prog_statevars.c revision 3464ebd5
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.1
4 *
5 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25/**
26 * \file prog_statevars.c
27 * Program state variable management.
28 * \author Brian Paul
29 */
30
31
32#include "main/glheader.h"
33#include "main/context.h"
34#include "main/imports.h"
35#include "main/macros.h"
36#include "main/mtypes.h"
37#include "prog_statevars.h"
38#include "prog_parameter.h"
39
40
41/**
42 * Use the list of tokens in the state[] array to find global GL state
43 * and return it in <value>.  Usually, four values are returned in <value>
44 * but matrix queries may return as many as 16 values.
45 * This function is used for ARB vertex/fragment programs.
46 * The program parser will produce the state[] values.
47 */
48static void
49_mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
50                  GLfloat *value)
51{
52   switch (state[0]) {
53   case STATE_MATERIAL:
54      {
55         /* state[1] is either 0=front or 1=back side */
56         const GLuint face = (GLuint) state[1];
57         const struct gl_material *mat = &ctx->Light.Material;
58         ASSERT(face == 0 || face == 1);
59         /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
60         ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
61         /* XXX we could get rid of this switch entirely with a little
62          * work in arbprogparse.c's parse_state_single_item().
63          */
64         /* state[2] is the material attribute */
65         switch (state[2]) {
66         case STATE_AMBIENT:
67            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
68            return;
69         case STATE_DIFFUSE:
70            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
71            return;
72         case STATE_SPECULAR:
73            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
74            return;
75         case STATE_EMISSION:
76            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
77            return;
78         case STATE_SHININESS:
79            value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
80            value[1] = 0.0F;
81            value[2] = 0.0F;
82            value[3] = 1.0F;
83            return;
84         default:
85            _mesa_problem(ctx, "Invalid material state in fetch_state");
86            return;
87         }
88      }
89   case STATE_LIGHT:
90      {
91         /* state[1] is the light number */
92         const GLuint ln = (GLuint) state[1];
93         /* state[2] is the light attribute */
94         switch (state[2]) {
95         case STATE_AMBIENT:
96            COPY_4V(value, ctx->Light.Light[ln].Ambient);
97            return;
98         case STATE_DIFFUSE:
99            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
100            return;
101         case STATE_SPECULAR:
102            COPY_4V(value, ctx->Light.Light[ln].Specular);
103            return;
104         case STATE_POSITION:
105            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
106            return;
107         case STATE_ATTENUATION:
108            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
109            value[1] = ctx->Light.Light[ln].LinearAttenuation;
110            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
111            value[3] = ctx->Light.Light[ln].SpotExponent;
112            return;
113         case STATE_SPOT_DIRECTION:
114            COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
115            value[3] = ctx->Light.Light[ln]._CosCutoff;
116            return;
117         case STATE_SPOT_CUTOFF:
118            value[0] = ctx->Light.Light[ln].SpotCutoff;
119            return;
120         case STATE_HALF_VECTOR:
121            {
122               static const GLfloat eye_z[] = {0, 0, 1};
123               GLfloat p[3];
124               /* Compute infinite half angle vector:
125                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
126		* light.EyePosition.w should be 0 for infinite lights.
127                */
128               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
129               NORMALIZE_3FV(p);
130	       ADD_3V(value, p, eye_z);
131	       NORMALIZE_3FV(value);
132	       value[3] = 1.0;
133            }
134            return;
135         default:
136            _mesa_problem(ctx, "Invalid light state in fetch_state");
137            return;
138         }
139      }
140   case STATE_LIGHTMODEL_AMBIENT:
141      COPY_4V(value, ctx->Light.Model.Ambient);
142      return;
143   case STATE_LIGHTMODEL_SCENECOLOR:
144      if (state[1] == 0) {
145         /* front */
146         GLint i;
147         for (i = 0; i < 3; i++) {
148            value[i] = ctx->Light.Model.Ambient[i]
149               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
150               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
151         }
152	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
153      }
154      else {
155         /* back */
156         GLint i;
157         for (i = 0; i < 3; i++) {
158            value[i] = ctx->Light.Model.Ambient[i]
159               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
160               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
161         }
162	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
163      }
164      return;
165   case STATE_LIGHTPROD:
166      {
167         const GLuint ln = (GLuint) state[1];
168         const GLuint face = (GLuint) state[2];
169         GLint i;
170         ASSERT(face == 0 || face == 1);
171         switch (state[3]) {
172            case STATE_AMBIENT:
173               for (i = 0; i < 3; i++) {
174                  value[i] = ctx->Light.Light[ln].Ambient[i] *
175                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
176               }
177               /* [3] = material alpha */
178               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
