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1901 serge 1
/*
2
 * Mesa 3-D graphics library
3
 * Version:  7.3
4
 *
5
 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6
 *
7
 * Permission is hereby granted, free of charge, to any person obtaining a
8
 * copy of this software and associated documentation files (the "Software"),
9
 * to deal in the Software without restriction, including without limitation
10
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11
 * and/or sell copies of the Software, and to permit persons to whom the
12
 * Software is furnished to do so, subject to the following conditions:
13
 *
14
 * The above copyright notice and this permission notice shall be included
15
 * in all copies or substantial portions of the Software.
16
 *
17
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23
 */
24
 
25
 
26
/**
27
 * \file state.c
28
 * State management.
29
 *
30
 * This file manages recalculation of derived values in struct gl_context.
31
 */
32
 
33
 
34
#include "glheader.h"
35
#include "mtypes.h"
36
#include "context.h"
37
#include "debug.h"
38
#include "macros.h"
39
#include "ffvertex_prog.h"
40
#include "framebuffer.h"
41
#include "light.h"
42
#include "matrix.h"
43
#include "pixel.h"
44
#include "program/program.h"
45
#include "program/prog_parameter.h"
46
#include "state.h"
47
#include "stencil.h"
48
#include "texenvprogram.h"
49
#include "texobj.h"
50
#include "texstate.h"
51
 
52
 
53
static void
54
update_separate_specular(struct gl_context *ctx)
55
{
56
   if (NEED_SECONDARY_COLOR(ctx))
57
      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
58
   else
59
      ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
60
}
61
 
62
 
63
/**
64
 * Compute the index of the last array element that can be safely accessed
65
 * in a vertex array.  We can really only do this when the array lives in
66
 * a VBO.
67
 * The array->_MaxElement field will be updated.
68
 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
69
 */
70
static void
71
compute_max_element(struct gl_client_array *array)
72
{
73
   assert(array->Enabled);
74
   if (array->BufferObj->Name) {
75
      GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr;
76
      GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size;
77
 
78
      if (offset < obj_size) {
79
	 array->_MaxElement = (obj_size - offset +
80
			       array->StrideB -
81
			       array->_ElementSize) / array->StrideB;
82
      } else {
83
	 array->_MaxElement = 0;
84
      }
85
   }
86
   else {
87
      /* user-space array, no idea how big it is */
88
      array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
89
   }
90
}
91
 
92
 
93
/**
94
 * Helper for update_arrays().
95
 * \return  min(current min, array->_MaxElement).
96
 */
97
static GLuint
98
update_min(GLuint min, struct gl_client_array *array)
99
{
100
   compute_max_element(array);
101
   return MIN2(min, array->_MaxElement);
102
}
103
 
104
 
105
/**
106
 * Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
107
 * Need to do this upon new array state or new buffer object state.
108
 */
109
static void
110
update_arrays( struct gl_context *ctx )
111
{
112
   struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
113
   GLuint i, min = ~0;
114
 
115
   /* find min of _MaxElement values for all enabled arrays */
116
 
117
   /* 0 */
118
   if (ctx->VertexProgram._Current
119
       && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
120
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
121
   }
122
   else if (arrayObj->Vertex.Enabled) {
123
      min = update_min(min, &arrayObj->Vertex);
124
   }
125
 
126
   /* 1 */
127
   if (ctx->VertexProgram._Enabled
128
       && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
129
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
130
   }
131
   /* no conventional vertex weight array */
132
 
133
   /* 2 */
134
   if (ctx->VertexProgram._Enabled
135
       && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
136
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
137
   }
138
   else if (arrayObj->Normal.Enabled) {
139
      min = update_min(min, &arrayObj->Normal);
140
   }
141
 
142
   /* 3 */
143
   if (ctx->VertexProgram._Enabled
144
       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
145
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
146
   }
147
   else if (arrayObj->Color.Enabled) {
148
      min = update_min(min, &arrayObj->Color);
149
   }
150
 
151
   /* 4 */
152
   if (ctx->VertexProgram._Enabled
153
       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
154
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
155
   }
156
   else if (arrayObj->SecondaryColor.Enabled) {
157
      min = update_min(min, &arrayObj->SecondaryColor);
158
   }
159
 
160
   /* 5 */
161
   if (ctx->VertexProgram._Enabled
162
       && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
163
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
164
   }
165
   else if (arrayObj->FogCoord.Enabled) {
166
      min = update_min(min, &arrayObj->FogCoord);
167
   }
168
 
