state.c revision 01e04c3f
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
59/**
60 * Update the ctx->*Program._Current pointers to point to the
61 * current/active programs.
62 *
63 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
64 * programs or programs derived from fixed-function state.
65 *
66 * This function needs to be called after texture state validation in case
67 * we're generating a fragment program from fixed-function texture state.
68 *
69 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
70 * or fragment program is being used.
71 */
72static GLbitfield
73update_program(struct gl_context *ctx)
74{
75   struct gl_program *vsProg =
76      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
77   struct gl_program *tcsProg =
78      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
79   struct gl_program *tesProg =
80      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
81   struct gl_program *gsProg =
82      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
83   struct gl_program *fsProg =
84      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
85   struct gl_program *csProg =
86      ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
87   const struct gl_program *prevVP = ctx->VertexProgram._Current;
88   const struct gl_program *prevFP = ctx->FragmentProgram._Current;
89   const struct gl_program *prevGP = ctx->GeometryProgram._Current;
90   const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
91   const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
92   const struct gl_program *prevCP = ctx->ComputeProgram._Current;
93
94   /*
95    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
96    * pointers to the programs that should be used for rendering.  If either
97    * is NULL, use fixed-function code paths.
98    *
99    * These programs may come from several sources.  The priority is as
100    * follows:
101    *   1. OpenGL 2.0/ARB vertex/fragment shaders
102    *   2. ARB/NV vertex/fragment programs
103    *   3. ATI fragment shader
104    *   4. Programs derived from fixed-function state.
105    *
106    * Note: it's possible for a vertex shader to get used with a fragment
107    * program (and vice versa) here, but in practice that shouldn't ever
108    * come up, or matter.
109    */
110
111   if (fsProg) {
112      /* Use GLSL fragment shader */
113      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
114      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
115                              NULL);
116   }
117   else if (_mesa_arb_fragment_program_enabled(ctx)) {
118      /* Use user-defined fragment program */
119      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
120                              ctx->FragmentProgram.Current);
121      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
122			      NULL);
123   }
124   else if (_mesa_ati_fragment_shader_enabled(ctx) &&
125            ctx->ATIFragmentShader.Current->Program) {
126       /* Use the enabled ATI fragment shader's associated program */
127      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
128                              ctx->ATIFragmentShader.Current->Program);
129      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
130                              NULL);
131   }
132   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
133      /* Use fragment program generated from fixed-function state */
134      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
135
136      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
137			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
138      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
139			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
140   }
141   else {
142      /* No fragment program */
143      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
144      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
145			      NULL);
146   }
147
148   if (gsProg) {
149      /* Use GLSL geometry shader */
150      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
151   } else {
152      /* No geometry program */
153      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
154   }
155
156   if (tesProg) {
157      /* Use GLSL tessellation evaluation shader */
158      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
159   }
160   else {
161      /* No tessellation evaluation program */
162      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
163   }
164
165   if (tcsProg) {
166      /* Use GLSL tessellation control shader */
167      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
168   }
169   else {
170      /* No tessellation control program */
171      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
172   }
173
174   /* Examine vertex program after fragment program as
175    * _mesa_get_fixed_func_vertex_program() needs to know active
176    * fragprog inputs.
177    */
178   if (vsProg) {
179      /* Use GLSL vertex shader */
180      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
181      _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
182   }
183   else if (_mesa_arb_vertex_program_enabled(ctx)) {
184      /* Use user-defined vertex program */
185      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
186      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
187                              ctx->VertexProgram.Current);
188   }
189   else if (ctx->VertexProgram._MaintainTnlProgram) {
190      /* Use vertex program generated from fixed-function state */
191      assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
192      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
193                              _mesa_get_fixed_func_vertex_program(ctx));
194      _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
195                              ctx->VertexProgram._Current);
196   }
197   else {
198      /* no vertex program */
199      assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
200      _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
201   }
202
203   if (csProg) {
204      /* Use GLSL compute shader */
205      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
206   } else {
207      /* no compute program */
208      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
209   }
210
211   /* Let the driver know what's happening:
212    */
213   if (ctx->FragmentProgram._Current != prevFP ||
214       ctx->VertexProgram._Current != prevVP ||
215       ctx->GeometryProgram._Current != prevGP ||
216       ctx->TessEvalProgram._Current != prevTEP ||
217       ctx->TessCtrlProgram._Current != prevTCP ||
218       ctx->ComputeProgram._Current != prevCP)
219      return _NEW_PROGRAM;
220
221   return 0;
222}
223
224
225static GLbitfield
226update_single_program_constants(struct gl_context *ctx,
227                                struct gl_program *prog,
228                                gl_shader_stage stage)
229{
230   if (prog) {
231      const struct gl_program_parameter_list *params = prog->Parameters;
232      if (params && params->StateFlags & ctx->NewState) {
233         if (ctx->DriverFlags.NewShaderConstants[stage])
234            ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
235         else
236            return _NEW_PROGRAM_CONSTANTS;
237      }
238   }
239   return 0;
240}
241
242
243/**
244 * This updates fixed-func state constants such as gl_ModelViewMatrix.