179               return;
180            case STATE_DIFFUSE:
181               for (i = 0; i < 3; i++) {
182                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
183                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
184               }
185               /* [3] = material alpha */
186               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
187               return;
188            case STATE_SPECULAR:
189               for (i = 0; i < 3; i++) {
190                  value[i] = ctx->Light.Light[ln].Specular[i] *
191                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
192               }
193               /* [3] = material alpha */
194               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
195               return;
196            default:
197               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
198               return;
199         }
200      }
201   case STATE_TEXGEN:
202      {
203         /* state[1] is the texture unit */
204         const GLuint unit = (GLuint) state[1];
205         /* state[2] is the texgen attribute */
206         switch (state[2]) {
207         case STATE_TEXGEN_EYE_S:
208            COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
209            return;
210         case STATE_TEXGEN_EYE_T:
211            COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
212            return;
213         case STATE_TEXGEN_EYE_R:
214            COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
215            return;
216         case STATE_TEXGEN_EYE_Q:
217            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
218            return;
219         case STATE_TEXGEN_OBJECT_S:
220            COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
221            return;
222         case STATE_TEXGEN_OBJECT_T:
223            COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
224            return;
225         case STATE_TEXGEN_OBJECT_R:
226            COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
227            return;
228         case STATE_TEXGEN_OBJECT_Q:
229            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
230            return;
231         default:
232            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
233            return;
234         }
235      }
236   case STATE_TEXENV_COLOR:
237      {
238         /* state[1] is the texture unit */
239         const GLuint unit = (GLuint) state[1];
240         if(ctx->Color._ClampFragmentColor)
241            COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
242         else
243            COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
244      }
245      return;
246   case STATE_FOG_COLOR:
247      if(ctx->Color._ClampFragmentColor)
248         COPY_4V(value, ctx->Fog.Color);
249      else
250         COPY_4V(value, ctx->Fog.ColorUnclamped);
251      return;
252   case STATE_FOG_PARAMS:
253      value[0] = ctx->Fog.Density;
254      value[1] = ctx->Fog.Start;
255      value[2] = ctx->Fog.End;
256      value[3] = (ctx->Fog.End == ctx->Fog.Start)
257         ? 1.0f : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
258      return;
259   case STATE_CLIPPLANE:
260      {
261         const GLuint plane = (GLuint) state[1];
262         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
263      }
264      return;
265   case STATE_POINT_SIZE:
266      value[0] = ctx->Point.Size;
267      value[1] = ctx->Point.MinSize;
268      value[2] = ctx->Point.MaxSize;
269      value[3] = ctx->Point.Threshold;
270      return;
271   case STATE_POINT_ATTENUATION:
272      value[0] = ctx->Point.Params[0];
273      value[1] = ctx->Point.Params[1];
274      value[2] = ctx->Point.Params[2];
275      value[3] = 1.0F;
276      return;
277   case STATE_MODELVIEW_MATRIX:
278   case STATE_PROJECTION_MATRIX:
279   case STATE_MVP_MATRIX:
280   case STATE_TEXTURE_MATRIX:
281   case STATE_PROGRAM_MATRIX:
282      {
283         /* state[0] = modelview, projection, texture, etc. */
284         /* state[1] = which texture matrix or program matrix */
285         /* state[2] = first row to fetch */
286         /* state[3] = last row to fetch */
287         /* state[4] = transpose, inverse or invtrans */
288         const GLmatrix *matrix;
289         const gl_state_index mat = state[0];
290         const GLuint index = (GLuint) state[1];
291         const GLuint firstRow = (GLuint) state[2];
292         const GLuint lastRow = (GLuint) state[3];
293         const gl_state_index modifier = state[4];
294         const GLfloat *m;
295         GLuint row, i;
296         ASSERT(firstRow >= 0);
297         ASSERT(firstRow < 4);
298         ASSERT(lastRow >= 0);
299         ASSERT(lastRow < 4);
300         if (mat == STATE_MODELVIEW_MATRIX) {
301            matrix = ctx->ModelviewMatrixStack.Top;
302         }
303         else if (mat == STATE_PROJECTION_MATRIX) {
304            matrix = ctx->ProjectionMatrixStack.Top;
305         }
306         else if (mat == STATE_MVP_MATRIX) {
307            matrix = &ctx->_ModelProjectMatrix;
308         }
309         else if (mat == STATE_TEXTURE_MATRIX) {
310            ASSERT(index < Elements(ctx->TextureMatrixStack));
311            matrix = ctx->TextureMatrixStack[index].Top;
312         }
313         else if (mat == STATE_PROGRAM_MATRIX) {
314            ASSERT(index < Elements(ctx->ProgramMatrixStack));
315            matrix = ctx->ProgramMatrixStack[index].Top;
316         }
317         else {
318            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
319            return;
320         }
321         if (modifier == STATE_MATRIX_INVERSE ||
322             modifier == STATE_MATRIX_INVTRANS) {
323            /* Be sure inverse is up to date:
324	     */
325            _math_matrix_alloc_inv( (GLmatrix *) matrix );
326	    _math_matrix_analyse( (GLmatrix*) matrix );
327            m = matrix->inv;
328         }
329         else {
