1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * 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 "arrayobj.h"
37#include "context.h"
38#include "debug.h"
39#include "macros.h"
40#include "ffvertex_prog.h"
41#include "framebuffer.h"
42#include "light.h"
43#include "matrix.h"
44#include "pixel.h"
45#include "program/program.h"
46#include "program/prog_parameter.h"
47#include "shaderobj.h"
48#include "state.h"
49#include "stencil.h"
50#include "texenvprogram.h"
51#include "texobj.h"
52#include "texstate.h"
53#include "varray.h"
54#include "vbo/vbo.h"
55#include "viewport.h"
56#include "blend.h"
57
58
59void
60_mesa_update_allow_draw_out_of_order(struct gl_context *ctx)
61{
62   /* Out-of-order drawing is useful when vertex array draws and immediate
63    * mode are interleaved.
64    *
65    * Example with 3 draws:
66    *   glBegin();
67    *      glVertex();
68    *   glEnd();
69    *   glDrawElements();
70    *   glBegin();
71    *      glVertex();
72    *   glEnd();
73    *
74    * Out-of-order drawing changes the execution order like this:
75    *   glDrawElements();
76    *   glBegin();
77    *      glVertex();
78    *      glVertex();
79    *   glEnd();
80    *
81    * If out-of-order draws are enabled, immediate mode vertices are not
82    * flushed before glDrawElements, resulting in fewer draws and lower CPU
83    * overhead. This helps workstation applications.
84    *
85    * This is a simplified version of out-of-order determination to catch
86    * common cases.
87    *
88    * RadeonSI has a complete and more complicated out-of-order determination
89    * for driver-internal reasons.
90    */
91   /* Only the compatibility profile with immediate mode needs this. */
92   if (ctx->API != API_OPENGL_COMPAT || !ctx->Const.AllowDrawOutOfOrder)
93      return;
94
95   /* If all of these are NULL, GLSL is disabled. */
96   struct gl_program *vs =
97      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
98   struct gl_program *tcs =
99      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
100   struct gl_program *tes =
101      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
102   struct gl_program *gs =
103      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
104   struct gl_program *fs =
105      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
106   GLenum16 depth_func = ctx->Depth.Func;
107
108   /* Z fighting and any primitives with equal Z shouldn't be reordered
109    * with LESS/LEQUAL/GREATER/GEQUAL functions.
110    *
111    * When drawing 2 primitive with equal Z:
112    * - with LEQUAL/GEQUAL, the last primitive wins the Z test.
113    * - with LESS/GREATER, the first primitive wins the Z test.
114    *
115    * Here we ignore that on the basis that such cases don't occur in real
116    * apps, and we they do occur, they occur with blending where out-of-order
117    * drawing is always disabled.
118    */
119   bool previous_state = ctx->_AllowDrawOutOfOrder;
120   ctx->_AllowDrawOutOfOrder =
121         ctx->DrawBuffer &&
122         ctx->DrawBuffer->Visual.depthBits &&
123         ctx->Depth.Test &&
124         ctx->Depth.Mask &&
125         (depth_func == GL_NEVER ||
126          depth_func == GL_LESS ||
127          depth_func == GL_LEQUAL ||
128          depth_func == GL_GREATER ||
129          depth_func == GL_GEQUAL) &&
130         (!ctx->DrawBuffer->Visual.stencilBits ||
131          !ctx->Stencil.Enabled) &&
132         (!ctx->Color.ColorMask ||
133          (!ctx->Color.BlendEnabled &&
134           (!ctx->Color.ColorLogicOpEnabled ||
135            ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) &&
136         (!vs || !vs->info.writes_memory) &&
137         (!tes || !tes->info.writes_memory) &&
138         (!tcs || !tcs->info.writes_memory) &&
139         (!gs || !gs->info.writes_memory) &&
140         (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests);
141
142   /* If we are disabling out-of-order drawing, we need to flush queued
143    * vertices.
