/* * 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. */ #ifndef STATE_H #define STATE_H #include "mtypes.h" extern void _mesa_update_allow_draw_out_of_order(struct gl_context *ctx); extern void _mesa_update_state(struct gl_context *ctx); /* As above but can only be called between _mesa_lock_context_textures() and * _mesa_unlock_context_textures(). */ extern void _mesa_update_state_locked(struct gl_context *ctx); extern void _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag); /** * Update ctx->VertexProgram._VPMode. */ extern void _mesa_update_vertex_processing_mode(struct gl_context *ctx); /** * Set the _DrawVAO and the net enabled arrays. */ void _mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao, GLbitfield filter); static inline bool _mesa_ati_fragment_shader_enabled(const struct gl_context *ctx) { return ctx->ATIFragmentShader.Enabled && ctx->ATIFragmentShader.Current->Instructions[0]; } /** * Is the secondary color needed? */ static inline GLboolean _mesa_need_secondary_color(const struct gl_context *ctx) { if (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) return GL_TRUE; if (ctx->Fog.ColorSumEnabled) return GL_TRUE; if (ctx->VertexProgram._Current && (ctx->VertexProgram._Current != ctx->VertexProgram._TnlProgram) && (ctx->VertexProgram._Current->info.inputs_read & VERT_BIT_COLOR1)) return GL_TRUE; if (ctx->FragmentProgram._Current && (ctx->FragmentProgram._Current != ctx->FragmentProgram._TexEnvProgram) && (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL1)) return GL_TRUE; if (_mesa_ati_fragment_shader_enabled(ctx)) return GL_TRUE; return GL_FALSE; } static inline bool _mesa_arb_vertex_program_enabled(const struct gl_context *ctx) { return ctx->VertexProgram.Enabled && ctx->VertexProgram.Current->arb.Instructions; } /** Compute two sided lighting state for fixed function or programs. */ static inline bool _mesa_vertex_program_two_side_enabled(const struct gl_context *ctx) { if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] || _mesa_arb_vertex_program_enabled(ctx)) return ctx->VertexProgram.TwoSideEnabled; return ctx->Light.Enabled && ctx->Light.Model.TwoSide; } /** Return 0=GL_CCW or 1=GL_CW */ static inline bool _mesa_polygon_get_front_bit(const struct gl_context *ctx) { if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT) return ctx->Polygon.FrontFace == GL_CW; return ctx->Polygon.FrontFace == GL_CCW; } static inline bool _mesa_arb_fragment_program_enabled(const struct gl_context *ctx) { return ctx->FragmentProgram.Enabled && ctx->FragmentProgram.Current->arb.Instructions; } #endif