summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/state.c
blob: 47e1aaa72814369f621022abe3be5cba7d39fceb (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
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
/*
 * Mesa 3-D graphics library
 * Version:  7.3
 *
 * 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 "shader/prog_parameter.h"
#include "state.h"
#include "stencil.h"
#include "texenvprogram.h"
#include "texobj.h"
#include "texstate.h"
#include "viewport.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 )
{
   const struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
   GLuint i, min;

   /* find min of _MaxElement values for all enabled arrays */

   /* 0 */
   if (ctx->VertexProgram._Current
       && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
      min = arrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
   }
   else if (arrayObj->Vertex.Enabled) {
      min = arrayObj->Vertex._MaxElement;
   }
   else {
      /* can't draw anything without vertex positions! */
      min = 0;
   }

   /* 1 */
   if (ctx->VertexProgram._Enabled
       && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
      min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement);
   }
   /* no conventional vertex weight array */

   /* 2 */
   if (ctx->VertexProgram._Enabled
       && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
      min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement);
   }
   else if (arrayObj->Normal.Enabled) {
      min = MIN2(min, arrayObj->Normal._MaxElement);
   }

   /* 3 */
   if (ctx->VertexProgram._Enabled
       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
      min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement);
   }
   else if (arrayObj->Color.Enabled) {
      min = MIN2(min, arrayObj->Color._MaxElement);
   }

   /* 4 */
   if (ctx->VertexProgram._Enabled
       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
      min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement);
   }
   else if (arrayObj->SecondaryColor.Enabled) {
      min = MIN2(min, arrayObj->SecondaryColor._MaxElement);
   }

   /* 5 */
   if (ctx->VertexProgram._Enabled
       && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
      min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement);
   }
   else if (arrayObj->FogCoord.Enabled) {
      min = MIN2(min, arrayObj->FogCoord._MaxElement);
   }

   /* 6 */
   if (ctx->VertexProgram._Enabled
       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
      min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement);
   }
   else if (arrayObj->Index.Enabled) {
      min = MIN2(min, arrayObj->Index._MaxElement);
   }


   /* 7 */
   if (ctx->VertexProgram._Enabled
       && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
      min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement);
   }

   /* 8..15 */
   for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
      if (ctx->VertexProgram._Enabled
          && arrayObj->VertexAttrib[i].Enabled) {
         min = MIN2(min, arrayObj->VertexAttrib[i]._MaxElement);
      }
      else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
               && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
         min = MIN2(min, arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement);
      }
   }

   /* 16..31 */
   if (ctx->VertexProgram._Current) {
      for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
         if (arrayObj->VertexAttrib[i].Enabled) {
            min = MIN2(min, arrayObj->VertexAttrib[i]._MaxElement);
         }
      }
   }

   if (arrayObj->EdgeFlag.Enabled) {
      min = MIN2(min, 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;
}


/**
 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
 */
static GLbitfield
update_program_constants(GLcontext *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;
      }
   }

   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;
}




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 (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_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR |
		     _NEW_ARRAY);
   }
   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)
      _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 | _NEW_BUFFERS))
      _mesa_update_stencil( ctx );

#if FEATURE_pixel_transfer
   if (new_state & _MESA_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 );
   }


 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.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);
}




/**
 * 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( GLcontext *ctx,
                             GLbitfield varying_inputs )
{
   if (ctx->varying_vp_inputs != varying_inputs) {
      ctx->varying_vp_inputs = varying_inputs;
      ctx->NewState |= _NEW_ARRAY;
      /*_mesa_printf("%s %x\n", __FUNCTION__, 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(GLcontext *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_ARRAY; 
   }
}