144    */
145   if (previous_state && !ctx->_AllowDrawOutOfOrder)
146      FLUSH_VERTICES(ctx, 0, 0);
147}
148
149
150/**
151 * Update the ctx->*Program._Current pointers to point to the
152 * current/active programs.
153 *
154 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
155 * programs or programs derived from fixed-function state.
156 *
157 * This function needs to be called after texture state validation in case
158 * we're generating a fragment program from fixed-function texture state.
159 *
160 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
161 * or fragment program is being used.
162 */
163static GLbitfield
164update_program(struct gl_context *ctx)
165{
166   struct gl_program *vsProg =
167      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
168   struct gl_program *tcsProg =
169      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
170   struct gl_program *tesProg =
171      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
172   struct gl_program *gsProg =
173      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
174   struct gl_program *fsProg =
175      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
176   struct gl_program *csProg =
177      ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
178   const struct gl_program *prevVP = ctx->VertexProgram._Current;
179   const struct gl_program *prevFP = ctx->FragmentProgram._Current;
180   const struct gl_program *prevGP = ctx->GeometryProgram._Current;
181   const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
182   const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
183   const struct gl_program *prevCP = ctx->ComputeProgram._Current;
184
185   /*
186    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
187    * pointers to the programs that should be used for rendering.  If either
188    * is NULL, use fixed-function code paths.
189    *
190    * These programs may come from several sources.  The priority is as
191    * follows:
192    *   1. OpenGL 2.0/ARB vertex/fragment shaders
193    *   2. ARB/NV vertex/fragment programs
194    *   3. ATI fragment shader
195    *   4. Programs derived from fixed-function state.
196    *
197    * Note: it's possible for a vertex shader to get used with a fragment
198    * program (and vice versa) here, but in practice that shouldn't ever
199    * come up, or matter.
200    */
201
202   if (fsProg) {
203      /* Use GLSL fragment shader */
204      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
205      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
206                              NULL);
207   }
208   else if (_mesa_arb_fragment_program_enabled(ctx)) {
209      /* Use user-defined fragment program */
210      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
211                              ctx->FragmentProgram.Current);
212      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
213			      NULL);
214   }
215   else if (_mesa_ati_fragment_shader_enabled(ctx) &&
216            ctx->ATIFragmentShader.Current->Program) {
217       /* Use the enabled ATI fragment shader's associated program */
218      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
219                              ctx->ATIFragmentShader.Current->Program);
220      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
221                              NULL);
222   }
223   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
224      /* Use fragment program generated from fixed-function state */
225      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
226
227      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
228			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
229      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
230			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
231   }
232   else {
233      /* No fragment program */
234      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
235      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
236			      NULL);
237   }
238
239   if (gsProg) {
240      /* Use GLSL geometry shader */
241      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
242   } else {
243      /* No geometry program */
244      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
245   }
246
247   if (tesProg) {
248      /* Use GLSL tessellation evaluation shader */
249      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
250   }
251   else {
252      /* No tessellation evaluation program */
253      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
254   }
255
256   if (tcsProg) {
257      /* Use GLSL tessellation control shader */
258      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
259   }
260   else {
261      /* No tessellation control program */
262      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
263   }
264
265   /* Examine vertex program after fragment program as
266    * _mesa_get_fixed_func_vertex_program() needs to know active
267    * fragprog inputs.
