aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/main/state.c
blob: 344af91e172fcf50b0158072ce58349c46ecd4fa (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
/*
 * 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"


/**
 * 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;

   /*
    * 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.
    */

   /**
    ** Fragment program
    **/
#if 1
   /* XXX get rid of this someday? */
   ctx->FragmentProgram._Active = GL_FALSE;
#endif
   if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
      /* user-defined fragment shader */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               shProg->FragmentProgram);
   }
   else if (ctx->FragmentProgram._Enabled) {
      /* use user-defined fragment program */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               ctx->FragmentProgram.Current);
   }
   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
      /* 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);

      /* XXX get rid of this confusing stuff someday? */
      ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
      if (ctx->FragmentProgram._UseTexEnvProgram)
         ctx->FragmentProgram._Active = GL_TRUE;
   }
   else {
      /* no fragment program */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
   }

   if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
      ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
                         (struct gl_program *) ctx->FragmentProgram._Current);
   }

   /**
    ** Vertex program
    **/
#if 1
   /* XXX get rid of this someday? */
   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
#endif
   if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
      /* user-defined vertex shader */
      _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) {
      /* 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 / used fixed-function code */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
   }

   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->DrawBuffer) {
      if (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);
}



/**
 * 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.
 */
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;
}


/**
 * 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)
      _mesa_update_framebuffer(ctx);

   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
      _mesa_update_draw_buffer_bounds( 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 & (_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 (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
      update_tricaps( ctx, new_state );

   /* 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);
}