330            m = matrix->m;
331         }
332         if (modifier == STATE_MATRIX_TRANSPOSE ||
333             modifier == STATE_MATRIX_INVTRANS) {
334            for (i = 0, row = firstRow; row <= lastRow; row++) {
335               value[i++] = m[row * 4 + 0];
336               value[i++] = m[row * 4 + 1];
337               value[i++] = m[row * 4 + 2];
338               value[i++] = m[row * 4 + 3];
339            }
340         }
341         else {
342            for (i = 0, row = firstRow; row <= lastRow; row++) {
343               value[i++] = m[row + 0];
344               value[i++] = m[row + 4];
345               value[i++] = m[row + 8];
346               value[i++] = m[row + 12];
347            }
348         }
349      }
350      return;
351   case STATE_DEPTH_RANGE:
352      value[0] = ctx->Viewport.Near;                     /* near       */
353      value[1] = ctx->Viewport.Far;                      /* far        */
354      value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
355      value[3] = 1.0;
356      return;
357   case STATE_FRAGMENT_PROGRAM:
358      {
359         /* state[1] = {STATE_ENV, STATE_LOCAL} */
360         /* state[2] = parameter index          */
361         const int idx = (int) state[2];
362         switch (state[1]) {
363            case STATE_ENV:
364               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
365               return;
366            case STATE_LOCAL:
367               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
368               return;
369            default:
370               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
371               return;
372         }
373      }
374      return;
375
376   case STATE_VERTEX_PROGRAM:
377      {
378         /* state[1] = {STATE_ENV, STATE_LOCAL} */
379         /* state[2] = parameter index          */
380         const int idx = (int) state[2];
381         switch (state[1]) {
382            case STATE_ENV:
383               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
384               return;
385            case STATE_LOCAL:
386               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
387               return;
388            default:
389               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
390               return;
391         }
392      }
393      return;
394
395   case STATE_NORMAL_SCALE:
396      ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
397      return;
398
399   case STATE_INTERNAL:
400      switch (state[1]) {
401      case STATE_CURRENT_ATTRIB:
402         {
403            const GLuint idx = (GLuint) state[2];
404            COPY_4V(value, ctx->Current.Attrib[idx]);
405         }
406         return;
407
408      case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
409         {
410            const GLuint idx = (GLuint) state[2];
411            if(ctx->Light._ClampVertexColor &&
412               (idx == VERT_ATTRIB_COLOR0 ||
413                idx == VERT_ATTRIB_COLOR1)) {
414               value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
415               value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
416               value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
417               value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
418            }
419            else
420               COPY_4V(value, ctx->Current.Attrib[idx]);
421         }
422         return;
423
424      case STATE_NORMAL_SCALE:
425         ASSIGN_4V(value,
426                   ctx->_ModelViewInvScale,
427                   ctx->_ModelViewInvScale,
428                   ctx->_ModelViewInvScale,
429                   1);
430         return;
431
432      case STATE_TEXRECT_SCALE:
433         /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
434          * Used to convert unnormalized texcoords to normalized texcoords.
435          */
436         {
437            const int unit = (int) state[2];
438            const struct gl_texture_object *texObj
439               = ctx->Texture.Unit[unit]._Current;
440            if (texObj) {
441               struct gl_texture_image *texImage = texObj->Image[0][0];
442               ASSIGN_4V(value,
443                         (GLfloat) (1.0 / texImage->Width),
444                         (GLfloat) (1.0 / texImage->Height),
445                         0.0f, 1.0f);
446            }
447         }
448         return;
449
450      case STATE_FOG_PARAMS_OPTIMIZED:
451         /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
452          * might be more expensive than EX2 on some hw, plus it needs
453          * another constant (e) anyway. Linear fog can now be done with a
454          * single MAD.
455          * linear: fogcoord * -1/(end-start) + end/(end-start)
456          * exp: 2^-(density/ln(2) * fogcoord)
457          * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
458          */
459         value[0] = (ctx->Fog.End == ctx->Fog.Start)
460            ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
461         value[1] = ctx->Fog.End * -value[0];
462         value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
463         value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
464         return;
465
466      case STATE_POINT_SIZE_CLAMPED:
467         {
468           /* this includes implementation dependent limits, to avoid
469            * another potentially necessary clamp.
470            * Note: for sprites, point smooth (point AA) is ignored
471            * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
472            * expect drivers will want to say their minimum for AA size is 0.0
473            * but for non-AA it's 1.0 (because normal points with size below 1.0
474            * need to get rounded up to 1.0, hence never disappear). GL does
475            * not specify max clamp size for sprites, other than it needs to be
476            * at least as large as max AA size, hence use non-AA size there.