268    */
269   if (vsProg) {
270      /* Use GLSL vertex shader */
271      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
272      _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
273   }
274   else if (_mesa_arb_vertex_program_enabled(ctx)) {
275      /* Use user-defined vertex program */
276      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
277      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
278                              ctx->VertexProgram.Current);
279   }
280   else if (ctx->VertexProgram._MaintainTnlProgram) {
281      /* Use vertex program generated from fixed-function state */
282      assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
283      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
284                              _mesa_get_fixed_func_vertex_program(ctx));
285      _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
286                              ctx->VertexProgram._Current);
287   }
288   else {
289      /* no vertex program */
290      assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
291      _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
292   }
293
294   if (csProg) {
295      /* Use GLSL compute shader */
296      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
297   } else {
298      /* no compute program */
299      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
300   }
301
302   /* Let the driver know what's happening:
303    */
304   if (ctx->FragmentProgram._Current != prevFP ||
305       ctx->VertexProgram._Current != prevVP ||
306       ctx->GeometryProgram._Current != prevGP ||
307       ctx->TessEvalProgram._Current != prevTEP ||
308       ctx->TessCtrlProgram._Current != prevTCP ||
309       ctx->ComputeProgram._Current != prevCP)
310      return _NEW_PROGRAM;
311
312   return 0;
313}
314
315
316static GLbitfield
317update_single_program_constants(struct gl_context *ctx,
318                                struct gl_program *prog,
319                                gl_shader_stage stage)
320{
321   if (prog) {
322      const struct gl_program_parameter_list *params = prog->Parameters;
323      if (params && params->StateFlags & ctx->NewState) {
324         if (ctx->DriverFlags.NewShaderConstants[stage])
325            ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
326         else
327            return _NEW_PROGRAM_CONSTANTS;
328      }
329   }
330   return 0;
331}
332
333
334/**
335 * This updates fixed-func state constants such as gl_ModelViewMatrix.
336 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
337 */
338static GLbitfield
339update_program_constants(struct gl_context *ctx)
340{
341   GLbitfield new_state =
342      update_single_program_constants(ctx, ctx->VertexProgram._Current,
343                                      MESA_SHADER_VERTEX) |
344      update_single_program_constants(ctx, ctx->FragmentProgram._Current,
345                                      MESA_SHADER_FRAGMENT);
346
347   if (ctx->API == API_OPENGL_COMPAT &&
348       ctx->Const.GLSLVersionCompat >= 150) {
349      new_state |=
350         update_single_program_constants(ctx, ctx->GeometryProgram._Current,
351                                         MESA_SHADER_GEOMETRY);
352
353      if (_mesa_has_ARB_tessellation_shader(ctx)) {
354         new_state |=
355            update_single_program_constants(ctx, ctx->TessCtrlProgram._Current,
356                                            MESA_SHADER_TESS_CTRL) |
357            update_single_program_constants(ctx, ctx->TessEvalProgram._Current,
358                                            MESA_SHADER_TESS_EVAL);
359      }
360   }
361
362   return new_state;
363}
364
365
366static void
367update_fixed_func_program_usage(struct gl_context *ctx)
368{
369   ctx->FragmentProgram._UsesTexEnvProgram =
370      ctx->FragmentProgram._MaintainTexEnvProgram &&
371      !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/
372      !_mesa_arb_fragment_program_enabled(ctx) &&
373      !(_mesa_ati_fragment_shader_enabled(ctx) &&
374        ctx->ATIFragmentShader.Current->Program);
375
376   ctx->VertexProgram._UsesTnlProgram =
377      ctx->VertexProgram._MaintainTnlProgram &&
378      !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */
379      !_mesa_arb_vertex_program_enabled(ctx);
380}
381
382
383/**
384 * Compute derived GL state.
385 * If __struct gl_contextRec::NewState is non-zero then this function \b must
386 * be called before rendering anything.
387 *
388 * Calls dd_function_table::UpdateState to perform any internal state
389 * management necessary.
390 *
391 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
392 * _mesa_update_buffer_bounds(),
393 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
394 */
395void
396_mesa_update_state_locked( struct gl_context *ctx )
397{
398   GLbitfield new_state = ctx->NewState;
399   GLbitfield new_prog_state = 0x0;
400   const GLbitfield checked_states =
401      _NEW_BUFFERS | _NEW_MODELVIEW | _NEW_PROJECTION | _NEW_TEXTURE_MATRIX |
402      _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM |
403      _NEW_LIGHT_CONSTANTS | _NEW_POINT | _NEW_FF_VERT_PROGRAM |
404      _NEW_FF_FRAG_PROGRAM | _NEW_TNL_SPACES;
405
406   /* we can skip a bunch of state validation checks if the dirty
407    * state matches one or more bits in 'computed_states'.