169
   /* 6 */
170
   if (ctx->VertexProgram._Enabled
171
       && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
172
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
173
   }
174
   else if (arrayObj->Index.Enabled) {
175
      min = update_min(min, &arrayObj->Index);
176
   }
177
 
178
   /* 7 */
179
   if (ctx->VertexProgram._Enabled
180
       && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
181
      min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
182
   }
183
 
184
   /* 8..15 */
185
   for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
186
      if (ctx->VertexProgram._Enabled
187
          && arrayObj->VertexAttrib[i].Enabled) {
188
         min = update_min(min, &arrayObj->VertexAttrib[i]);
189
      }
190
      else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
191
               && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
192
         min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
193
      }
194
   }
195
 
196
   /* 16..31 */
197
   if (ctx->VertexProgram._Current) {
198
      for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
199
         if (arrayObj->VertexAttrib[i].Enabled) {
200
            min = update_min(min, &arrayObj->VertexAttrib[i]);
201
         }
202
      }
203
   }
204
 
205
   if (arrayObj->EdgeFlag.Enabled) {
206
      min = update_min(min, &arrayObj->EdgeFlag);
207
   }
208
 
209
   /* _MaxElement is one past the last legal array element */
210
   arrayObj->_MaxElement = min;
211
}
212
 
213
 
214
/**
215
 * Update the following fields:
216
 *   ctx->VertexProgram._Enabled
217
 *   ctx->FragmentProgram._Enabled
218
 *   ctx->ATIFragmentShader._Enabled
219
 * This needs to be done before texture state validation.
220
 */
221
static void
222
update_program_enables(struct gl_context *ctx)
223
{
224
   /* These _Enabled flags indicate if the program is enabled AND valid. */
225
   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
226
      && ctx->VertexProgram.Current->Base.Instructions;
227
   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
228
      && ctx->FragmentProgram.Current->Base.Instructions;
229
   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
230
      && ctx->ATIFragmentShader.Current->Instructions[0];
231
}
232
 
233
 
234
/**
235
 * Update vertex/fragment program state.  In particular, update these fields:
236
 *   ctx->VertexProgram._Current
237
 *   ctx->VertexProgram._TnlProgram,
238
 * These point to the highest priority enabled vertex/fragment program or are
239
 * NULL if fixed-function processing is to be done.
240
 *
241
 * This function needs to be called after texture state validation in case
242
 * we're generating a fragment program from fixed-function texture state.
243
 *
244
 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
245
 * or fragment program is being used.
246
 */
247
static GLbitfield
248
update_program(struct gl_context *ctx)
249
{
250
   const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
251
   const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
252
   const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
253
   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
254
   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
255
   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
256
   GLbitfield new_state = 0x0;
257
 
258
   /*
259
    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
260
    * pointers to the programs that should be used for rendering.  If either
261
    * is NULL, use fixed-function code paths.
262
    *
263
    * These programs may come from several sources.  The priority is as
264
    * follows:
265
    *   1. OpenGL 2.0/ARB vertex/fragment shaders
266
    *   2. ARB/NV vertex/fragment programs
267
    *   3. Programs derived from fixed-function state.
268
    *
269
    * Note: it's possible for a vertex shader to get used with a fragment
270
    * program (and vice versa) here, but in practice that shouldn't ever
271
    * come up, or matter.
272
    */
273
 
274
   if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
275
      /* Use shader programs */
276
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
277
                               fsProg->FragmentProgram);
278
   }
279
   else if (ctx->FragmentProgram._Enabled) {
280
      /* use user-defined vertex program */
281
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
282
                               ctx->FragmentProgram.Current);
283
   }
284
   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
285
      /* Use fragment program generated from fixed-function state.
286
       */
287
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
288
                               _mesa_get_fixed_func_fragment_program(ctx));
289
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
290
                               ctx->FragmentProgram._Current);
291
   }
292
   else {
293
      /* no fragment program */
294
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
295
   }
296
 
297
   if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
298
      /* Use shader programs */
299
      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
300
                               gsProg->GeometryProgram);
301
   } else {
302
      /* no fragment program */
303
      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
304
   }
305
 
306
   /* Examine vertex program after fragment program as
307
    * _mesa_get_fixed_func_vertex_program() needs to know active
308
    * fragprog inputs.
309
    */
310
   if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
311
      /* Use shader programs */
312
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
313
                            vsProg->VertexProgram);
314
   }
315
   else if (ctx->VertexProgram._Enabled) {
316
      /* use user-defined vertex program */
317
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
318
                               ctx->VertexProgram.Current);
319
   }
320
   else if (ctx->VertexProgram._MaintainTnlProgram) {
321
      /* Use vertex program generated from fixed-function state.
322
       */
323
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
324
                               _mesa_get_fixed_func_vertex_program(ctx));
325
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
326
                               ctx->VertexProgram._Current);
327
   }
328
   else {
329
      /* no vertex program */
330
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
331
   }
332
 
