/*
* 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.
*/
/**
* \file state.c
* State management.
*
* This file manages recalculation of derived values in struct gl_context.
*/
#include "glheader.h"
#include "mtypes.h"
#include "arrayobj.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 "shaderobj.h"
#include "state.h"
#include "stencil.h"
#include "texenvprogram.h"
#include "texobj.h"
#include "texstate.h"
#include "varray.h"
#include "viewport.h"
#include "blend.h"
/**
* 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 user-defined ARB/NV vertex/fragment
* program is enabled AND valid. Similarly for ATI fragment shaders.
* GLSL shaders not relevant here.
*/
ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
&& ctx->VertexProgram.Current->arb.Instructions;
ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
&& ctx->FragmentProgram.Current->arb.Instructions;
ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
&& ctx->ATIFragmentShader.Current->Instructions[0];
}
/**
* Update the ctx->*Program._Current pointers to point to the
* current/active programs. Then call ctx->Driver.BindProgram() to
* tell the driver which programs to use.
*
* Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
* programs or programs derived from fixed-function state.
*
* 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->CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_shader_program *tcsProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
const struct gl_shader_program *tesProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
const struct gl_shader_program *gsProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
struct gl_shader_program *fsProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
const struct gl_shader_program *csProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
const struct gl_program *prevVP = ctx->VertexProgram._Current;
const struct gl_program *prevFP = ctx->FragmentProgram._Current;
const struct gl_program *prevGP = ctx->GeometryProgram._Current;
const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
const struct gl_program *prevCP = ctx->ComputeProgram._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. ATI fragment shader
* 4. 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->data->LinkStatus
&& fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* Use GLSL fragment shader */
_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
else if (ctx->FragmentProgram._Enabled) {
/* Use user-defined fragment program */
_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
NULL);
_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
ctx->FragmentProgram.Current);
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
else if (ctx->ATIFragmentShader._Enabled &&
ctx->ATIFragmentShader.Current->Program) {
/* Use the enabled ATI fragment shader's associated program */
_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
NULL);
_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
ctx->ATIFragmentShader.Current->Program);
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
/* Use fragment program generated from fixed-function state */
struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
}
else {
/* No fragment program */
_mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
if (gsProg && gsProg->data->LinkStatus
&& gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
/* Use GLSL geometry shader */
_mesa_reference_program(ctx, &ctx->GeometryProgram._Current,
gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
} else {
/* No geometry program */
_mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
}
if (tesProg && tesProg->data->LinkStatus
&& tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) {
/* Use GLSL tessellation evaluation shader */
_mesa_reference_program(ctx, &ctx->TessEvalProgram._Current,
tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program);
}
else {
/* No tessellation evaluation program */
_mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
}
if (tcsProg && tcsProg->data->LinkStatus
&& tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) {
/* Use GLSL tessellation control shader */
_mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current,
tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program);
}
else {
/* No tessellation control program */
_mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
}
/* Examine vertex program after fragment program as
* _mesa_get_fixed_func_vertex_program() needs to know active
* fragprog inputs.