408    */
409   if (!(new_state & checked_states))
410      goto out;
411
412   if (MESA_VERBOSE & VERBOSE_STATE)
413      _mesa_print_state("_mesa_update_state", new_state);
414
415   if (new_state & _NEW_BUFFERS)
416      _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
417
418   /* Handle Core and Compatibility contexts separately. */
419   if (ctx->API == API_OPENGL_COMPAT ||
420       ctx->API == API_OPENGLES) {
421      /* Update derived state. */
422      if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
423         _mesa_update_modelview_project( ctx, new_state );
424
425      if (new_state & _NEW_TEXTURE_MATRIX)
426         new_state |= _mesa_update_texture_matrices(ctx);
427
428      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
429         new_state |= _mesa_update_texture_state(ctx);
430
431      if (new_state & _NEW_LIGHT_CONSTANTS)
432         new_state |= _mesa_update_lighting(ctx);
433
434      /* ctx->_NeedEyeCoords is determined here.
435       *
436       * If the truth value of this variable has changed, update for the
437       * new lighting space and recompute the positions of lights and the
438       * normal transform.
439       *
440       * If the lighting space hasn't changed, may still need to recompute
441       * light positions & normal transforms for other reasons.
442       */
443      if (new_state & (_NEW_TNL_SPACES | _NEW_LIGHT_CONSTANTS |
444                       _NEW_MODELVIEW)) {
445         if (_mesa_update_tnl_spaces(ctx, new_state))
446            new_state |= _NEW_FF_VERT_PROGRAM;
447      }
448
449      if (new_state & _NEW_PROGRAM)
450         update_fixed_func_program_usage(ctx);
451
452      /* Determine which states affect fixed-func vertex/fragment program. */
453      GLbitfield prog_flags = _NEW_PROGRAM;
454
455      if (ctx->FragmentProgram._UsesTexEnvProgram) {
456         prog_flags |= _NEW_BUFFERS | _NEW_TEXTURE_OBJECT |
457                       _NEW_FF_FRAG_PROGRAM | _NEW_TEXTURE_STATE;
458      }
459
460      if (ctx->VertexProgram._UsesTnlProgram)
461         prog_flags |= _NEW_FF_VERT_PROGRAM;
462
463      if (new_state & prog_flags) {
464         /* When we generate programs from fixed-function vertex/fragment state
465          * this call may generate/bind a new program.  If so, we need to
466          * propogate the _NEW_PROGRAM flag to the driver.
467          */
468         new_prog_state |= update_program(ctx);
469      }
470   } else {
471      /* GL Core and GLES 2/3 contexts */
472      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
473         _mesa_update_texture_state(ctx);
474
475      if (new_state & _NEW_PROGRAM)
476         update_program(ctx);
477   }
478
479 out:
480   new_prog_state |= update_program_constants(ctx);
481
482   ctx->NewState |= new_prog_state;
483
484   /*
485    * Give the driver a chance to act upon the new_state flags.
486    * The driver might plug in different span functions, for example.
487    * Also, this is where the driver can invalidate the state of any
488    * active modules (such as swrast_setup, swrast, tnl, etc).
489    */
490   ctx->Driver.UpdateState(ctx);
491   ctx->NewState = 0;
492}
493
494
495/* This is the usual entrypoint for state updates:
496 */
497void
498_mesa_update_state( struct gl_context *ctx )
499{
500   _mesa_lock_context_textures(ctx);
501   _mesa_update_state_locked(ctx);
502   _mesa_unlock_context_textures(ctx);
503}
504
505
506/**
507 * Used by drivers to tell core Mesa that the driver is going to
508 * install/ use its own vertex program.  In particular, this will
509 * prevent generated fragment programs from using state vars instead
510 * of ordinary varyings/inputs.