245 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
246 */
247static GLbitfield
248update_program_constants(struct gl_context *ctx)
249{
250   GLbitfield new_state =
251      update_single_program_constants(ctx, ctx->VertexProgram._Current,
252                                      MESA_SHADER_VERTEX) |
253      update_single_program_constants(ctx, ctx->FragmentProgram._Current,
254                                      MESA_SHADER_FRAGMENT);
255
256   if (ctx->API == API_OPENGL_COMPAT &&
257       ctx->Const.GLSLVersionCompat >= 150) {
258      new_state |=
259         update_single_program_constants(ctx, ctx->GeometryProgram._Current,
260                                         MESA_SHADER_GEOMETRY);
261
262      if (_mesa_has_ARB_tessellation_shader(ctx)) {
263         new_state |=
264            update_single_program_constants(ctx, ctx->TessCtrlProgram._Current,
265                                            MESA_SHADER_TESS_CTRL) |
266            update_single_program_constants(ctx, ctx->TessEvalProgram._Current,
267                                            MESA_SHADER_TESS_EVAL);
268      }
269   }
270
271   return new_state;
272}
273
274
275/**
276 * Compute derived GL state.
277 * If __struct gl_contextRec::NewState is non-zero then this function \b must
278 * be called before rendering anything.
279 *
280 * Calls dd_function_table::UpdateState to perform any internal state
281 * management necessary.
282 *
283 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
284 * _mesa_update_buffer_bounds(),
285 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
286 */
287void
288_mesa_update_state_locked( struct gl_context *ctx )
289{
290   GLbitfield new_state = ctx->NewState;
291   GLbitfield new_prog_state = 0x0;
292   const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
293
294   /* we can skip a bunch of state validation checks if the dirty
295    * state matches one or more bits in 'computed_states'.
296    */
297   if ((new_state & computed_states) == 0)
298      goto out;
299
300   if (MESA_VERBOSE & VERBOSE_STATE)
301      _mesa_print_state("_mesa_update_state", new_state);
302
303   if (new_state & _NEW_BUFFERS)
304      _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
305
306   /* Handle Core and Compatibility contexts separately. */
307   if (ctx->API == API_OPENGL_COMPAT ||
308       ctx->API == API_OPENGLES) {
309      GLbitfield prog_flags = _NEW_PROGRAM;
310
311      /* Determine which state flags effect vertex/fragment program state */
312      if (ctx->FragmentProgram._MaintainTexEnvProgram) {
313         prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
314                        _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
315                        _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
316                        _NEW_COLOR | _NEW_TEXTURE_STATE);
317      }
318      if (ctx->VertexProgram._MaintainTnlProgram) {
319         prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
320                        _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
321                        _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
322                        _MESA_NEW_NEED_EYE_COORDS);
323      }
324
325      /*
326       * Now update derived state info
327       */
328      if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
329         _mesa_update_modelview_project( ctx, new_state );
330
331      if (new_state & _NEW_TEXTURE_MATRIX)
332         _mesa_update_texture_matrices(ctx);
333
334      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
335         _mesa_update_texture_state(ctx);
336
337      if (new_state & _NEW_LIGHT)
338         _mesa_update_lighting(ctx);
339
340      if (new_state & _NEW_PIXEL)
341         _mesa_update_pixel( ctx );
342
343      /* ctx->_NeedEyeCoords is now up to date.
344       *
345       * If the truth value of this variable has changed, update for the
346       * new lighting space and recompute the positions of lights and the
347       * normal transform.
348       *
349       * If the lighting space hasn't changed, may still need to recompute
350       * light positions & normal transforms for other reasons.
351       */
352      if (new_state & _MESA_NEW_NEED_EYE_COORDS)
353         _mesa_update_tnl_spaces( ctx, new_state );
354
355      if (new_state & prog_flags) {
356         /* When we generate programs from fixed-function vertex/fragment state
357          * this call may generate/bind a new program.  If so, we need to
358          * propogate the _NEW_PROGRAM flag to the driver.
359          */
360         new_prog_state |= update_program(ctx);
361      }
362   } else {
363      /* GL Core and GLES 2/3 contexts */
364      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
365         _mesa_update_texture_state(ctx);
366
367      if (new_state & _NEW_PROGRAM)
368         update_program(ctx);
369   }
370
371 out:
372   new_prog_state |= update_program_constants(ctx);
373
374   ctx->NewState |= new_prog_state;
375   vbo_exec_invalidate_state(ctx);
376
377   /*
378    * Give the driver a chance to act upon the new_state flags.
379    * The driver might plug in different span functions, for example.
380    * Also, this is where the driver can invalidate the state of any
381    * active modules (such as swrast_setup, swrast, tnl, etc).