477            */
478            GLfloat minImplSize;
479            GLfloat maxImplSize;
480            if (ctx->Point.PointSprite) {
481               minImplSize = ctx->Const.MinPointSizeAA;
482               maxImplSize = ctx->Const.MaxPointSize;
483            }
484            else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
485               minImplSize = ctx->Const.MinPointSizeAA;
486               maxImplSize = ctx->Const.MaxPointSizeAA;
487            }
488            else {
489               minImplSize = ctx->Const.MinPointSize;
490               maxImplSize = ctx->Const.MaxPointSize;
491            }
492            value[0] = ctx->Point.Size;
493            value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
494            value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
495            value[3] = ctx->Point.Threshold;
496         }
497         return;
498      case STATE_POINT_SIZE_IMPL_CLAMP:
499         {
500           /* for implementation clamp only in vs */
501            GLfloat minImplSize;
502            GLfloat maxImplSize;
503            if (ctx->Point.PointSprite) {
504               minImplSize = ctx->Const.MinPointSizeAA;
505               maxImplSize = ctx->Const.MaxPointSize;
506            }
507            else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
508               minImplSize = ctx->Const.MinPointSizeAA;
509               maxImplSize = ctx->Const.MaxPointSizeAA;
510            }
511            else {
512               minImplSize = ctx->Const.MinPointSize;
513               maxImplSize = ctx->Const.MaxPointSize;
514            }
515            value[0] = ctx->Point.Size;
516            value[1] = minImplSize;
517            value[2] = maxImplSize;
518            value[3] = ctx->Point.Threshold;
519         }
520         return;
521      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
522         {
523            /* here, state[2] is the light number */
524            /* pre-normalize spot dir */
525            const GLuint ln = (GLuint) state[2];
526            COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
527            value[3] = ctx->Light.Light[ln]._CosCutoff;
528         }
529         return;
530
531      case STATE_LIGHT_POSITION:
532         {
533            const GLuint ln = (GLuint) state[2];
534            COPY_4V(value, ctx->Light.Light[ln]._Position);
535         }
536         return;
537
538      case STATE_LIGHT_POSITION_NORMALIZED:
539         {
540            const GLuint ln = (GLuint) state[2];
541            COPY_4V(value, ctx->Light.Light[ln]._Position);
542            NORMALIZE_3FV( value );
543         }
544         return;
545
546      case STATE_LIGHT_HALF_VECTOR:
547         {
548            const GLuint ln = (GLuint) state[2];
549            GLfloat p[3];
550            /* Compute infinite half angle vector:
551             *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
552             * light.EyePosition.w should be 0 for infinite lights.
553             */
554            COPY_3V(p, ctx->Light.Light[ln]._Position);
555            NORMALIZE_3FV(p);
556            ADD_3V(value, p, ctx->_EyeZDir);
557            NORMALIZE_3FV(value);
558            value[3] = 1.0;
559         }
560         return;
561
562      case STATE_PT_SCALE:
563         value[0] = ctx->Pixel.RedScale;
564         value[1] = ctx->Pixel.GreenScale;
565         value[2] = ctx->Pixel.BlueScale;
566         value[3] = ctx->Pixel.AlphaScale;
567         return;
568
569      case STATE_PT_BIAS:
570         value[0] = ctx->Pixel.RedBias;
571         value[1] = ctx->Pixel.GreenBias;
572         value[2] = ctx->Pixel.BlueBias;
573         value[3] = ctx->Pixel.AlphaBias;
574         return;
575
576      case STATE_SHADOW_AMBIENT:
577         {
578            const int unit = (int) state[2];
579            const struct gl_texture_object *texObj
580               = ctx->Texture.Unit[unit]._Current;
581            if (texObj) {
582               value[0] =
583               value[1] =
584               value[2] =
585               value[3] = texObj->Sampler.CompareFailValue;
586            }
587         }
588         return;
589
590      case STATE_FB_SIZE:
591         value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
592         value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
593         value[2] = 0.0F;
594         value[3] = 0.0F;
595         return;
596
597      case STATE_FB_WPOS_Y_TRANSFORM:
598         /* A driver may negate this conditional by using ZW swizzle
599          * instead of XY (based on e.g. some other state). */
600         if (ctx->DrawBuffer->Name != 0) {
601            /* Identity (XY) followed by flipping Y upside down (ZW). */
602            value[0] = 1.0F;
603            value[1] = 0.0F;
604            value[2] = -1.0F;
605            value[3] = (GLfloat) ctx->DrawBuffer->Height;
606         } else {
607            /* Flipping Y upside down (XY) followed by identity (ZW). */
608            value[0] = -1.0F;
609            value[1] = (GLfloat) ctx->DrawBuffer->Height;
610            value[2] = 1.0F;
611            value[3] = 0.0F;
612         }
613         return;
614
615      case STATE_ROT_MATRIX_0:
616         {
617            const int unit = (int) state[2];
618            GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
619            value[0] = rotMat22[0];
620            value[1] = rotMat22[2];
621            value[2] = 0.0;
622            value[3] = 0.0;
623         }
624         return;
625
626      case STATE_ROT_MATRIX_1:
627         {
628            const int unit = (int) state[2];
629            GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
630            value[0] = rotMat22[1];
631            value[1] = rotMat22[3];
632            value[2] = 0.0;
633            value[3] = 0.0;
634         }
635         return;
636
637      /* XXX: make sure new tokens added here are also handled in the
638       * _mesa_program_state_flags() switch, below.