333
   /* Let the driver know what's happening:
334
    */
335
   if (ctx->FragmentProgram._Current != prevFP) {
336
      new_state |= _NEW_PROGRAM;
337
      if (ctx->Driver.BindProgram) {
338
         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
339
                          (struct gl_program *) ctx->FragmentProgram._Current);
340
      }
341
   }
342
 
343
   if (ctx->GeometryProgram._Current != prevGP) {
344
      new_state |= _NEW_PROGRAM;
345
      if (ctx->Driver.BindProgram) {
346
         ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
347
                            (struct gl_program *) ctx->GeometryProgram._Current);
348
      }
349
   }
350
 
351
   if (ctx->VertexProgram._Current != prevVP) {
352
      new_state |= _NEW_PROGRAM;
353
      if (ctx->Driver.BindProgram) {
354
         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
355
                            (struct gl_program *) ctx->VertexProgram._Current);
356
      }
357
   }
358
 
359
   return new_state;
360
}
361
 
362
 
363
/**
364
 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
365
 */
366
static GLbitfield
367
update_program_constants(struct gl_context *ctx)
368
{
369
   GLbitfield new_state = 0x0;
370
 
371
   if (ctx->FragmentProgram._Current) {
372
      const struct gl_program_parameter_list *params =
373
         ctx->FragmentProgram._Current->Base.Parameters;
374
      if (params && params->StateFlags & ctx->NewState) {
375
         new_state |= _NEW_PROGRAM_CONSTANTS;
376
      }
377
   }
378
 
379
   if (ctx->GeometryProgram._Current) {
380
      const struct gl_program_parameter_list *params =
381
         ctx->GeometryProgram._Current->Base.Parameters;
382
      /*FIXME: StateFlags is always 0 because we have unnamed constant
383
       *       not state changes */
384
      if (params /*&& params->StateFlags & ctx->NewState*/) {
385
         new_state |= _NEW_PROGRAM_CONSTANTS;
386
      }
387
   }
388
 
389
   if (ctx->VertexProgram._Current) {
390
      const struct gl_program_parameter_list *params =
391
         ctx->VertexProgram._Current->Base.Parameters;
392
      if (params && params->StateFlags & ctx->NewState) {
393
         new_state |= _NEW_PROGRAM_CONSTANTS;
394
      }
395
   }
396
 
397
   return new_state;
398
}
399
 
400
 
401
 
402
 
403
static void
404
update_viewport_matrix(struct gl_context *ctx)
405
{
406
   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
407
 
408
   ASSERT(depthMax > 0);
409
 
410
   /* Compute scale and bias values. This is really driver-specific
411
    * and should be maintained elsewhere if at all.
412
    * NOTE: RasterPos uses this.
413
    */
414
   _math_matrix_viewport(&ctx->Viewport._WindowMap,
415
                         ctx->Viewport.X, ctx->Viewport.Y,
416
                         ctx->Viewport.Width, ctx->Viewport.Height,
417
                         ctx->Viewport.Near, ctx->Viewport.Far,
418
                         depthMax);
419
}
420
 
421
 
422
/**
423
 * Update derived multisample state.
424
 */
425
static void
426
update_multisample(struct gl_context *ctx)
427
{
428
   ctx->Multisample._Enabled = GL_FALSE;
429
   if (ctx->Multisample.Enabled &&
430
       ctx->DrawBuffer &&
431
       ctx->DrawBuffer->Visual.sampleBuffers)
432
      ctx->Multisample._Enabled = GL_TRUE;
433
}
434
 
435
 
436
/**
437
 * Update derived color/blend/logicop state.
438
 */
439
static void
440
update_color(struct gl_context *ctx)
441
{
442
   /* This is needed to support 1.1's RGB logic ops AND
443
    * 1.0's blending logicops.
444
    */
445
   ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
446
}
447
 
448
 
449
/*
450
 * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
451
 * in ctx->_TriangleCaps if needed.
452
 */
453
static void
454
update_polygon(struct gl_context *ctx)
455
{
456
   ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
457
 
458
   if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
459
      ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
460
 
461
   if (   ctx->Polygon.OffsetPoint
462
       || ctx->Polygon.OffsetLine
463
       || ctx->Polygon.OffsetFill)
464
      ctx->_TriangleCaps |= DD_TRI_OFFSET;
465
}
466
 
