/* * Mesa 3-D graphics library * * Copyright (C) 1999-2008 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 struct gl_context. */ #include "glheader.h" #include "mtypes.h" #include "arrayobj.h" #include "context.h" #include "debug.h" #include "macros.h" #include "ffvertex_prog.h" #include "framebuffer.h" #include "light.h" #include "matrix.h" #include "pixel.h" #include "program/program.h" #include "program/prog_parameter.h" #include "shaderobj.h" #include "state.h" #include "stencil.h" #include "texenvprogram.h" #include "texobj.h" #include "texstate.h" #include "varray.h" #include "viewport.h" #include "blend.h" /** * Update the following fields: * ctx->VertexProgram._Enabled * ctx->FragmentProgram._Enabled * ctx->ATIFragmentShader._Enabled * This needs to be done before texture state validation. */ static void update_program_enables(struct gl_context *ctx) { /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment * program is enabled AND valid. Similarly for ATI fragment shaders. * GLSL shaders not relevant here. */ 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]; } /** * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point * to the current/active programs. Then call ctx->Driver.BindProgram() to * tell the driver which programs to use. * * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment * programs or programs derived from fixed-function state. * * This function needs to be called after texture state validation in case * we're generating a fragment program from fixed-function texture state. * * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex * or fragment program is being used. */ static GLbitfield update_program(struct gl_context *ctx) { const struct gl_shader_program *vsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; const struct gl_shader_program *gsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; struct gl_shader_program *fsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; const struct gl_shader_program *csProg = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current; GLbitfield new_state = 0x0; /* * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current * pointers to the programs that should be used for rendering. If either * is NULL, use fixed-function code paths. * * 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. */ if (fsProg && fsProg->LinkStatus && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { /* Use GLSL fragment shader */ _mesa_reference_shader_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, fsProg); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); } else if (ctx->FragmentProgram._Enabled) { /* Use user-defined fragment program */ _mesa_reference_shader_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, ctx->FragmentProgram.Current); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); } else if (ctx->FragmentProgram._MaintainTexEnvProgram) { /* Use fragment program generated from fixed-function state */ struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx); _mesa_reference_shader_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, f); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); } else { /* No fragment program */ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); } if (gsProg && gsProg->LinkStatus && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { /* Use GLSL geometry shader */ _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program)); } else { /* No geometry program */ _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); } /* Examine vertex program after fragment program as * _mesa_get_fixed_func_vertex_program() needs to know active * fragprog inputs. */ if (vsProg && vsProg->LinkStatus && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) { /* Use GLSL vertex shader */ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program)); } else 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 (csProg && csProg->LinkStatus && csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) { /* Use GLSL compute shader */ _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current, gl_compute_program(csProg->_LinkedShaders[MESA_SHADER_COMPUTE]->Program)); } else { /* no compute program */ _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current, NULL); } /* Let the driver know what's happening: */ if (ctx->FragmentProgram._Current != prevFP) { new_state |= _NEW_PROGRAM; if (ctx->Driver.BindProgram) { ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, (struct gl_program *) ctx->FragmentProgram._Current); } } if (ctx->GeometryProgram._Current != prevGP) { new_state |= _NEW_PROGRAM; if (ctx->Driver.BindProgram) { ctx->Driver.BindProgram(ctx, GL_GEOMETRY_PROGRAM_NV, (struct gl_program *) ctx->GeometryProgram._Current); } } if (ctx->VertexProgram._Current != prevVP) { new_state |= _NEW_PROGRAM; if (ctx->Driver.BindProgram) { ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, (struct gl_program *) ctx->VertexProgram._Current); } } if (ctx->ComputeProgram._Current != prevCP) { new_state |= _NEW_PROGRAM; if (ctx->Driver.BindProgram) { ctx->Driver.BindProgram(ctx, GL_COMPUTE_PROGRAM_NV, (struct gl_program *) ctx->ComputeProgram._Current); } } return new_state; } /** * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. */ static GLbitfield update_program_constants(struct gl_context *ctx) { GLbitfield new_state = 0x0; if (ctx->FragmentProgram._Current) { const struct gl_program_parameter_list *params = ctx->FragmentProgram._Current->Base.Parameters; if (params && params->StateFlags & ctx->NewState) { new_state |= _NEW_PROGRAM_CONSTANTS; } } /* Don't handle geometry shaders here. They don't use any state * constants. */ if (ctx->VertexProgram._Current) { const struct gl_program_parameter_list *params = ctx->VertexProgram._Current->Base.Parameters; if (params && params->StateFlags & ctx->NewState) { new_state |= _NEW_PROGRAM_CONSTANTS; } } return new_state; } /** * Update the ctx->Polygon._FrontBit flag. */ static void update_frontbit(struct gl_context *ctx) { if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT) ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW); else ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW); } /** * Update derived multisample state. */ static void update_multisample(struct gl_context *ctx) { ctx->Multisample._Enabled = GL_FALSE; if (ctx->Multisample.Enabled && ctx->DrawBuffer && ctx->DrawBuffer->Visual.sampleBuffers) ctx->Multisample._Enabled = GL_TRUE; } /** * Update the ctx->VertexProgram._TwoSideEnabled flag. */ static void update_twoside(struct gl_context *ctx) { if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] || ctx->VertexProgram._Enabled) { ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled; } else { ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled && ctx->Light.Model.TwoSide); } } /** * Compute derived GL state. * If __struct gl_contextRec::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( struct gl_context *ctx ) { GLbitfield new_state = ctx->NewState; GLbitfield prog_flags = _NEW_PROGRAM; GLbitfield new_prog_state = 0x0; if (new_state == _NEW_CURRENT_ATTRIB) goto out; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); /* Determine which state flags effect vertex/fragment program state */ if (ctx->FragmentProgram._MaintainTexEnvProgram) { prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP | _NEW_COLOR); } if (ctx->VertexProgram._MaintainTnlProgram) { prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | _NEW_FOG | _NEW_LIGHT | _MESA_NEW_NEED_EYE_COORDS); } /* * Now update derived state info */ if (new_state & prog_flags) update_program_enables( ctx ); 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_POLYGON) update_frontbit( ctx ); if (new_state & _NEW_BUFFERS) _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer); if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer); if (new_state & _NEW_LIGHT) _mesa_update_lighting( ctx ); if (new_state & (_NEW_LIGHT | _NEW_PROGRAM)) update_twoside( ctx ); if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) _mesa_update_stencil( ctx ); if (new_state & _NEW_PIXEL) _mesa_update_pixel( ctx, new_state ); if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS)) update_multisample( ctx ); /* 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 (new_state & prog_flags) { /* When we generate programs from fixed-function vertex/fragment state * this call may generate/bind a new program. If so, we need to * propogate the _NEW_PROGRAM flag to the driver. */ new_prog_state |= update_program( ctx ); } if (new_state & _NEW_ARRAY) _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO); out: new_prog_state |= update_program_constants(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 | new_prog_state; ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.VAO->NewArrays = 0x0; } /* This is the usual entrypoint for state updates: */ void _mesa_update_state( struct gl_context *ctx ) { _mesa_lock_context_textures(ctx); _mesa_update_state_locked(ctx); _mesa_unlock_context_textures(ctx); } /** * Want to figure out which fragment program inputs are actually * constant/current values from ctx->Current. These should be * referenced as a tracked state variable rather than a fragment * program input, to save the overhead of putting a constant value in * every submitted vertex, transferring it to hardware, interpolating * it across the triangle, etc... * * When there is a VP bound, just use vp->outputs. But when we're * generating vp from fixed function state, basically want to * calculate: * * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | * potential_vp_outputs ) * * Where potential_vp_outputs is calculated by looking at enabled * texgen, etc. * * The generated fragment program should then only declare inputs that * may vary or otherwise differ from the ctx->Current values. * Otherwise, the fp should track them as state values instead. */ void _mesa_set_varying_vp_inputs( struct gl_context *ctx, GLbitfield64 varying_inputs ) { if (ctx->varying_vp_inputs != varying_inputs) { ctx->varying_vp_inputs = varying_inputs; /* Only the fixed-func generated programs need to use the flag * and the fixed-func fragment program uses it only if there is also * a fixed-func vertex program, so this only depends on the latter. * * It's okay to check the VP pointer here, because this is called after * _mesa_update_state in the vbo module. */ if (ctx->VertexProgram._TnlProgram || ctx->FragmentProgram._TexEnvProgram) { ctx->NewState |= _NEW_VARYING_VP_INPUTS; } /*printf("%s %x\n", __func__, varying_inputs);*/ } } /** * Used by drivers to tell core Mesa that the driver is going to * install/ use its own vertex program. In particular, this will * prevent generated fragment programs from using state vars instead * of ordinary varyings/inputs. */ void _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) { if (ctx->VertexProgram._Overriden != flag) { ctx->VertexProgram._Overriden = flag; /* Set one of the bits which will trigger fragment program * regeneration: */ ctx->NewState |= _NEW_PROGRAM; } }