639       */
640      default:
641         /* Unknown state indexes are silently ignored here.
642          * Drivers may do something special.
643          */
644         return;
645      }
646      return;
647
648   default:
649      _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
650      return;
651   }
652}
653
654
655/**
656 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
657 * indicate that the given context state may have changed.
658 * The bitmask is used during validation to determine if we need to update
659 * vertex/fragment program parameters (like "state.material.color") when
660 * some GL state has changed.
661 */
662GLbitfield
663_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
664{
665   switch (state[0]) {
666   case STATE_MATERIAL:
667   case STATE_LIGHTPROD:
668   case STATE_LIGHTMODEL_SCENECOLOR:
669      /* these can be effected by glColor when colormaterial mode is used */
670      return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
671
672   case STATE_LIGHT:
673   case STATE_LIGHTMODEL_AMBIENT:
674      return _NEW_LIGHT;
675
676   case STATE_TEXGEN:
677      return _NEW_TEXTURE;
678   case STATE_TEXENV_COLOR:
679      return _NEW_TEXTURE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
680
681   case STATE_FOG_COLOR:
682      return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
683   case STATE_FOG_PARAMS:
684      return _NEW_FOG;
685
686   case STATE_CLIPPLANE:
687      return _NEW_TRANSFORM;
688
689   case STATE_POINT_SIZE:
690   case STATE_POINT_ATTENUATION:
691      return _NEW_POINT;
692
693   case STATE_MODELVIEW_MATRIX:
694      return _NEW_MODELVIEW;
695   case STATE_PROJECTION_MATRIX:
696      return _NEW_PROJECTION;
697   case STATE_MVP_MATRIX:
698      return _NEW_MODELVIEW | _NEW_PROJECTION;
699   case STATE_TEXTURE_MATRIX:
700      return _NEW_TEXTURE_MATRIX;
701   case STATE_PROGRAM_MATRIX:
702      return _NEW_TRACK_MATRIX;
703
704   case STATE_DEPTH_RANGE:
705      return _NEW_VIEWPORT;
706
707   case STATE_FRAGMENT_PROGRAM:
708   case STATE_VERTEX_PROGRAM:
709      return _NEW_PROGRAM;
710
711   case STATE_NORMAL_SCALE:
712      return _NEW_MODELVIEW;
713
714   case STATE_INTERNAL:
715      switch (state[1]) {
716      case STATE_CURRENT_ATTRIB:
717         return _NEW_CURRENT_ATTRIB;
718      case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
719         return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
720
721      case STATE_NORMAL_SCALE:
722         return _NEW_MODELVIEW;
723
724      case STATE_TEXRECT_SCALE:
725      case STATE_SHADOW_AMBIENT:
726      case STATE_ROT_MATRIX_0:
727      case STATE_ROT_MATRIX_1:
728	 return _NEW_TEXTURE;
729      case STATE_FOG_PARAMS_OPTIMIZED:
730	 return _NEW_FOG;
731      case STATE_POINT_SIZE_CLAMPED:
732      case STATE_POINT_SIZE_IMPL_CLAMP:
733         return _NEW_POINT | _NEW_MULTISAMPLE;
734      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
735      case STATE_LIGHT_POSITION:
736      case STATE_LIGHT_POSITION_NORMALIZED:
737      case STATE_LIGHT_HALF_VECTOR:
738         return _NEW_LIGHT;
739
740      case STATE_PT_SCALE:
741      case STATE_PT_BIAS:
742         return _NEW_PIXEL;
743
744      case STATE_FB_SIZE:
745      case STATE_FB_WPOS_Y_TRANSFORM:
746         return _NEW_BUFFERS;
747
748      default:
749         /* unknown state indexes are silently ignored and
750         *  no flag set, since it is handled by the driver.
751         */
752	 return 0;
753      }
754
755   default:
756      _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
757      return 0;
758   }
759}
760
761
762static void
763append(char *dst, const char *src)
764{
765   while (*dst)
766      dst++;
767   while (*src)
768     *dst++ = *src++;
769   *dst = 0;
770}
771
772
773/**
774 * Convert token 'k' to a string, append it onto 'dst' string.
