/* * Mesa 3-D graphics library * Version: 7.1 * * 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 * 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 GLcontext. */ #include "glheader.h" #include "mtypes.h" #include "context.h" #include "debug.h" #include "macros.h" #include "ffvertex_prog.h" #include "framebuffer.h" #include "light.h" #include "matrix.h" #if FEATURE_pixel_transfer #include "pixel.h" #endif #include "shader/program.h" #include "state.h" #include "stencil.h" #include "texenvprogram.h" #include "texobj.h" #include "texstate.h" 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 = 0; i < Elements(ctx->Array.ArrayObj->VertexAttrib); 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; } /** * 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(GLcontext *ctx) { /* 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]; } /** * Update vertex/fragment program state. In particular, update these fields: * ctx->VertexProgram._Current * ctx->VertexProgram._TnlProgram, * These point to the highest priority enabled vertex/fragment program or are * NULL if fixed-function processing is to be done. * * 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(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; 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 (shProg && shProg->LinkStatus && shProg->FragmentProgram) { /* Use shader programs */ _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 (shProg && shProg->LinkStatus && shProg->VertexProgram) { /* Use shader programs */ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, shProg->VertexProgram); } 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); } /* 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->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); } } return new_state; } 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; GLbitfield new_prog_state = 0x0; 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_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); } /* * 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_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 FEATURE_pixel_transfer if (new_state & _IMAGE_NEW_TRANSFER_STATE) _mesa_update_pixel( ctx, new_state ); #endif 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 (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 ); } /* * 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.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); }