0,0 → 1,732 |
/* |
* 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 struct gl_context. |
*/ |
|
|
#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" |
#include "pixel.h" |
#include "program/program.h" |
#include "program/prog_parameter.h" |
#include "state.h" |
#include "stencil.h" |
#include "texenvprogram.h" |
#include "texobj.h" |
#include "texstate.h" |
|
|
static void |
update_separate_specular(struct gl_context *ctx) |
{ |
if (NEED_SECONDARY_COLOR(ctx)) |
ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; |
else |
ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; |
} |
|
|
/** |
* Compute the index of the last array element that can be safely accessed |
* in a vertex array. We can really only do this when the array lives in |
* a VBO. |
* The array->_MaxElement field will be updated. |
* Later in glDrawArrays/Elements/etc we can do some bounds checking. |
*/ |
static void |
compute_max_element(struct gl_client_array *array) |
{ |
assert(array->Enabled); |
if (array->BufferObj->Name) { |
GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr; |
GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size; |
|
if (offset < obj_size) { |
array->_MaxElement = (obj_size - offset + |
array->StrideB - |
array->_ElementSize) / array->StrideB; |
} else { |
array->_MaxElement = 0; |
} |
} |
else { |
/* user-space array, no idea how big it is */ |
array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ |
} |
} |
|
|
/** |
* Helper for update_arrays(). |
* \return min(current min, array->_MaxElement). |
*/ |
static GLuint |
update_min(GLuint min, struct gl_client_array *array) |
{ |
compute_max_element(array); |
return MIN2(min, array->_MaxElement); |
} |
|
|
/** |
* Update ctx->Array._MaxElement (the max legal index into all enabled arrays). |
* Need to do this upon new array state or new buffer object state. |
*/ |
static void |
update_arrays( struct gl_context *ctx ) |
{ |
struct gl_array_object *arrayObj = ctx->Array.ArrayObj; |
GLuint i, min = ~0; |
|
/* find min of _MaxElement values for all enabled arrays */ |
|
/* 0 */ |
if (ctx->VertexProgram._Current |
&& arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]); |
} |
else if (arrayObj->Vertex.Enabled) { |
min = update_min(min, &arrayObj->Vertex); |
} |
|
/* 1 */ |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]); |
} |
/* no conventional vertex weight array */ |
|
/* 2 */ |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]); |
} |
else if (arrayObj->Normal.Enabled) { |
min = update_min(min, &arrayObj->Normal); |
} |
|
/* 3 */ |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]); |
} |
else if (arrayObj->Color.Enabled) { |
min = update_min(min, &arrayObj->Color); |
} |
|
/* 4 */ |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]); |
} |
else if (arrayObj->SecondaryColor.Enabled) { |
min = update_min(min, &arrayObj->SecondaryColor); |
} |
|
/* 5 */ |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]); |
} |
else if (arrayObj->FogCoord.Enabled) { |
min = update_min(min, &arrayObj->FogCoord); |
} |
|
/* 6 */ |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]); |
} |
else if (arrayObj->Index.Enabled) { |
min = update_min(min, &arrayObj->Index); |
} |
|
/* 7 */ |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]); |
} |
|
/* 8..15 */ |
for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { |
if (ctx->VertexProgram._Enabled |
&& arrayObj->VertexAttrib[i].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[i]); |
} |
else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits |
&& arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { |
min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]); |
} |
} |
|
/* 16..31 */ |
if (ctx->VertexProgram._Current) { |
for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) { |
if (arrayObj->VertexAttrib[i].Enabled) { |
min = update_min(min, &arrayObj->VertexAttrib[i]); |
} |
} |
} |
|
if (arrayObj->EdgeFlag.Enabled) { |
min = update_min(min, &arrayObj->EdgeFlag); |
} |
|
/* _MaxElement is one past the last legal array element */ |
arrayObj->_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(struct gl_context *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(struct gl_context *ctx) |
{ |
const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram; |
const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram; |
const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram; |
const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; |
const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; |
const struct gl_geometry_program *prevGP = ctx->GeometryProgram._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 (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) { |
/* Use shader programs */ |
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, |
fsProg->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); |
} |
|
if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) { |
/* Use shader programs */ |
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, |
gsProg->GeometryProgram); |
} else { |
/* no fragment program */ |
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); |
} |
|
/* Examine vertex program after fragment program as |
* _mesa_get_fixed_func_vertex_program() needs to know active |
* fragprog inputs. |
*/ |
if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) { |
/* Use shader programs */ |
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, |
vsProg->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->GeometryProgram._Current != prevGP) { |
new_state |= _NEW_PROGRAM; |
if (ctx->Driver.BindProgram) { |
ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM, |
(struct gl_program *) ctx->GeometryProgram._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(struct gl_context *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->GeometryProgram._Current) { |
const struct gl_program_parameter_list *params = |
ctx->GeometryProgram._Current->Base.Parameters; |
/*FIXME: StateFlags is always 0 because we have unnamed constant |
* not state changes */ |
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(struct gl_context *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(struct gl_context *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(struct gl_context *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(struct gl_context *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(struct gl_context *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._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; |
} |
|
/* |
* 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 __struct gl_contextRec::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( struct gl_context *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_BUFFERS | _NEW_TEXTURE | _NEW_FOG | |
_NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | |
_NEW_PROGRAM); |
} |
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 (new_state & _MESA_NEW_TRANSFER_STATE) |
_mesa_update_pixel( ctx, new_state ); |
|
if (new_state & _DD_NEW_SEPARATE_SPECULAR) |
update_separate_specular( 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 ); |
} |
|
if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) |
update_arrays( 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( struct gl_context *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( struct gl_context *ctx, |
GLbitfield varying_inputs ) |
{ |
if (ctx->varying_vp_inputs != varying_inputs) { |
ctx->varying_vp_inputs = varying_inputs; |
ctx->NewState |= _NEW_ARRAY; |
/*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(struct gl_context *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_PROGRAM; |
} |
} |