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/*
* 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_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_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs);
extern void
_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag);
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
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