounds_test */ SET_DepthBoundsEXT(exec, _mesa_DepthBoundsEXT); /* ARB 1. GL_ARB_multitexture */ #if _HAVE_FULL_GL SET_ActiveTextureARB(exec, _mesa_ActiveTextureARB); SET_ClientActiveTextureARB(exec, _mesa_ClientActiveTextureARB); #endif /* ARB 3. GL_ARB_transpose_matrix */ #if _HAVE_FULL_GL SET_LoadTransposeMatrixdARB(exec, _mesa_LoadTransposeMatrixdARB); SET_LoadTransposeMatrixfARB(exec, _mesa_LoadTransposeMatrixfARB); SET_MultTransposeMatrixdARB(exec, _mesa_MultTransposeMatrixdARB); SET_MultTransposeMatrixfARB(exec, _mesa_MultTransposeMatrixfARB); #endif /* ARB 5. GL_ARB_multisample */ #if _HAVE_FULL_GL SET_SampleCoverageARB(exec, _mesa_SampleCoverageARB); #endif /* ARB 12. GL_ARB_texture_compression */ #if _HAVE_FULL_GL SET_CompressedTexImage3DARB(exec, _mesa_CompressedTexImage3DARB); SET_CompressedTexImage2DARB(exec, _mesa_CompressedTexImage2DARB); SET_CompressedTexImage1DARB(exec, _mesa_CompressedTexImage1DARB); SET_CompressedTexSubImage3DARB(exec, _mesa_CompressedTexSubImage3DARB); SET_CompressedTexSubImage2DARB(exec, _mesa_CompressedTexSubImage2DARB); SET_CompressedTexSubImage1DARB(exec, _mesa_CompressedTexSubImage1DARB); SET_GetCompressedTexImageARB(exec, _mesa_GetCompressedTexImageARB); #endif /* ARB 14. GL_ARB_point_parameters */ /* reuse EXT_point_parameters functions */ /* ARB 26. GL_ARB_vertex_program */ /* ARB 27. GL_ARB_fragment_program */ #if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program /* glVertexAttrib1sARB aliases glVertexAttrib1sNV */ /* glVertexAttrib1fARB aliases glVertexAttrib1fNV */ /* glVertexAttrib1dARB aliases glVertexAttrib1dNV */ /* glVertexAttrib2sARB aliases glVertexAttrib2sNV */ /* glVertexAttrib2fARB aliases glVertexAttrib2fNV */ /* glVertexAttrib2dARB aliases glVertexAttrib2dNV */ /* glVertexAttrib3sARB aliases glVertexAttrib3sNV */ /* glVertexAttrib3fARB aliases glVertexAttrib3fNV */ /* glVertexAttrib3dARB aliases glVertexAttrib3dNV */ /* glVertexAttrib4sARB aliases glVertexAttrib4sNV */ /* glVertexAttrib4fARB aliases glVertexAttrib4fNV */ /* glVertexAttrib4dARB aliases glVertexAttrib4dNV */ /* glVertexAttrib4NubARB aliases glVertexAttrib4NubNV */ /* glVertexAttrib1svARB aliases glVertexAttrib1svNV */ /* glVertexAttrib1fvARB aliases glVertexAttrib1fvNV */ /* glVertexAttrib1dvARB aliases glVertexAttrib1dvNV */ /* glVertexAttrib2svARB aliases glVertexAttrib2svNV */ /* glVertexAttrib2fvARB aliases glVertexAttrib2fvNV */ /* glVertexAttrib2dvARB aliases glVertexAttrib2dvNV */ /* glVertexAttrib3svARB aliases glVertexAttrib3svNV */ /* glVertexAttrib3fvARB aliases glVertexAttrib3fvNV */ /* glVertexAttrib3dvARB aliases glVertexAttrib3dvNV */ /* glVertexAttrib4svARB aliases glVertexAttrib4svNV */ /* glVertexAttrib4fvARB aliases glVertexAttrib4fvNV */ /* glVertexAttrib4dvARB aliases glVertexAttrib4dvNV */ /* glVertexAttrib4NubvARB aliases glVertexAttrib4NubvNV */ /* glVertexAttrib4bvARB handled in api_loopback.c */ /* glVertexAttrib4ivARB handled in api_loopback.c */ /* glVertexAttrib4ubvARB handled in api_loopback.c */ /* glVertexAttrib4usvARB handled in api_loopback.c */ /* glVertexAttrib4uivARB handled in api_loopback.c */ /* glVertexAttrib4NbvARB handled in api_loopback.c */ /* glVertexAttrib4NsvARB handled in api_loopback.c */ /* glVertexAttrib4NivARB handled in api_loopback.c */ /* glVertexAttrib4NusvARB handled in api_loopback.c */ /* glVertexAttrib4NuivARB handled in api_loopback.c */ SET_VertexAttribPointerARB(exec, _mesa_VertexAttribPointerARB); SET_EnableVertexAttribArrayARB(exec, _mesa_EnableVertexAttribArrayARB); SET_DisableVertexAttribArrayARB(exec, _mesa_DisableVertexAttribArrayARB); SET_ProgramStringARB(exec, _mesa_ProgramStringARB); /* glBindProgramARB aliases glBindProgramNV */ /* glDeleteProgramsARB aliases glDeleteProgramsNV */ /* glGenProgramsARB aliases glGenProgramsNV */ /* glIsProgramARB aliases glIsProgramNV */ SET_GetVertexAttribdvARB(exec, _mesa_GetVertexAttribdvARB); SET_GetVertexAttribfvARB(exec, _mesa_GetVertexAttribfvARB); SET_GetVertexAttribivARB(exec, _mesa_GetVertexAttribivARB); /* glGetVertexAttribPointervARB aliases glGetVertexAttribPointervNV */ SET_ProgramEnvParameter4dARB(exec, _mesa_ProgramEnvParameter4dARB); SET_ProgramEnvParameter4dvARB(exec, _mesa_ProgramEnvParameter4dvARB); SET_ProgramEnvParameter4fARB(exec, _mesa_ProgramEnvParameter4fARB); SET_ProgramEnvParameter4fvARB(exec, _mesa_ProgramEnvParameter4fvARB); SET_ProgramLocalParameter4dARB(exec, _mesa_ProgramLocalParameter4dARB); SET_ProgramLocalParameter4dvARB(exec, _mesa_ProgramLocalParameter4dvARB); SET_ProgramLocalParameter4fARB(exec, _mesa_ProgramLocalParameter4fARB); SET_ProgramLocalParameter4fvARB(exec, _mesa_ProgramLocalParameter4fvARB); SET_GetProgramEnvParameterdvARB(exec, _mesa_GetProgramEnvParameterdvARB); SET_GetProgramEnvParameterfvARB(exec, _mesa_GetProgramEnvParameterfvARB); SET_GetProgramLocalParameterdvARB(exec, _mesa_GetProgramLocalParameterdvARB); SET_GetProgramLocalParameterfvARB(exec, _mesa_GetProgramLocalParameterfvARB); SET_GetProgramivARB(exec, _mesa_GetProgramivARB); SET_GetProgramStringARB(exec, _mesa_GetProgramStringARB); #endif /* ARB 28. GL_ARB_vertex_buffer_object */ #if FEATURE_ARB_vertex_buffer_object SET_BindBufferARB(exec, _mesa_BindBufferARB); SET_BufferDataARB(exec, _mesa_BufferDataARB); SET_BufferSubDataARB(exec, _mesa_BufferSubDataARB); SET_DeleteBuffersARB(exec, _mesa_DeleteBuffersARB); SET_GenBuffersARB(exec, _mesa_GenBuffersARB); SET_GetBufferParameterivARB(exec, _mesa_GetBufferParameterivARB); SET_GetBufferPointervARB(exec, _mesa_GetBufferPointervARB); SET_GetBufferSubDataARB(exec, _mesa_GetBufferSubDataARB); SET_IsBufferARB(exec, _mesa_IsBufferARB); SET_MapBufferARB(exec, _mesa_MapBufferARB); SET_UnmapBufferARB(exec, _mesa_UnmapBufferARB); #endif /* ARB 29. GL_ARB_occlusion_query */ #if FEATURE_ARB_occlusion_query SET_GenQueriesARB(exec, _mesa_GenQueriesARB); SET_DeleteQueriesARB(exec, _mesa_DeleteQueriesARB); SET_IsQueryARB(exec, _mesa_IsQueryARB); SET_BeginQueryARB(exec, _mesa_BeginQueryARB); SET_EndQueryARB(exec, _mesa_EndQueryARB); SET_GetQueryivARB(exec, _mesa_GetQueryivARB); SET_GetQueryObjectivARB(exec, _mesa_GetQueryObjectivARB); SET_GetQueryObjectuivARB(exec, _mesa_GetQueryObjectuivARB); #endif /* ARB 37. GL_ARB_draw_buffers */ SET_DrawBuffersARB(exec, _mesa_DrawBuffersARB); #if FEATURE_ARB_shader_objects SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB); SET_GetHandleARB(exec, _mesa_GetHandleARB); SET_DetachObjectARB(exec, _mesa_DetachObjectARB); SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB); SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB); SET_CompileShaderARB(exec, _mesa_CompileShaderARB); SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB); SET_AttachObjectARB(exec, _mesa_AttachObjectARB); SET_LinkProgramARB(exec, _mesa_LinkProgramARB); SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB); SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB); SET_Uniform1fARB(exec, _mesa_Uniform1fARB); SET_Uniform2fARB(exec, _mesa_Uniform2fARB); SET_Uniform3fARB(exec, _mesa_Uniform3fARB); SET_Uniform4fARB(exec, _mesa_Uniform4fARB); SET_Uniform1iARB(exec, _mesa_Uniform1iARB); SET_Uniform2iARB(exec, _mesa_Uniform2iARB); SET_Uniform3iARB(exec, _mesa_Uniform3iARB); SET_Uniform4iARB(exec, _mesa_Uniform4iARB); SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB); SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB); SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB); SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB); SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB); SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB); SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB); SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB); SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB); SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB); SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB); SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB); SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB); SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB); SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB); SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB); SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB); SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB); SET_GetUniformivARB(exec, _mesa_GetUniformivARB); SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB); #endif /* FEATURE_ARB_shader_objects */ #if FEATURE_ARB_vertex_shader SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB); SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB); SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB); #endif /* FEATURE_ARB_vertex_shader */ /* GL_ATI_fragment_shader */ #if FEATURE_ATI_fragment_shader SET_GenFragmentShadersATI(exec, _mesa_GenFragmentShadersATI); SET_BindFragmentShaderATI(exec, _mesa_BindFragmentShaderATI); SET_DeleteFragmentShaderATI(exec, _mesa_DeleteFragmentShaderATI); SET_BeginFragmentShaderATI(exec, _mesa_BeginFragmentShaderATI); SET_EndFragmentShaderATI(exec, _mesa_EndFragmentShaderATI); SET_PassTexCoordATI(exec, _mesa_PassTexCoordATI); SET_SampleMapATI(exec, _mesa_SampleMapATI); SET_ColorFragmentOp1ATI(exec, _mesa_ColorFragmentOp1ATI); SET_ColorFragmentOp2ATI(exec, _mesa_ColorFragmentOp2ATI); SET_ColorFragmentOp3ATI(exec, _mesa_ColorFragmentOp3ATI); SET_AlphaFragmentOp1ATI(exec, _mesa_AlphaFragmentOp1ATI); SET_AlphaFragmentOp2ATI(exec, _mesa_AlphaFragmentOp2ATI); SET_AlphaFragmentOp3ATI(exec, _mesa_AlphaFragmentOp3ATI); SET_SetFragmentShaderConstantATI(exec, _mesa_SetFragmentShaderConstantATI); #endif #if FEATURE_EXT_framebuffer_object SET_IsRenderbufferEXT(exec, _mesa_IsRenderbufferEXT); SET_BindRenderbufferEXT(exec, _mesa_BindRenderbufferEXT); SET_DeleteRenderbuffersEXT(exec, _mesa_DeleteRenderbuffersEXT); SET_GenRenderbuffersEXT(exec, _mesa_GenRenderbuffersEXT); SET_RenderbufferStorageEXT(exec, _mesa_RenderbufferStorageEXT); SET_GetRenderbufferParameterivEXT(exec, _mesa_GetRenderbufferParameterivEXT); SET_IsFramebufferEXT(exec, _mesa_IsFramebufferEXT); SET_BindFramebufferEXT(exec, _mesa_BindFramebufferEXT); SET_DeleteFramebuffersEXT(exec, _mesa_DeleteFramebuffersEXT); SET_GenFramebuffersEXT(exec, _mesa_GenFramebuffersEXT); SET_CheckFramebufferStatusEXT(exec, _mesa_CheckFramebufferStatusEXT); SET_FramebufferTexture1DEXT(exec, _mesa_FramebufferTexture1DEXT); SET_FramebufferTexture2DEXT(exec, _mesa_FramebufferTexture2DEXT); SET_FramebufferTexture3DEXT(exec, _mesa_FramebufferTexture3DEXT); SET_FramebufferRenderbufferEXT(exec, _mesa_FramebufferRenderbufferEXT); SET_GetFramebufferAttachmentParameterivEXT(exec, _mesa_GetFramebufferAttachmentParameterivEXT); SET_GenerateMipmapEXT(exec, _mesa_GenerateMipmapEXT); #endif #if FEATURE_EXT_timer_query SET_GetQueryObjecti64vEXT(exec, _mesa_GetQueryObjecti64vEXT); SET_GetQueryObjectui64vEXT(exec, _mesa_GetQueryObjectui64vEXT); #endif #if FEATURE_EXT_framebuffer_blit SET_BlitFramebufferEXT(exec, _mesa_BlitFramebufferEXT); #endif /* GL_EXT_gpu_program_parameters */ #if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program SET_ProgramEnvParameters4fvEXT(exec, _mesa_ProgramEnvParameters4fvEXT); SET_ProgramLocalParameters4fvEXT(exec, _mesa_ProgramLocalParameters4fvEXT); #endif /* GL_MESA_texture_array / GL_EXT_texture_array */ #if FEATURE_EXT_framebuffer_object SET_FramebufferTextureLayerEXT(exec, _mesa_FramebufferTextureLayerEXT); #endif /* GL_ATI_separate_stencil */ SET_StencilFuncSeparateATI(exec, _mesa_StencilFuncSeparateATI); } /**********************************************************************/ /** \name State update logic */ /*@{*/ static void update_separate_specular(GLcontext *ctx) { if (NEED_SECONDARY_COLOR(ctx)) ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; else ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; } /** * Update state dependent on vertex arrays. */ static void update_arrays( GLcontext *ctx ) { GLuint i, min; /* find min of _MaxElement values for all enabled arrays */ /* 0 */ if (ctx->VertexProgram._Current && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement; } else if (ctx->Array.ArrayObj->Vertex.Enabled) { min = ctx->Array.ArrayObj->Vertex._MaxElement; } else { /* can't draw anything without vertex positions! */ min = 0; } /* 1 */ if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement); } /* no conventional vertex weight array */ /* 2 */ if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement); } else if (ctx->Array.ArrayObj->Normal.Enabled) { min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement); } /* 3 */ if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement); } else if (ctx->Array.ArrayObj->Color.Enabled) { min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement); } /* 4 */ if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement); } else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) { min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement); } /* 5 */ if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement); } else if (ctx->Array.ArrayObj->FogCoord.Enabled) { min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement); } /* 6 */ if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement); } else if (ctx->Array.ArrayObj->Index.Enabled) { min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement); } /* 7 */ if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement); } /* 8..15 */ for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { if (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); } else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits && ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement); } } /* 16..31 */ if (ctx->VertexProgram._Current) { for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) { if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); } } } if (ctx->Array.ArrayObj->EdgeFlag.Enabled) { min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement); } /* _MaxElement is one past the last legal array element */ ctx->Array._MaxElement = min; } static void update_program(GLcontext *ctx) { const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; /* These _Enabled flags indicate if the program is enabled AND valid. */ ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled && ctx->VertexProgram.Current->Base.Instructions; ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled && ctx->FragmentProgram.Current->Base.Instructions; ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled && ctx->ATIFragmentShader.Current->Instructions[0]; /* * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current * pointers to the programs that should be enabled/used. These will only * be NULL if we need to use the fixed-function code. * * These programs may come from several sources. The priority is as * follows: * 1. OpenGL 2.0/ARB vertex/fragment shaders * 2. ARB/NV vertex/fragment programs * 3. Programs derived from fixed-function state. * * Note: it's possible for a vertex shader to get used with a fragment * program (and vice versa) here, but in practice that shouldn't ever * come up, or matter. */ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); if (shProg && shProg->LinkStatus) { /* Use shader programs */ /* XXX this isn't quite right, since we may have either a vertex * _or_ fragment shader (not always both). */ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, shProg->VertexProgram); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, shProg->FragmentProgram); } else { if (ctx->FragmentProgram._Enabled) { /* use user-defined vertex program */ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, ctx->FragmentProgram.Current); } else if (ctx->FragmentProgram._MaintainTexEnvProgram) { /* Use