state.c revision af69d88d
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 "blend.h"
55
56
57/**
58 * Update the following fields:
59 *   ctx->VertexProgram._Enabled
60 *   ctx->FragmentProgram._Enabled
61 *   ctx->ATIFragmentShader._Enabled
62 * This needs to be done before texture state validation.
63 */
64static void
65update_program_enables(struct gl_context *ctx)
66{
67   /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
68    * program is enabled AND valid.  Similarly for ATI fragment shaders.
69    * GLSL shaders not relevant here.
70    */
71   ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
72      && ctx->VertexProgram.Current->Base.Instructions;
73   ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
74      && ctx->FragmentProgram.Current->Base.Instructions;
75   ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
76      && ctx->ATIFragmentShader.Current->Instructions[0];
77}
78
79
80/**
81 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
82 * to the current/active programs.  Then call ctx->Driver.BindProgram() to
83 * tell the driver which programs to use.
84 *
85 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
86 * programs or programs derived from fixed-function state.
87 *
88 * This function needs to be called after texture state validation in case
89 * we're generating a fragment program from fixed-function texture state.
90 *
91 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
92 * or fragment program is being used.
93 */
94static GLbitfield
95update_program(struct gl_context *ctx)
96{
97   const struct gl_shader_program *vsProg =
98      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
99   const struct gl_shader_program *gsProg =
100      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
101   struct gl_shader_program *fsProg =
102      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
103   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
104   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
105   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
106   GLbitfield new_state = 0x0;
107
108   /*
109    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
110    * pointers to the programs that should be used for rendering.  If either
111    * is NULL, use fixed-function code paths.
112    *
113    * These programs may come from several sources.  The priority is as
114    * follows:
115    *   1. OpenGL 2.0/ARB vertex/fragment shaders
116    *   2. ARB/NV vertex/fragment programs
117    *   3. Programs derived from fixed-function state.
118    *
119    * Note: it's possible for a vertex shader to get used with a fragment
120    * program (and vice versa) here, but in practice that shouldn't ever
121    * come up, or matter.
122    */
123
124   if (fsProg && fsProg->LinkStatus
125       && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
126      /* Use GLSL fragment shader */
127      _mesa_reference_shader_program(ctx,
128                                     &ctx->_Shader->_CurrentFragmentProgram,
129				     fsProg);
130      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
131                               gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
132      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
133			       NULL);
134   }
135   else if (ctx->FragmentProgram._Enabled) {
136      /* Use user-defined fragment program */
137      _mesa_reference_shader_program(ctx,
138                                     &ctx->_Shader->_CurrentFragmentProgram,
139				     NULL);
140      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
141                               ctx->FragmentProgram.Current);
142      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
143			       NULL);
144   }
145   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
146      /* Use fragment program generated from fixed-function state */
147      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
148
149      _mesa_reference_shader_program(ctx,
150                                     &ctx->_Shader->_CurrentFragmentProgram,
151				     f);
152      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
153			       gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
154      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
155			       gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
156   }
157   else {
158      /* No fragment program */
159      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
160      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
161			       NULL);
162   }
163
164   if (gsProg && gsProg->LinkStatus
165       && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
166      /* Use GLSL geometry shader */
167      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
168			       gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program));
169   } else {
170      /* No geometry program */
171      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._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 && vsProg->LinkStatus
179       && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
180      /* Use GLSL vertex shader */
181      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
182			       gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program));
183   }
184   else if (ctx->VertexProgram._Enabled) {
185      /* Use user-defined vertex program */
186      _mesa_reference_vertprog(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      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
192                               _mesa_get_fixed_func_vertex_program(ctx));
193      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
194                               ctx->VertexProgram._Current);
195   }
196   else {
197      /* no vertex program */
198      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
199   }
200
201   /* Let the driver know what's happening:
202    */
203   if (ctx->FragmentProgram._Current != prevFP) {
204      new_state |= _NEW_PROGRAM;
205      if (ctx->Driver.BindProgram) {
206         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