775 */
776static void
777append_token(char *dst, gl_state_index k)
778{
779   switch (k) {
780   case STATE_MATERIAL:
781      append(dst, "material");
782      break;
783   case STATE_LIGHT:
784      append(dst, "light");
785      break;
786   case STATE_LIGHTMODEL_AMBIENT:
787      append(dst, "lightmodel.ambient");
788      break;
789   case STATE_LIGHTMODEL_SCENECOLOR:
790      break;
791   case STATE_LIGHTPROD:
792      append(dst, "lightprod");
793      break;
794   case STATE_TEXGEN:
795      append(dst, "texgen");
796      break;
797   case STATE_FOG_COLOR:
798      append(dst, "fog.color");
799      break;
800   case STATE_FOG_PARAMS:
801      append(dst, "fog.params");
802      break;
803   case STATE_CLIPPLANE:
804      append(dst, "clip");
805      break;
806   case STATE_POINT_SIZE:
807      append(dst, "point.size");
808      break;
809   case STATE_POINT_ATTENUATION:
810      append(dst, "point.attenuation");
811      break;
812   case STATE_MODELVIEW_MATRIX:
813      append(dst, "matrix.modelview");
814      break;
815   case STATE_PROJECTION_MATRIX:
816      append(dst, "matrix.projection");
817      break;
818   case STATE_MVP_MATRIX:
819      append(dst, "matrix.mvp");
820      break;
821   case STATE_TEXTURE_MATRIX:
822      append(dst, "matrix.texture");
823      break;
824   case STATE_PROGRAM_MATRIX:
825      append(dst, "matrix.program");
826      break;
827   case STATE_MATRIX_INVERSE:
828      append(dst, ".inverse");
829      break;
830   case STATE_MATRIX_TRANSPOSE:
831      append(dst, ".transpose");
832      break;
833   case STATE_MATRIX_INVTRANS:
834      append(dst, ".invtrans");
835      break;
836   case STATE_AMBIENT:
837      append(dst, ".ambient");
838      break;
839   case STATE_DIFFUSE:
840      append(dst, ".diffuse");
841      break;
842   case STATE_SPECULAR:
843      append(dst, ".specular");
844      break;
845   case STATE_EMISSION:
846      append(dst, ".emission");
847      break;
848   case STATE_SHININESS:
849      append(dst, "lshininess");
850      break;
851   case STATE_HALF_VECTOR:
852      append(dst, ".half");
853      break;
854   case STATE_POSITION:
855      append(dst, ".position");
856      break;
857   case STATE_ATTENUATION:
858      append(dst, ".attenuation");
859      break;
860   case STATE_SPOT_DIRECTION:
861      append(dst, ".spot.direction");
862      break;
863   case STATE_SPOT_CUTOFF:
864      append(dst, ".spot.cutoff");
865      break;
866   case STATE_TEXGEN_EYE_S:
867      append(dst, ".eye.s");
868      break;
869   case STATE_TEXGEN_EYE_T:
870      append(dst, ".eye.t");
871      break;
872   case STATE_TEXGEN_EYE_R:
873      append(dst, ".eye.r");
874      break;
875   case STATE_TEXGEN_EYE_Q:
876      append(dst, ".eye.q");
877      break;
878   case STATE_TEXGEN_OBJECT_S:
879      append(dst, ".object.s");
880      break;
881   case STATE_TEXGEN_OBJECT_T:
882      append(dst, ".object.t");
883      break;
884   case STATE_TEXGEN_OBJECT_R:
885      append(dst, ".object.r");
886      break;
887   case STATE_TEXGEN_OBJECT_Q:
888      append(dst, ".object.q");
889      break;
890   case STATE_TEXENV_COLOR:
891      append(dst, "texenv");
892      break;
893   case STATE_DEPTH_RANGE:
894      append(dst, "depth.range");
895      break;
896   case STATE_VERTEX_PROGRAM:
897   case STATE_FRAGMENT_PROGRAM:
898      break;
899   case STATE_ENV:
900      append(dst, "env");
901      break;
902   case STATE_LOCAL:
903      append(dst, "local");
904      break;
905   /* BEGIN internal state vars */
906   case STATE_INTERNAL:
907      append(dst, ".internal.");
908      break;
909   case STATE_CURRENT_ATTRIB:
910      append(dst, "current");
911      break;
912   case STATE_NORMAL_SCALE:
913      append(dst, "normalScale");
914      break;
915   case STATE_TEXRECT_SCALE:
916      append(dst, "texrectScale");
917      break;
918   case STATE_FOG_PARAMS_OPTIMIZED:
919      append(dst, "fogParamsOptimized");
920      break;
921   case STATE_POINT_SIZE_CLAMPED:
922      append(dst, "pointSizeClamped");
923      break;
924   case STATE_POINT_SIZE_IMPL_CLAMP:
925      append(dst, "pointSizeImplClamp");
926      break;
927   case STATE_LIGHT_SPOT_DIR_NORMALIZED:
928      append(dst, "lightSpotDirNormalized");
929      break;
930   case STATE_LIGHT_POSITION:
931      append(dst, "lightPosition");
932      break;
933   case STATE_LIGHT_POSITION_NORMALIZED:
934      append(dst, "light.position.normalized");
935      break;
936   case STATE_LIGHT_HALF_VECTOR:
937      append(dst, "lightHalfVector");
938      break;
939   case STATE_PT_SCALE:
940      append(dst, "PTscale");
941      break;
942   case STATE_PT_BIAS:
943      append(dst, "PTbias");
944      break;
945   case STATE_SHADOW_AMBIENT:
946      append(dst, "CompareFailValue");
947      break;
948   case STATE_FB_SIZE:
949      append(dst, "FbSize");
950      break;
951   case STATE_FB_WPOS_Y_TRANSFORM:
952      append(dst, "FbWposYTransform");
953      break;
954   case STATE_ROT_MATRIX_0:
955      append(dst, "rotMatrixRow0");
956      break;
957   case STATE_ROT_MATRIX_1:
958      append(dst, "rotMatrixRow1");
959      break;
960   default:
961      /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
962      append(dst, "driverState");
963   }
964}
965
966static void
967append_face(char *dst, GLint face)
968{
969   if (face == 0)
970      append(dst, "front.");
971   else
972      append(dst, "back.");
973}
974
975static void
976append_index(char *dst, GLint index)
977{
978   char s[20];
979   sprintf(s, "[%d]", index);
980   append(dst, s);
981}
982
983/**
984 * Make a string from the given state vector.
