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  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. }
  733.