/* * 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 "vbo/vbo.h" #include "viewport.h" #include "blend.h" void _mesa_update_allow_draw_out_of_order(struct gl_context *ctx) { /* Out-of-order drawing is useful when vertex array draws and immediate * mode are interleaved. * * Example with 3 draws: * glBegin(); * glVertex(); * glEnd(); * glDrawElements(); * glBegin(); * glVertex(); * glEnd(); * * Out-of-order drawing changes the execution order like this: * glDrawElements(); * glBegin(); * glVertex(); * glVertex(); * glEnd(); * * If out-of-order draws are enabled, immediate mode vertices are not * flushed before glDrawElements, resulting in fewer draws and lower CPU * overhead. This helps workstation applications. * * This is a simplified version of out-of-order determination to catch * common cases. * * RadeonSI has a complete and more complicated out-of-order determination * for driver-internal reasons. */ /* Only the compatibility profile with immediate mode needs this. */ if (ctx->API != API_OPENGL_COMPAT || !ctx->Const.AllowDrawOutOfOrder) return; /* If all of these are NULL, GLSL is disabled. */ struct gl_program *vs = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; struct gl_program *tcs = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; struct gl_program *tes = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; struct gl_program *gs = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; struct gl_program *fs = ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; GLenum16 depth_func = ctx->Depth.Func; /* Z fighting and any primitives with equal Z shouldn't be reordered * with LESS/LEQUAL/GREATER/GEQUAL functions. * * When drawing 2 primitive with equal Z: * - with LEQUAL/GEQUAL, the last primitive wins the Z test. * - with LESS/GREATER, the first primitive wins the Z test. * * Here we ignore that on the basis that such cases don't occur in real * apps, and we they do occur, they occur with blending where out-of-order * drawing is always disabled. */ bool previous_state = ctx->_AllowDrawOutOfOrder; ctx->_AllowDrawOutOfOrder = ctx->DrawBuffer && ctx->DrawBuffer->Visual.depthBits && ctx->Depth.Test && ctx->Depth.Mask && (depth_func == GL_NEVER || depth_func == GL_LESS || depth_func == GL_LEQUAL || depth_func == GL_GREATER || depth_func == GL_GEQUAL) && (!ctx->DrawBuffer->Visual.stencilBits || !ctx->Stencil.Enabled) && (!ctx->Color.ColorMask || (!ctx->Color.BlendEnabled && (!ctx->Color.ColorLogicOpEnabled || ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) && (!vs || !vs->info.writes_memory) && (!tes || !tes->info.writes_memory) && (!tcs || !tcs->info.writes_memory) && (!gs || !gs->info.writes_memory) && (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests); /* If we are disabling out-of-order drawing, we need to flush queued * vertices. */ if (previous_state && !ctx->_AllowDrawOutOfOrder) FLUSH_VERTICES(ctx, 0); } /** * Update the ctx->*Program._Current pointers to point to the * current/active programs. * * 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) { struct gl_program *vsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; struct gl_program *tcsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; struct gl_program *tesProg = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; struct gl_program *gsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; struct gl_program *fsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; struct gl_program *csProg = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; const struct gl_program *prevVP = ctx->VertexProgram._Current; const struct gl_program *prevFP = ctx->FragmentProgram._Current; const struct gl_program *prevGP = ctx->GeometryProgram._Current; const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current; const struct gl_program *prevTEP = ctx->TessEvalProgram._Current; const struct gl_program *prevCP = ctx->ComputeProgram._Current; /* * 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. ATI fragment shader * 4. 