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/*
* Mesa 3-D graphics library
* Version: 7.1
*
* 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 "state.h"
#include "stencil.h"
#include "texenvprogram.h"
#include "texobj.h"
#include "texstate.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 )
{
GLuint i, min;
/* find min of _MaxElement values for all enabled arrays */
/* 0 */
if (ctx->VertexProgram._Current
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
}
else if (ctx->Array.ArrayObj->Vertex.Enabled) {
min = ctx->Array.ArrayObj->Vertex._MaxElement;
}
else {
/* can't draw anything without vertex positions! */
min = 0;
}
/* 1 */
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement);
}
/* no conventional vertex weight array */
/* 2 */
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement);
}
else if (ctx->Array.ArrayObj->Normal.Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement);
}
/* 3 */
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement);
}
else if (ctx->Array.ArrayObj->Color.Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement);
}
/* 4 */
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement);
}
else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement);
}
/* 5 */
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement);
}
else if (ctx->Array.ArrayObj->FogCoord.Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement);
}
/* 6 */
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement);
}
else if (ctx->Array.ArrayObj->Index.Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement);
}
/* 7 */
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement);
}
/* 8..15 */
for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
if (ctx->VertexProgram._Enabled
&& ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
}
else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
&& ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement);
}
}
/* 16..31 */
if (ctx->VertexProgram._Current) {
for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
}
}
}
if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement);
}
/* _MaxElement is one past the last legal array element */
ctx->Array._MaxElement = min;
}
static void
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;
/* 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];
/*
* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
* pointers to the programs that should be enabled/used. These will only
* be NULL if we need to use the fixed-function code.
*
* 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.
*/
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
if (shProg && shProg->LinkStatus) {
/* Use shader programs */
/* XXX this isn't quite right, since we may have either a vertex
* _or_ fragment shader (not always both).
*/
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
shProg->VertexProgram);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
shProg->FragmentProgram);
}
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.
* The _Current pointer will get set in
* _tnl_UpdateFixedFunctionProgram() later if appropriate.
*/
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
}
else {
/* no vertex program */
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
}
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.
* The _Current pointer will get set in _mesa_UpdateTexEnvProgram()
* later if appropriate.
*/
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
}
else {
/* no fragment program */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
}
}
if (ctx->VertexProgram._Current)
assert(ctx->VertexProgram._Current->Base.Parameters);
if (ctx->FragmentProgram._Current)
assert(ctx->FragmentProgram._Current->Base.Parameters);
ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
if (ctx->FragmentProgram._MaintainTexEnvProgram &&
!ctx->FragmentProgram._Enabled) {
if (ctx->FragmentProgram._UseTexEnvProgram)
ctx->FragmentProgram._Active = GL_TRUE;
}
}
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->DrawBuffer) {
if (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;
if (MESA_VERBOSE & VERBOSE_STATE)
_mesa_print_state("_mesa_update_state", new_state);
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)
_mesa_update_stencil( ctx );
#if FEATURE_pixel_transfer
if (new_state & _IMAGE_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 (ctx->FragmentProgram._MaintainTexEnvProgram) {
prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
}
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);
}
if (new_state & prog_flags)
update_program( 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;
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);
}
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