511 */
512void
513_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
514{
515   if (ctx->VertexProgram._Overriden != flag) {
516      ctx->VertexProgram._Overriden = flag;
517
518      /* Set one of the bits which will trigger fragment program
519       * regeneration:
520       */
521      ctx->NewState |= _NEW_PROGRAM;
522   }
523}
524
525
526static void
527set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m)
528{
529   if (ctx->VertexProgram._VPMode == m)
530      return;
531
532   /* On change we may get new maps into the current values */
533   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
534
535   /* Finally memorize the value */
536   ctx->VertexProgram._VPMode = m;
537
538   /* The gl_context::VertexProgram._VaryingInputs value is only used when in
539    * VP_MODE_FF mode and the fixed-func pipeline is emulated by shaders.
540    */
541   ctx->VertexProgram._VPModeOptimizesConstantAttribs =
542      m == VP_MODE_FF &&
543      ctx->VertexProgram._MaintainTnlProgram &&
544      ctx->FragmentProgram._MaintainTexEnvProgram;
545
546   /* Set a filter mask for the net enabled vao arrays.
547    * This is to mask out arrays that would otherwise supersede required current
548    * values for the fixed function shaders for example.
549    */
550   switch (m) {
551   case VP_MODE_FF:
552      /* When no vertex program is active (or the vertex program is generated
553       * from fixed-function state).  We put the material values into the
554       * generic slots.  Since the vao has no material arrays, mute these
555       * slots from the enabled arrays so that the current material values
556       * are pulled instead of the vao arrays.
557       */
558      ctx->VertexProgram._VPModeInputFilter = VERT_BIT_FF_ALL;
559      break;
560
561   case VP_MODE_SHADER:
562      /* There are no shaders in OpenGL ES 1.x, so this code path should be
563       * impossible to reach.  The meta code is careful to not use shaders in
564       * ES1.
565       */
566      assert(ctx->API != API_OPENGLES);
567
568      /* Other parts of the code assume that inputs[VERT_ATTRIB_POS] through
569       * inputs[VERT_ATTRIB_GENERIC0-1] will be non-NULL.  However, in OpenGL
570       * ES 2.0+ or OpenGL core profile, none of these arrays should ever
571       * be enabled.
572       */
573      if (ctx->API == API_OPENGL_COMPAT)
574         ctx->VertexProgram._VPModeInputFilter = VERT_BIT_ALL;
575      else
576         ctx->VertexProgram._VPModeInputFilter = VERT_BIT_GENERIC_ALL;
577      break;
578
579   default:
580      assert(0);
581   }
582
583   /* Since we only track the varying inputs while being in fixed function
584    * vertex processing mode, we may need to update fixed-func shaders
585    * for zero-stride vertex attribs.
586    */
587   _mesa_set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs);
588}
589
590
591/**
592 * Update ctx->VertexProgram._VPMode.
593 * This is to distinguish whether we're running
594 *   a vertex program/shader,
595 *   a fixed-function TNL program or
596 *   a fixed function vertex transformation without any program.
597 */
598void
599_mesa_update_vertex_processing_mode(struct gl_context *ctx)
600{
601   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
602      set_vertex_processing_mode(ctx, VP_MODE_SHADER);
603   else if (_mesa_arb_vertex_program_enabled(ctx))
604      set_vertex_processing_mode(ctx, VP_MODE_SHADER);
605   else
606      set_vertex_processing_mode(ctx, VP_MODE_FF);
607}
608
609
610void
611_mesa_reset_vertex_processing_mode(struct gl_context *ctx)
612{
613   ctx->VertexProgram._VPMode = -1; /* force the update */
614   _mesa_update_vertex_processing_mode(ctx);
615}
616