382    */
383   ctx->Driver.UpdateState(ctx);
384   ctx->NewState = 0;
385}
386
387
388/* This is the usual entrypoint for state updates:
389 */
390void
391_mesa_update_state( struct gl_context *ctx )
392{
393   _mesa_lock_context_textures(ctx);
394   _mesa_update_state_locked(ctx);
395   _mesa_unlock_context_textures(ctx);
396}
397
398
399
400
401/**
402 * Want to figure out which fragment program inputs are actually
403 * constant/current values from ctx->Current.  These should be
404 * referenced as a tracked state variable rather than a fragment
405 * program input, to save the overhead of putting a constant value in
406 * every submitted vertex, transferring it to hardware, interpolating
407 * it across the triangle, etc...
408 *
409 * When there is a VP bound, just use vp->outputs.  But when we're
410 * generating vp from fixed function state, basically want to
411 * calculate:
412 *
413 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
414 *                 potential_vp_outputs )
415 *
416 * Where potential_vp_outputs is calculated by looking at enabled
417 * texgen, etc.
418 *
419 * The generated fragment program should then only declare inputs that
420 * may vary or otherwise differ from the ctx->Current values.
421 * Otherwise, the fp should track them as state values instead.
422 */
423void
424_mesa_set_varying_vp_inputs( struct gl_context *ctx,
425                             GLbitfield varying_inputs )
426{
427   if (ctx->API != API_OPENGL_COMPAT &&
428       ctx->API != API_OPENGLES)
429      return;
430
431   if (ctx->varying_vp_inputs != varying_inputs) {
432      ctx->varying_vp_inputs = varying_inputs;
433
434      /* Only the fixed-func generated programs need to use the flag
435       * and the fixed-func fragment program uses it only if there is also
436       * a fixed-func vertex program, so this only depends on the latter.
437       *
438       * It's okay to check the VP pointer here, because this is called after
439       * _mesa_update_state in the vbo module. */
440      if (ctx->VertexProgram._TnlProgram ||
441          ctx->FragmentProgram._TexEnvProgram) {
442         ctx->NewState |= _NEW_VARYING_VP_INPUTS;
443      }
444      /*printf("%s %x\n", __func__, varying_inputs);*/
445   }
446}
447
448
449/**
450 * Used by drivers to tell core Mesa that the driver is going to
451 * install/ use its own vertex program.  In particular, this will
452 * prevent generated fragment programs from using state vars instead
453 * of ordinary varyings/inputs.
454 */
455void
456_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
457{
458   if (ctx->VertexProgram._Overriden != flag) {
459      ctx->VertexProgram._Overriden = flag;
460
461      /* Set one of the bits which will trigger fragment program
462       * regeneration:
463       */
464      ctx->NewState |= _NEW_PROGRAM;
465   }
466}
467
468
469static void
470set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m)
471{
472   if (ctx->VertexProgram._VPMode == m)
473      return;
474
475   /* On change we may get new maps into the current values */
476   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
477
478   /* Finally memorize the value */
479   ctx->VertexProgram._VPMode = m;
480}
481
482
483/**
484 * Update ctx->VertexProgram._VPMode.
485 * This is to distinguish whether we're running
486 *   a vertex program/shader,
487 *   a fixed-function TNL program or
488 *   a fixed function vertex transformation without any program.
489 */
490void
491_mesa_update_vertex_processing_mode(struct gl_context *ctx)
492{
493   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
494      set_vertex_processing_mode(ctx, VP_MODE_SHADER);
495   else if (_mesa_arb_vertex_program_enabled(ctx))
496      set_vertex_processing_mode(ctx, VP_MODE_SHADER);
497   else
498      set_vertex_processing_mode(ctx, VP_MODE_FF);
499}
500
501
502/**
503 * Set the _DrawVAO and the net enabled arrays.
504 * The vao->_Enabled bitmask is transformed due to position/generic0
505 * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied
506 * to filter out arrays unwanted for the currently executed draw operation.
507 * For example, the generic attributes are masked out form the _DrawVAO's
508 * enabled arrays when a fixed function array draw is executed.
509 */
510void
511_mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao,
512                   GLbitfield filter)
513{
514   struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO;
515   bool new_array = false;
516   if (*ptr != vao) {
517      _mesa_reference_vao_(ctx, ptr, vao);
518
519      new_array = true;
520   }
521
522   if (vao->NewArrays) {
523      _mesa_update_vao_derived_arrays(ctx, vao);
524      vao->NewArrays = 0;
525
526      new_array = true;
527   }
528
529   /* May shuffle the position and generic0 bits around, filter out unwanted */
530   const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao);
531   if (ctx->Array._DrawVAOEnabledAttribs != enabled)
532      new_array = true;
533
534   if (new_array)
535      ctx->NewDriverState |= ctx->DriverFlags.NewArray;
536
537   ctx->Array._DrawVAOEnabledAttribs = enabled;
538   _mesa_set_varying_vp_inputs(ctx, enabled);
539}
540