467
 
468
/**
469
 * Update the ctx->_TriangleCaps bitfield.
470
 * XXX that bitfield should really go away someday!
471
 * This function must be called after other update_*() functions since
472
 * there are dependencies on some other derived values.
473
 */
474
#if 0
475
static void
476
update_tricaps(struct gl_context *ctx, GLbitfield new_state)
477
{
478
   ctx->_TriangleCaps = 0;
479
 
480
   /*
481
    * Points
482
    */
483
   if (1/*new_state & _NEW_POINT*/) {
484
      if (ctx->Point.SmoothFlag)
485
         ctx->_TriangleCaps |= DD_POINT_SMOOTH;
486
      if (ctx->Point._Attenuated)
487
         ctx->_TriangleCaps |= DD_POINT_ATTEN;
488
   }
489
 
490
   /*
491
    * Lines
492
    */
493
   if (1/*new_state & _NEW_LINE*/) {
494
      if (ctx->Line.SmoothFlag)
495
         ctx->_TriangleCaps |= DD_LINE_SMOOTH;
496
      if (ctx->Line.StippleFlag)
497
         ctx->_TriangleCaps |= DD_LINE_STIPPLE;
498
   }
499
 
500
   /*
501
    * Polygons
502
    */
503
   if (1/*new_state & _NEW_POLYGON*/) {
504
      if (ctx->Polygon.SmoothFlag)
505
         ctx->_TriangleCaps |= DD_TRI_SMOOTH;
506
      if (ctx->Polygon.StippleFlag)
507
         ctx->_TriangleCaps |= DD_TRI_STIPPLE;
508
      if (ctx->Polygon.FrontMode != GL_FILL
509
          || ctx->Polygon.BackMode != GL_FILL)
510
         ctx->_TriangleCaps |= DD_TRI_UNFILLED;
511
      if (ctx->Polygon.CullFlag
512
          && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
513
         ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
514
      if (ctx->Polygon.OffsetPoint ||
515
          ctx->Polygon.OffsetLine ||
516
          ctx->Polygon.OffsetFill)
517
         ctx->_TriangleCaps |= DD_TRI_OFFSET;
518
   }
519
 
520
   /*
521
    * Lighting and shading
522
    */
523
   if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
524
      ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
525
   if (ctx->Light.ShadeModel == GL_FLAT)
526
      ctx->_TriangleCaps |= DD_FLATSHADE;
527
   if (NEED_SECONDARY_COLOR(ctx))
528
      ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
529
 
530
   /*
531
    * Stencil
532
    */
533
   if (ctx->Stencil._TestTwoSide)
534
      ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
535
}
536
#endif
537
 
538
 
539
/**
540
 * Compute derived GL state.
541
 * If __struct gl_contextRec::NewState is non-zero then this function \b must
542
 * be called before rendering anything.
543
 *
544
 * Calls dd_function_table::UpdateState to perform any internal state
545
 * management necessary.
546
 *
547
 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
548
 * _mesa_update_buffer_bounds(),
549
 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
550
 */
551
void
552
_mesa_update_state_locked( struct gl_context *ctx )
553
{
554
   GLbitfield new_state = ctx->NewState;
555
   GLbitfield prog_flags = _NEW_PROGRAM;
556
   GLbitfield new_prog_state = 0x0;
557
 
558
   if (new_state == _NEW_CURRENT_ATTRIB)
559
      goto out;
560
 
561
   if (MESA_VERBOSE & VERBOSE_STATE)
562
      _mesa_print_state("_mesa_update_state", new_state);
563
 
564
   /* Determine which state flags effect vertex/fragment program state */
565
   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
566
      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
567
		     _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE |
568
		     _NEW_PROGRAM);
569
   }
570
   if (ctx->VertexProgram._MaintainTnlProgram) {
571
      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
572
                     _NEW_TRANSFORM | _NEW_POINT |
573
                     _NEW_FOG | _NEW_LIGHT |
574
                     _MESA_NEW_NEED_EYE_COORDS);
575
   }
576
 
577
   /*
578
    * Now update derived state info
579
    */
580
 
581
   if (new_state & prog_flags)
582
      update_program_enables( ctx );
583
 
584
   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
585
      _mesa_update_modelview_project( ctx, new_state );
586
 
587
   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
588
      _mesa_update_texture( ctx, new_state );
589
 
590
   if (new_state & _NEW_BUFFERS)
591
      _mesa_update_framebuffer(ctx);
592
 
593
   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
594
      _mesa_update_draw_buffer_bounds( ctx );
595
 