985 * For example, return "state.matrix.texture[2].inverse".
986 * Use free() to deallocate the string.
987 */
988char *
989_mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
990{
991   char str[1000] = "";
992   char tmp[30];
993
994   append(str, "state.");
995   append_token(str, state[0]);
996
997   switch (state[0]) {
998   case STATE_MATERIAL:
999      append_face(str, state[1]);
1000      append_token(str, state[2]);
1001      break;
1002   case STATE_LIGHT:
1003      append_index(str, state[1]); /* light number [i]. */
1004      append_token(str, state[2]); /* coefficients */
1005      break;
1006   case STATE_LIGHTMODEL_AMBIENT:
1007      append(str, "lightmodel.ambient");
1008      break;
1009   case STATE_LIGHTMODEL_SCENECOLOR:
1010      if (state[1] == 0) {
1011         append(str, "lightmodel.front.scenecolor");
1012      }
1013      else {
1014         append(str, "lightmodel.back.scenecolor");
1015      }
1016      break;
1017   case STATE_LIGHTPROD:
1018      append_index(str, state[1]); /* light number [i]. */
1019      append_face(str, state[2]);
1020      append_token(str, state[3]);
1021      break;
1022   case STATE_TEXGEN:
1023      append_index(str, state[1]); /* tex unit [i] */
1024      append_token(str, state[2]); /* plane coef */
1025      break;
1026   case STATE_TEXENV_COLOR:
1027      append_index(str, state[1]); /* tex unit [i] */
1028      append(str, "color");
1029      break;
1030   case STATE_CLIPPLANE:
1031      append_index(str, state[1]); /* plane [i] */
1032      append(str, ".plane");
1033      break;
1034   case STATE_MODELVIEW_MATRIX:
1035   case STATE_PROJECTION_MATRIX:
1036   case STATE_MVP_MATRIX:
1037   case STATE_TEXTURE_MATRIX:
1038   case STATE_PROGRAM_MATRIX:
1039      {
1040         /* state[0] = modelview, projection, texture, etc. */
1041         /* state[1] = which texture matrix or program matrix */
1042         /* state[2] = first row to fetch */
1043         /* state[3] = last row to fetch */
1044         /* state[4] = transpose, inverse or invtrans */
1045         const gl_state_index mat = state[0];
1046         const GLuint index = (GLuint) state[1];
1047         const GLuint firstRow = (GLuint) state[2];
1048         const GLuint lastRow = (GLuint) state[3];
1049         const gl_state_index modifier = state[4];
1050         if (index ||
1051             mat == STATE_TEXTURE_MATRIX ||
1052             mat == STATE_PROGRAM_MATRIX)
1053            append_index(str, index);
1054         if (modifier)
1055            append_token(str, modifier);
1056         if (firstRow == lastRow)
1057            sprintf(tmp, ".row[%d]", firstRow);
1058         else
1059            sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1060         append(str, tmp);
1061      }
1062      break;
1063   case STATE_POINT_SIZE:
1064      break;
1065   case STATE_POINT_ATTENUATION:
1066      break;
1067   case STATE_FOG_PARAMS:
1068      break;
1069   case STATE_FOG_COLOR:
1070      break;
1071   case STATE_DEPTH_RANGE:
1072      break;
1073   case STATE_FRAGMENT_PROGRAM:
1074   case STATE_VERTEX_PROGRAM:
1075      /* state[1] = {STATE_ENV, STATE_LOCAL} */
1076      /* state[2] = parameter index          */
1077      append_token(str, state[1]);
1078      append_index(str, state[2]);
1079      break;
1080   case STATE_NORMAL_SCALE:
1081      break;
1082   case STATE_INTERNAL:
1083      append_token(str, state[1]);
1084      if (state[1] == STATE_CURRENT_ATTRIB)
1085         append_index(str, state[2]);
1086       break;
1087   default:
1088      _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1089      break;
1090   }
1091
1092   return _mesa_strdup(str);
1093}
1094
1095
1096/**
1097 * Loop over all the parameters in a parameter list.  If the parameter
1098 * is a GL state reference, look up the current value of that state
1099 * variable and put it into the parameter's Value[4] array.