fragment program generated from fixed-function state. */ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, _mesa_get_fixed_func_fragment_program(ctx)); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, ctx->FragmentProgram._Current); } else { /* no fragment program */ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); } /* Examine vertex program after fragment program as * _mesa_get_fixed_func_vertex_program() needs to know active * fragprog inputs. */ if (ctx->VertexProgram._Enabled) { /* use user-defined vertex program */ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, ctx->VertexProgram.Current); } else if (ctx->VertexProgram._MaintainTnlProgram) { /* Use vertex program generated from fixed-function state. */ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, _mesa_get_fixed_func_vertex_program(ctx)); _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, ctx->VertexProgram._Current); } else { /* no vertex program */ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); } } if (ctx->VertexProgram._Current) assert(ctx->VertexProgram._Current->Base.Parameters); if (ctx->FragmentProgram._Current) assert(ctx->FragmentProgram._Current->Base.Parameters); /* XXX: get rid of _Active flag. */ #if 1 ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled; if (ctx->FragmentProgram._MaintainTexEnvProgram && !ctx->FragmentProgram._Enabled) { if (ctx->FragmentProgram._UseTexEnvProgram) ctx->FragmentProgram._Active = GL_TRUE; } #endif /* Let the driver know what's happening: */ if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) { ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, (struct gl_program *) ctx->FragmentProgram._Current); } if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) { ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, (struct gl_program *) ctx->VertexProgram._Current); } } static void update_viewport_matrix(GLcontext *ctx) { const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; ASSERT(depthMax > 0); /* Compute scale and bias values. This is really driver-specific * and should be maintained elsewhere if at all. * NOTE: RasterPos uses this. */ _math_matrix_viewport(&ctx->Viewport._WindowMap, ctx->Viewport.X, ctx->Viewport.Y, ctx->Viewport.Width, ctx->Viewport.Height, ctx->Viewport.Near, ctx->Viewport.Far, depthMax); } /** * Update derived multisample state. */ static void update_multisample(GLcontext *ctx) { ctx->Multisample._Enabled = GL_FALSE; if (ctx->Multisample.Enabled && ctx->DrawBuffer && ctx->DrawBuffer->Visual.sampleBuffers) ctx->Multisample._Enabled = GL_TRUE; } /** * Update derived color/blend/logicop state. */ static void update_color(GLcontext *ctx) { /* This is needed to support 1.1's RGB logic ops AND * 1.0's blending logicops. */ ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx); } /* * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET * in ctx->_TriangleCaps if needed. */ static void update_polygon(GLcontext *ctx) { ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET); if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; if ( ctx->Polygon.OffsetPoint || ctx->Polygon.OffsetLine || ctx->Polygon.OffsetFill) ctx->_TriangleCaps |= DD_TRI_OFFSET; } /** * Update the ctx->_TriangleCaps bitfield. * XXX that bitfield should really go away someday! * This function must be called after other update_*() functions since * there are dependencies on some other derived values. */ #if 0 static void update_tricaps(GLcontext *ctx, GLbitfield new_state) { ctx->_TriangleCaps = 0; /* * Points */ if (1/*new_state & _NEW_POINT*/) { if (ctx->Point.SmoothFlag) ctx->_TriangleCaps |= DD_POINT_SMOOTH; if (ctx->Point.Size != 1.0F) ctx->_TriangleCaps |= DD_POINT_SIZE; if (ctx->Point._Attenuated) ctx->_TriangleCaps |= DD_POINT_ATTEN; } /* * Lines */ if (1/*new_state & _NEW_LINE*/) { if (ctx->Line.SmoothFlag) ctx->_TriangleCaps |= DD_LINE_SMOOTH; if (ctx->Line.StippleFlag) ctx->_TriangleCaps |= DD_LINE_STIPPLE; if (ctx->Line.Width != 1.0) ctx->_TriangleCaps |= DD_LINE_WIDTH; } /* * Polygons */ if (1/*new_state & _NEW_POLYGON*/) { if (ctx->Polygon.SmoothFlag) ctx->_TriangleCaps |= DD_TRI_SMOOTH; if (ctx->Polygon.StippleFlag) ctx->_TriangleCaps |= DD_TRI_STIPPLE; if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) ctx->_TriangleCaps |= DD_TRI_UNFILLED; if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; if (ctx->Polygon.OffsetPoint || ctx->Polygon.OffsetLine || ctx->Polygon.OffsetFill) ctx->_TriangleCaps |= DD_TRI_OFFSET; } /* * Lighting and shading */ if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; if (ctx->Light.ShadeModel == GL_FLAT) ctx->_TriangleCaps |= DD_FLATSHADE; if (NEED_SECONDARY_COLOR(ctx)) ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; /* * Stencil */ if (ctx->Stencil._TestTwoSide) ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL; } #endif /** * Compute derived GL state. * If __GLcontextRec::NewState is non-zero then this function \b must * be called before rendering anything. * * Calls dd_function_table::UpdateState to perform any internal state * management necessary. * * \sa _mesa_update_modelview_project(), _mesa_update_texture(), * _mesa_update_buffer_bounds(), * _mesa_update_lighting() and _mesa_update_tnl_spaces(). */ void _mesa_update_state_locked( GLcontext *ctx ) { GLbitfield new_state = ctx->NewState; GLbitfield prog_flags = _NEW_PROGRAM; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) _mesa_update_modelview_project( ctx, new_state ); if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) _mesa_update_texture( ctx, new_state ); if (new_state & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) _mesa_update_framebuffer(ctx); if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) _mesa_update_draw_buffer_bounds( ctx ); if (new_state & _NEW_POLYGON) update_polygon( ctx ); if (new_state & _NEW_LIGHT) _mesa_update_lighting( ctx ); if (new_state & _NEW_STENCIL) _mesa_update_stencil( ctx ); if (new_state & _IMAGE_NEW_TRANSFER_STATE) _mesa_update_pixel( ctx, new_state ); if (new_state & _DD_NEW_SEPARATE_SPECULAR) update_separate_specular( ctx ); if (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) update_arrays( ctx ); if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) update_viewport_matrix(ctx); if (new_state & _NEW_MULTISAMPLE) update_multisample( ctx ); if (new_state & _NEW_COLOR) update_color( ctx ); #if 0 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) update_tricaps( ctx, new_state ); #endif /* ctx->_NeedEyeCoords is now up to date. * * If the truth value of this variable has changed, update for the * new lighting space and recompute the positions of lights and the * normal transform. * * If the lighting space hasn't changed, may still need to recompute * light positions & normal transforms for other reasons. */ if (new_state & _MESA_NEW_NEED_EYE_COORDS) _mesa_update_tnl_spaces( ctx, new_state ); if (ctx->FragmentProgram._MaintainTexEnvProgram) { prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR); } if (ctx->VertexProgram._MaintainTnlProgram) { prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | _NEW_FOG | _NEW_LIGHT | _MESA_NEW_NEED_EYE_COORDS); } if (new_state & prog_flags) update_program( ctx ); /* * Give the driver a chance to act upon the new_state flags. * The driver might plug in different span functions, for example. * Also, this is where the driver can invalidate the state of any * active modules (such as swrast_setup, swrast, tnl, etc). * * Set ctx->NewState to zero to avoid recursion if * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) */ new_state = ctx->NewState; ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.NewState = 0; } /* This is the usual entrypoint for state updates: */ void _mesa_update_state( GLcontext *ctx ) { _mesa_lock_context_textures(ctx); _mesa_update_state_locked(ctx); _mesa_unlock_context_textures(ctx); } /*@}*/