596
   if (new_state & _NEW_POLYGON)
597
      update_polygon( ctx );
598
 
599
   if (new_state & _NEW_LIGHT)
600
      _mesa_update_lighting( ctx );
601
 
602
   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
603
      _mesa_update_stencil( ctx );
604
 
605
   if (new_state & _MESA_NEW_TRANSFER_STATE)
606
      _mesa_update_pixel( ctx, new_state );
607
 
608
   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
609
      update_separate_specular( ctx );
610
 
611
   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
612
      update_viewport_matrix(ctx);
613
 
614
   if (new_state & _NEW_MULTISAMPLE)
615
      update_multisample( ctx );
616
 
617
   if (new_state & _NEW_COLOR)
618
      update_color( ctx );
619
 
620
#if 0
621
   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
622
                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
623
      update_tricaps( ctx, new_state );
624
#endif
625
 
626
   /* ctx->_NeedEyeCoords is now up to date.
627
    *
628
    * If the truth value of this variable has changed, update for the
629
    * new lighting space and recompute the positions of lights and the
630
    * normal transform.
631
    *
632
    * If the lighting space hasn't changed, may still need to recompute
633
    * light positions & normal transforms for other reasons.
634
    */
635
   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
636
      _mesa_update_tnl_spaces( ctx, new_state );
637
 
638
   if (new_state & prog_flags) {
639
      /* When we generate programs from fixed-function vertex/fragment state
640
       * this call may generate/bind a new program.  If so, we need to
641
       * propogate the _NEW_PROGRAM flag to the driver.
642
       */
643
      new_prog_state |= update_program( ctx );
644
   }
645
 
646
   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
647
      update_arrays( ctx );
648
 
649
 out:
650
   new_prog_state |= update_program_constants(ctx);
651
 
652
   /*
653
    * Give the driver a chance to act upon the new_state flags.
654
    * The driver might plug in different span functions, for example.
655
    * Also, this is where the driver can invalidate the state of any
656
    * active modules (such as swrast_setup, swrast, tnl, etc).
657
    *
658
    * Set ctx->NewState to zero to avoid recursion if
659
    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
660
    */
661
   new_state = ctx->NewState | new_prog_state;
662
   ctx->NewState = 0;
663
   ctx->Driver.UpdateState(ctx, new_state);
664
   ctx->Array.NewState = 0;
665
}
666
 
667
 
668
/* This is the usual entrypoint for state updates:
669
 */
670
void
671
_mesa_update_state( struct gl_context *ctx )
672
{
673
   _mesa_lock_context_textures(ctx);
674
   _mesa_update_state_locked(ctx);
675
   _mesa_unlock_context_textures(ctx);
676
}
677
 
678
 
679
 
680
 
681
/**
682
 * Want to figure out which fragment program inputs are actually
683
 * constant/current values from ctx->Current.  These should be
684
 * referenced as a tracked state variable rather than a fragment
685
 * program input, to save the overhead of putting a constant value in
686
 * every submitted vertex, transferring it to hardware, interpolating
687
 * it across the triangle, etc...
688
 *
689
 * When there is a VP bound, just use vp->outputs.  But when we're
690
 * generating vp from fixed function state, basically want to
691
 * calculate:
692
 *
693
 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
694
 *                 potential_vp_outputs )
695
 *
696
 * Where potential_vp_outputs is calculated by looking at enabled
697
 * texgen, etc.
698
 *
699
 * The generated fragment program should then only declare inputs that
700
 * may vary or otherwise differ from the ctx->Current values.
701
 * Otherwise, the fp should track them as state values instead.
702
 */
703
void
704
_mesa_set_varying_vp_inputs( struct gl_context *ctx,
705
                             GLbitfield varying_inputs )
706
{
707
   if (ctx->varying_vp_inputs != varying_inputs) {
708
      ctx->varying_vp_inputs = varying_inputs;
709
      ctx->NewState |= _NEW_ARRAY;
710
      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
711
   }
712
}
713
 
714
 
715
/**
716
 * Used by drivers to tell core Mesa that the driver is going to
717
 * install/ use its own vertex program.  In particular, this will
718
 * prevent generated fragment programs from using state vars instead
719
 * of ordinary varyings/inputs.
720
 */
721
void
722
_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
723
{
724
   if (ctx->VertexProgram._Overriden != flag) {
725
      ctx->VertexProgram._Overriden = flag;
726
 
727
      /* Set one of the bits which will trigger fragment program
728
       * regeneration:
729
       */
730
      ctx->NewState |= _NEW_PROGRAM;
731
   }
732
}