207                          (struct gl_program *) ctx->FragmentProgram._Current);
208      }
209   }
210
211   if (ctx->GeometryProgram._Current != prevGP) {
212      new_state |= _NEW_PROGRAM;
213      if (ctx->Driver.BindProgram) {
214         ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
215                            (struct gl_program *) ctx->GeometryProgram._Current);
216      }
217   }
218
219   if (ctx->VertexProgram._Current != prevVP) {
220      new_state |= _NEW_PROGRAM;
221      if (ctx->Driver.BindProgram) {
222         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
223                            (struct gl_program *) ctx->VertexProgram._Current);
224      }
225   }
226
227   return new_state;
228}
229
230
231/**
232 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
233 */
234static GLbitfield
235update_program_constants(struct gl_context *ctx)
236{
237   GLbitfield new_state = 0x0;
238
239   if (ctx->FragmentProgram._Current) {
240      const struct gl_program_parameter_list *params =
241         ctx->FragmentProgram._Current->Base.Parameters;
242      if (params && params->StateFlags & ctx->NewState) {
243         new_state |= _NEW_PROGRAM_CONSTANTS;
244      }
245   }
246
247   if (ctx->GeometryProgram._Current) {
248      const struct gl_program_parameter_list *params =
249         ctx->GeometryProgram._Current->Base.Parameters;
250      /*FIXME: StateFlags is always 0 because we have unnamed constant
251       *       not state changes */
252      if (params /*&& params->StateFlags & ctx->NewState*/) {
253         new_state |= _NEW_PROGRAM_CONSTANTS;
254      }
255   }
256
257   if (ctx->VertexProgram._Current) {
258      const struct gl_program_parameter_list *params =
259         ctx->VertexProgram._Current->Base.Parameters;
260      if (params && params->StateFlags & ctx->NewState) {
261         new_state |= _NEW_PROGRAM_CONSTANTS;
262      }
263   }
264
265   return new_state;
266}
267
268
269
270
271static void
272update_viewport_matrix(struct gl_context *ctx)
273{
274   const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
275   unsigned i;
276
277   ASSERT(depthMax > 0);
278
279   /* Compute scale and bias values. This is really driver-specific
280    * and should be maintained elsewhere if at all.
281    * NOTE: RasterPos uses this.
282    */
283   for (i = 0; i < ctx->Const.MaxViewports; i++) {
284      _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap,
285                            ctx->ViewportArray[i].X, ctx->ViewportArray[i].Y,
286                            ctx->ViewportArray[i].Width, ctx->ViewportArray[i].Height,
287                            ctx->ViewportArray[i].Near, ctx->ViewportArray[i].Far,
288                            depthMax);
289   }
290}
291
292
293/**
294 * Update derived multisample state.
295 */
296static void
297update_multisample(struct gl_context *ctx)
298{
299   ctx->Multisample._Enabled = GL_FALSE;
300   if (ctx->Multisample.Enabled &&
301       ctx->DrawBuffer &&
302       ctx->DrawBuffer->Visual.sampleBuffers)
303      ctx->Multisample._Enabled = GL_TRUE;
304}
305
306
307/**
308 * Update the ctx->VertexProgram._TwoSideEnabled flag.
309 */
310static void
311update_twoside(struct gl_context *ctx)
312{
313   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
314       ctx->VertexProgram._Enabled) {
315      ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
316   } else {
317      ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
318					    ctx->Light.Model.TwoSide);
319   }
320}
321
322
323/**
324 * Compute derived GL state.
325 * If __struct gl_contextRec::NewState is non-zero then this function \b must
326 * be called before rendering anything.
327 *
328 * Calls dd_function_table::UpdateState to perform any internal state
329 * management necessary.
330 *
331 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
332 * _mesa_update_buffer_bounds(),
333 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
334 */
335void
336_mesa_update_state_locked( struct gl_context *ctx )
337{
338   GLbitfield new_state = ctx->NewState;
339   GLbitfield prog_flags = _NEW_PROGRAM;
340   GLbitfield new_prog_state = 0x0;
341
342   if (new_state == _NEW_CURRENT_ATTRIB)
343      goto out;
344
345   if (MESA_VERBOSE & VERBOSE_STATE)
346      _mesa_print_state("_mesa_update_state", new_state);
347
348   /* Determine which state flags effect vertex/fragment program state */
349   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
350      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
351		     _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
352		     _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
353		     _NEW_COLOR);
354   }
355   if (ctx->VertexProgram._MaintainTnlProgram) {
356      prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE |
357                     _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
358                     _NEW_FOG | _NEW_LIGHT |
359                     _MESA_NEW_NEED_EYE_COORDS);
360   }
361
362   /*
363    * Now update derived state info
364    */
365
366   if (new_state & prog_flags)
367      update_program_enables( ctx );
368
369   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
370      _mesa_update_modelview_project( ctx, new_state );
371
372   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
373      _mesa_update_texture( ctx, new_state );
374
375   if (new_state & _NEW_BUFFERS)
376      _mesa_update_framebuffer(ctx);
377
378   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
379      _mesa_update_draw_buffer_bounds( ctx );
380
381   if (new_state & _NEW_LIGHT)
382      _mesa_update_lighting( ctx );
383
384   if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
385      update_twoside( ctx );
386
387   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
388      _mesa_update_stencil( ctx );
389
390   if (new_state & _NEW_PIXEL)
391      _mesa_update_pixel( ctx, new_state );
392
393   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
394      update_viewport_matrix(ctx);
395
396   if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
397      update_multisample( ctx );
398
399   /* ctx->_NeedEyeCoords is now up to date.