*/
if (vsProg && vsProg->data->LinkStatus
&& vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
/* Use GLSL vertex shader */
_mesa_reference_program(ctx, &ctx->VertexProgram._Current,
vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
}
else if (ctx->VertexProgram._Enabled) {
/* Use user-defined vertex program */
_mesa_reference_program(ctx, &ctx->VertexProgram._Current,
ctx->VertexProgram.Current);
}
else if (ctx->VertexProgram._MaintainTnlProgram) {
/* Use vertex program generated from fixed-function state */
_mesa_reference_program(ctx, &ctx->VertexProgram._Current,
_mesa_get_fixed_func_vertex_program(ctx));
_mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
ctx->VertexProgram._Current);
}
else {
/* no vertex program */
_mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
}
if (csProg && csProg->data->LinkStatus
&& csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) {
/* Use GLSL compute shader */
_mesa_reference_program(ctx, &ctx->ComputeProgram._Current,
csProg->_LinkedShaders[MESA_SHADER_COMPUTE]->Program);
} else {
/* no compute program */
_mesa_reference_program(ctx, &ctx->ComputeProgram._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,
ctx->FragmentProgram._Current);
}
}
if (ctx->GeometryProgram._Current != prevGP) {
new_state |= _NEW_PROGRAM;
if (ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_GEOMETRY_PROGRAM_NV,
ctx->GeometryProgram._Current);
}
}
if (ctx->TessEvalProgram._Current != prevTEP) {
new_state |= _NEW_PROGRAM;
if (ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_TESS_EVALUATION_PROGRAM_NV,
ctx->TessEvalProgram._Current);
}
}
if (ctx->TessCtrlProgram._Current != prevTCP) {
new_state |= _NEW_PROGRAM;
if (ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_TESS_CONTROL_PROGRAM_NV,
ctx->TessCtrlProgram._Current);
}
}
if (ctx->VertexProgram._Current != prevVP) {
new_state |= _NEW_PROGRAM;
if (ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
ctx->VertexProgram._Current);
}
}
if (ctx->ComputeProgram._Current != prevCP) {
new_state |= _NEW_PROGRAM;
if (ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_COMPUTE_PROGRAM_NV,
ctx->ComputeProgram._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->Parameters;
if (params && params->StateFlags & ctx->NewState) {
new_state |= _NEW_PROGRAM_CONSTANTS;
}
}
/* Don't handle tessellation and geometry shaders here. They don't use
* any state constants.
*/
if (ctx->VertexProgram._Current) {
const struct gl_program_parameter_list *params =
ctx->VertexProgram._Current->Parameters;
if (params && params->StateFlags & ctx->NewState) {
new_state |= _NEW_PROGRAM_CONSTANTS;
}
}
return new_state;
}
/**
* Update the ctx->Polygon._FrontBit flag.
*/
static void
update_frontbit(struct gl_context *ctx)
{
if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW);
else
ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW);
}
/**
* Update the ctx->VertexProgram._TwoSideEnabled flag.
*/
static void
update_twoside(struct gl_context *ctx)
{
if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
ctx->VertexProgram._Enabled) {
ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
} else {
ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
ctx->Light.Model.TwoSide);
}
}
/**
* 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;
const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
/* we can skip a bunch of state validation checks if the dirty
* state matches one or more bits in 'computed_states'.
*/
if ((new_state & computed_states) == 0)
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_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
_NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
_NEW_COLOR);
}
if (ctx->VertexProgram._MaintainTnlProgram) {
prog_flags |= (_NEW_VARYING_VP_INPUTS | _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_POLYGON)
update_frontbit( ctx );
if (new_state & _NEW_BUFFERS)
_mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
_mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
if (new_state & _NEW_LIGHT)
_mesa_update_lighting( ctx );
if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
update_twoside( ctx );
if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
_mesa_update_stencil( ctx );
if (new_state & _NEW_PIXEL)
_mesa_update_pixel( ctx, new_state );
/* 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)
_mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
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.VAO->NewArrays = 0x0;
}
/* 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,
GLbitfield64 varying_inputs )
{
if (ctx->varying_vp_inputs != varying_inputs) {
ctx->varying_vp_inputs = varying_inputs;
/* Only the fixed-func generated programs need to use the flag
* and the fixed-func fragment program uses it only if there is also
* a fixed-func vertex program, so this only depends on the latter.
*
* It's okay to check the VP pointer here, because this is called after
* _mesa_update_state in the vbo module. */
if (ctx->VertexProgram._TnlProgram ||
ctx->FragmentProgram._TexEnvProgram) {
ctx->NewState |= _NEW_VARYING_VP_INPUTS;
}
/*printf("%s %x\n", __func__, 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;
}
}