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) { /* Use GLSL fragment shader */ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg); _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); } else if (_mesa_arb_fragment_program_enabled(ctx)) { /* Use user-defined fragment program */ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, ctx->FragmentProgram.Current); _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); } else if (_mesa_ati_fragment_shader_enabled(ctx) && ctx->ATIFragmentShader.Current->Program) { /* Use the enabled ATI fragment shader's associated program */ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, ctx->ATIFragmentShader.Current->Program); _mesa_reference_program(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_program(ctx, &ctx->FragmentProgram._Current, f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program); _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program); } else { /* No fragment program */ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL); _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); } if (gsProg) { /* Use GLSL geometry shader */ _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg); } else { /* No geometry program */ _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL); } if (tesProg) { /* Use GLSL tessellation evaluation shader */ _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg); } else { /* No tessellation evaluation program */ _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL); } if (tcsProg) { /* Use GLSL tessellation control shader */ _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg); } else { /* No tessellation control program */ _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL); } /* Examine vertex program after fragment program as * _mesa_get_fixed_func_vertex_program() needs to know active * fragprog inputs. */ if (vsProg) { /* Use GLSL vertex shader */ assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode); _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg); } else if (_mesa_arb_vertex_program_enabled(ctx)) { /* Use user-defined vertex program */ assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode); _mesa_reference_program(ctx, &ctx->VertexProgram._Current, ctx->VertexProgram.Current); } else if (ctx->VertexProgram._MaintainTnlProgram) { /* Use vertex program generated from fixed-function state */ assert(VP_MODE_FF == ctx->VertexProgram._VPMode); _mesa_reference_program(ctx, &ctx->VertexProgram._Current, _mesa_get_fixed_func_vertex_program(ctx)); _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram, ctx->VertexProgram._Current); } else { /* no vertex program */ assert(VP_MODE_FF == ctx->VertexProgram._VPMode); _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL); } if (csProg) { /* Use GLSL compute shader */ _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg); } else { /* no compute program */ _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL); } /* Let the driver know what's happening: */ if (ctx->FragmentProgram._Current != prevFP || ctx->VertexProgram._Current != prevVP || ctx->GeometryProgram._Current != prevGP || ctx->TessEvalProgram._Current != prevTEP || ctx->TessCtrlProgram._Current != prevTCP || ctx->ComputeProgram._Current != prevCP) return _NEW_PROGRAM; return 0; } static GLbitfield update_single_program_constants(struct gl_context *ctx, struct gl_program *prog, gl_shader_stage stage) { if (prog) { const struct gl_program_parameter_list *params = prog->Parameters; if (params && params->StateFlags & ctx->NewState) { if (ctx->DriverFlags.NewShaderConstants[stage]) ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage]; else return _NEW_PROGRAM_CONSTANTS; } } return 0; } /** * This updates fixed-func state constants such as gl_ModelViewMatrix. * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. */ static GLbitfield update_program_constants(struct gl_context *ctx) { GLbitfield new_state = update_single_program_constants(ctx, ctx->VertexProgram._Current, MESA_SHADER_VERTEX) | update_single_program_constants(ctx, ctx->FragmentProgram._Current, MESA_SHADER_FRAGMENT); if (ctx->API == API_OPENGL_COMPAT && ctx->Const.GLSLVersionCompat >= 150) { new_state |= update_single_program_constants(ctx, ctx->GeometryProgram._Current, MESA_SHADER_GEOMETRY); if (_mesa_has_ARB_tessellation_shader(ctx)) { new_state |= update_single_program_constants(ctx, ctx->TessCtrlProgram._Current, MESA_SHADER_TESS_CTRL) | update_single_program_constants(ctx, ctx->TessEvalProgram._Current, MESA_SHADER_TESS_EVAL); } } return new_state; } static void update_fixed_func_program_usage(struct gl_context *ctx) { ctx->FragmentProgram._UsesTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram && !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/ !_mesa_arb_fragment_program_enabled(ctx) && !(_mesa_ati_fragment_shader_enabled(ctx) && ctx->ATIFragmentShader.Current->Program); ctx->VertexProgram._UsesTnlProgram = ctx->VertexProgram._MaintainTnlProgram && !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */ !_mesa_arb_vertex_program_enabled(ctx); } /** * 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 new_prog_state = 0x0; const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE); /* we can skip a bunch of state validation checks if the dirty * state matches one or more bits in 'computed_states'. */ if ((new_state & computed_states) == 0) goto out; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); if (new_state & _NEW_BUFFERS) _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer); /* Handle Core and Compatibility contexts separately. */ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { GLbitfield prog_flags = _NEW_PROGRAM; if (new_state & _NEW_PROGRAM) update_fixed_func_program_usage(ctx); /* Determine which states affect fixed-func vertex/fragment program. */ if (ctx->FragmentProgram._UsesTexEnvProgram) { prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG | _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | _NEW_COLOR | _NEW_TEXTURE_STATE); } if (ctx->VertexProgram._UsesTnlProgram) { prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE | _MESA_NEW_NEED_EYE_COORDS); } /* * Now update derived state info */ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) _mesa_update_modelview_project( ctx, new_state ); if (new_state & _NEW_TEXTURE_MATRIX) _mesa_update_texture_matrices(ctx); if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM)) _mesa_update_texture_state(ctx); if (new_state & _NEW_LIGHT) _mesa_update_lighting(ctx); if (new_state & _NEW_PIXEL) _mesa_update_pixel( 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); } } else { /* GL Core and GLES 2/3 contexts */ if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM)) _mesa_update_texture_state(ctx); if (new_state & _NEW_PROGRAM) update_program(ctx); } out: new_prog_state |= update_program_constants(ctx); ctx->NewState |= new_prog_state; /* * 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). */ ctx->Driver.UpdateState(ctx); ctx->NewState = 0; } /* 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. */ static void set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs) { /* * The gl_context::varying_vp_inputs value is only used when in * VP_MODE_FF mode. */ if (VP_MODE_FF != ctx->VertexProgram._VPMode) return; /* Only fixed-func generated programs ever uses varying_vp_inputs. */ if (!ctx->VertexProgram._MaintainTnlProgram && !ctx->FragmentProgram._MaintainTexEnvProgram) return; if (ctx->varying_vp_inputs != varying_inputs) { ctx->varying_vp_inputs = varying_inputs; ctx->NewState |= _NEW_VARYING_VP_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; } } static void set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m) { if (ctx->VertexProgram._VPMode == m) return; /* On change we may get new maps into the current values */ ctx->NewDriverState |= ctx->DriverFlags.NewArray; /* Finally memorize the value */ ctx->VertexProgram._VPMode = m; /* Since we only track the varying inputs while being in fixed function * vertex processing mode, we may need to recheck for the * _NEW_VARYING_VP_INPUTS bit. */ set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs); } /** * Update ctx->VertexProgram._VPMode. * This is to distinguish whether we're running * a vertex program/shader, * a fixed-function TNL program or * a fixed function vertex transformation without any program. */ void _mesa_update_vertex_processing_mode(struct gl_context *ctx) { if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) set_vertex_processing_mode(ctx, VP_MODE_SHADER); else if (_mesa_arb_vertex_program_enabled(ctx)) set_vertex_processing_mode(ctx, VP_MODE_SHADER); else set_vertex_processing_mode(ctx, VP_MODE_FF); } /** * Set the _DrawVAO and the net enabled arrays. * The vao->_Enabled bitmask is transformed due to position/generic0 * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied * to filter out arrays unwanted for the currently executed draw operation. * For example, the generic attributes are masked out form the _DrawVAO's * enabled arrays when a fixed function array draw is executed. */ void _mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao, GLbitfield filter) { struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO; bool new_array = false; if (*ptr != vao) { _mesa_reference_vao_(ctx, ptr, vao); new_array = true; } if (vao->NewArrays) { _mesa_update_vao_derived_arrays(ctx, vao); vao->NewArrays = 0; new_array = true; } /* May shuffle the position and generic0 bits around, filter out unwanted */ const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao); if (ctx->Array._DrawVAOEnabledAttribs != enabled) new_array = true; if (new_array) ctx->NewDriverState |= ctx->DriverFlags.NewArray; ctx->Array._DrawVAOEnabledAttribs = enabled; set_varying_vp_inputs(ctx, enabled); }