400    *
401    * If the truth value of this variable has changed, update for the
402    * new lighting space and recompute the positions of lights and the
403    * normal transform.
404    *
405    * If the lighting space hasn't changed, may still need to recompute
406    * light positions & normal transforms for other reasons.
407    */
408   if (new_state & _MESA_NEW_NEED_EYE_COORDS)
409      _mesa_update_tnl_spaces( ctx, new_state );
410
411   if (new_state & prog_flags) {
412      /* When we generate programs from fixed-function vertex/fragment state
413       * this call may generate/bind a new program.  If so, we need to
414       * propogate the _NEW_PROGRAM flag to the driver.
415       */
416      new_prog_state |= update_program( ctx );
417   }
418
419   if (new_state & _NEW_ARRAY)
420      _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
421
422   if (ctx->Const.CheckArrayBounds &&
423       new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) {
424      _mesa_update_vao_max_element(ctx, ctx->Array.VAO);
425   }
426
427 out:
428   new_prog_state |= update_program_constants(ctx);
429
430   /*
431    * Give the driver a chance to act upon the new_state flags.
432    * The driver might plug in different span functions, for example.
433    * Also, this is where the driver can invalidate the state of any
434    * active modules (such as swrast_setup, swrast, tnl, etc).
435    *
436    * Set ctx->NewState to zero to avoid recursion if
437    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
438    */
439   new_state = ctx->NewState | new_prog_state;
440   ctx->NewState = 0;
441   ctx->Driver.UpdateState(ctx, new_state);
442   ctx->Array.VAO->NewArrays = 0x0;
443}
444
445
446/* This is the usual entrypoint for state updates:
447 */
448void
449_mesa_update_state( struct gl_context *ctx )
450{
451   _mesa_lock_context_textures(ctx);
452   _mesa_update_state_locked(ctx);
453   _mesa_unlock_context_textures(ctx);
454}
455
456
457
458
459/**
460 * Want to figure out which fragment program inputs are actually
461 * constant/current values from ctx->Current.  These should be
462 * referenced as a tracked state variable rather than a fragment
463 * program input, to save the overhead of putting a constant value in
464 * every submitted vertex, transferring it to hardware, interpolating
465 * it across the triangle, etc...
466 *
467 * When there is a VP bound, just use vp->outputs.  But when we're
468 * generating vp from fixed function state, basically want to
469 * calculate:
470 *
471 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
472 *                 potential_vp_outputs )
473 *
474 * Where potential_vp_outputs is calculated by looking at enabled
475 * texgen, etc.
476 *
477 * The generated fragment program should then only declare inputs that
478 * may vary or otherwise differ from the ctx->Current values.
479 * Otherwise, the fp should track them as state values instead.
480 */
481void
482_mesa_set_varying_vp_inputs( struct gl_context *ctx,
483                             GLbitfield64 varying_inputs )
484{
485   if (ctx->varying_vp_inputs != varying_inputs) {
486      ctx->varying_vp_inputs = varying_inputs;
487
488      /* Only the fixed-func generated programs need to use the flag
489       * and the fixed-func fragment program uses it only if there is also
490       * a fixed-func vertex program, so this only depends on the latter.
491       *
492       * It's okay to check the VP pointer here, because this is called after
493       * _mesa_update_state in the vbo module. */
494      if (ctx->VertexProgram._TnlProgram ||
495          ctx->FragmentProgram._TexEnvProgram) {
496         ctx->NewState |= _NEW_VARYING_VP_INPUTS;
497      }
498      /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
499   }
500}
501
502
503/**
504 * Used by drivers to tell core Mesa that the driver is going to
505 * install/ use its own vertex program.  In particular, this will
506 * prevent generated fragment programs from using state vars instead
507 * of ordinary varyings/inputs.
508 */
509void
510_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
511{
512   if (ctx->VertexProgram._Overriden != flag) {
513      ctx->VertexProgram._Overriden = flag;
514
515      /* Set one of the bits which will trigger fragment program
516       * regeneration:
517       */
518      ctx->NewState |= _NEW_PROGRAM;
519   }
520}
521