1100 * Other parameter types never change or are explicitly set by the user
1101 * with glUniform() or glProgramParameter(), etc.
1102 * This would be called at glBegin time.
1103 */
1104void
1105_mesa_load_state_parameters(struct gl_context *ctx,
1106                            struct gl_program_parameter_list *paramList)
1107{
1108   GLuint i;
1109
1110   if (!paramList)
1111      return;
1112
1113   for (i = 0; i < paramList->NumParameters; i++) {
1114      if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1115         _mesa_fetch_state(ctx,
1116			   paramList->Parameters[i].StateIndexes,
1117                           paramList->ParameterValues[i]);
1118      }
1119   }
1120}
1121
1122
1123/**
1124 * Copy the 16 elements of a matrix into four consecutive program
1125 * registers starting at 'pos'.
1126 */
1127static void
1128load_matrix(GLfloat registers[][4], GLuint pos, const GLfloat mat[16])
1129{
1130   GLuint i;
1131   for (i = 0; i < 4; i++) {
1132      registers[pos + i][0] = mat[0 + i];
1133      registers[pos + i][1] = mat[4 + i];
1134      registers[pos + i][2] = mat[8 + i];
1135      registers[pos + i][3] = mat[12 + i];
1136   }
1137}
1138
1139
1140/**
1141 * As above, but transpose the matrix.
1142 */
1143static void
1144load_transpose_matrix(GLfloat registers[][4], GLuint pos,
1145                      const GLfloat mat[16])
1146{
1147   memcpy(registers[pos], mat, 16 * sizeof(GLfloat));
1148}
1149
1150
1151/**
1152 * Load current vertex program's parameter registers with tracked
1153 * matrices (if NV program).  This only needs to be done per
1154 * glBegin/glEnd, not per-vertex.
1155 */
1156void
1157_mesa_load_tracked_matrices(struct gl_context *ctx)
1158{
1159   GLuint i;
1160
1161   for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
1162      /* point 'mat' at source matrix */
1163      GLmatrix *mat;
1164      if (ctx->VertexProgram.TrackMatrix[i] == GL_MODELVIEW) {
1165         mat = ctx->ModelviewMatrixStack.Top;
1166      }
1167      else if (ctx->VertexProgram.TrackMatrix[i] == GL_PROJECTION) {
1168         mat = ctx->ProjectionMatrixStack.Top;
1169      }
1170      else if (ctx->VertexProgram.TrackMatrix[i] == GL_TEXTURE) {
1171         GLuint unit = MIN2(ctx->Texture.CurrentUnit,
1172                            Elements(ctx->TextureMatrixStack) - 1);
1173         mat = ctx->TextureMatrixStack[unit].Top;
1174      }
1175      else if (ctx->VertexProgram.TrackMatrix[i]==GL_MODELVIEW_PROJECTION_NV) {
1176         /* XXX verify the combined matrix is up to date */
1177         mat = &ctx->_ModelProjectMatrix;
1178      }
1179      else if (ctx->VertexProgram.TrackMatrix[i] >= GL_MATRIX0_NV &&
1180               ctx->VertexProgram.TrackMatrix[i] <= GL_MATRIX7_NV) {
1181         GLuint n = ctx->VertexProgram.TrackMatrix[i] - GL_MATRIX0_NV;
1182         ASSERT(n < Elements(ctx->ProgramMatrixStack));
1183         mat = ctx->ProgramMatrixStack[n].Top;
1184      }
1185      else {
1186         /* no matrix is tracked, but we leave the register values as-is */
1187         assert(ctx->VertexProgram.TrackMatrix[i] == GL_NONE);
1188         continue;
1189      }
1190
1191      /* load the matrix values into sequential registers */
1192      if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_IDENTITY_NV) {
1193         load_matrix(ctx->VertexProgram.Parameters, i*4, mat->m);
1194      }
1195      else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_INVERSE_NV) {
1196         _math_matrix_analyse(mat); /* update the inverse */
1197         ASSERT(!_math_matrix_is_dirty(mat));
1198         load_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
1199      }
1200      else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_TRANSPOSE_NV) {
1201         load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->m);
1202      }
1203      else {
1204         assert(ctx->VertexProgram.TrackMatrixTransform[i]
1205                == GL_INVERSE_TRANSPOSE_NV);
1206         _math_matrix_analyse(mat); /* update the inverse */
1207         ASSERT(!_math_matrix_is_dirty(mat));
1208         load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
1209      }
1210   }
1211}
1212