prog_statevars.c revision af69d88d
1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007  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 * \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/blend.h"
35#include "main/imports.h"
36#include "main/macros.h"
37#include "main/mtypes.h"
38#include "main/fbobject.h"
39#include "prog_statevars.h"
40#include "prog_parameter.h"
41#include "main/samplerobj.h"
42
43
44/**
45 * Use the list of tokens in the state[] array to find global GL state
46 * and return it in <value>.  Usually, four values are returned in <value>
47 * but matrix queries may return as many as 16 values.
48 * This function is used for ARB vertex/fragment programs.
49 * The program parser will produce the state[] values.
50 */
51static void
52_mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
53                  GLfloat *value)
54{
55   switch (state[0]) {
56   case STATE_MATERIAL:
57      {
58         /* state[1] is either 0=front or 1=back side */
59         const GLuint face = (GLuint) state[1];
60         const struct gl_material *mat = &ctx->Light.Material;
61         ASSERT(face == 0 || face == 1);
62         /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
63         ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
64         /* XXX we could get rid of this switch entirely with a little
65          * work in arbprogparse.c's parse_state_single_item().
66          */
67         /* state[2] is the material attribute */
68         switch (state[2]) {
69         case STATE_AMBIENT:
70            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
71            return;
72         case STATE_DIFFUSE:
73            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
74            return;
75         case STATE_SPECULAR:
76            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
77            return;
78         case STATE_EMISSION:
79            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
80            return;
81         case STATE_SHININESS:
82            value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
83            value[1] = 0.0F;
84            value[2] = 0.0F;
85            value[3] = 1.0F;
86            return;
87         default:
88            _mesa_problem(ctx, "Invalid material state in fetch_state");
89            return;
90         }
91      }
92   case STATE_LIGHT:
93      {
94         /* state[1] is the light number */
95         const GLuint ln = (GLuint) state[1];
96         /* state[2] is the light attribute */
97         switch (state[2]) {
98         case STATE_AMBIENT:
99            COPY_4V(value, ctx->Light.Light[ln].Ambient);
100            return;
101         case STATE_DIFFUSE:
102            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
103            return;
104         case STATE_SPECULAR:
105            COPY_4V(value, ctx->Light.Light[ln].Specular);
106            return;
107         case STATE_POSITION:
108            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
109            return;
110         case STATE_ATTENUATION:
111            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
112            value[1] = ctx->Light.Light[ln].LinearAttenuation;
113            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
114            value[3] = ctx->Light.Light[ln].SpotExponent;
115            return;
116         case STATE_SPOT_DIRECTION:
117            COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
118            value[3] = ctx->Light.Light[ln]._CosCutoff;
119            return;
120         case STATE_SPOT_CUTOFF:
121            value[0] = ctx->Light.Light[ln].SpotCutoff;
122            return;
123         case STATE_HALF_VECTOR:
124            {
125               static const GLfloat eye_z[] = {0, 0, 1};
126               GLfloat p[3];
127               /* Compute infinite half angle vector:
128                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
129		* light.EyePosition.w should be 0 for infinite lights.
130                */
131               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
132               NORMALIZE_3FV(p);
133	       ADD_3V(value, p, eye_z);
134	       NORMALIZE_3FV(value);
135	       value[3] = 1.0;
136            }
137            return;
138         default:
139            _mesa_problem(ctx, "Invalid light state in fetch_state");
140            return;
141         }
142      }
143   case STATE_LIGHTMODEL_AMBIENT:
144      COPY_4V(value, ctx->Light.Model.Ambient);
145      return;
146   case STATE_LIGHTMODEL_SCENECOLOR:
147      if (state[1] == 0) {
148         /* front */
149         GLint i;
150         for (i = 0; i < 3; i++) {
151            value[i] = ctx->Light.Model.Ambient[i]
152               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
153               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
154         }
155	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
156      }
157      else {
158         /* back */
159         GLint i;
160         for (i = 0; i < 3; i++) {
161            value[i] = ctx->Light.Model.Ambient[i]
162               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
163               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
164         }
165	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
166      }
167      return;
168   case STATE_LIGHTPROD:
169      {
170         const GLuint ln = (GLuint) state[1];
171         const GLuint face = (GLuint) state[2];
172         GLint i;
173         ASSERT(face == 0 || face == 1);
174         switch (state[3]) {
175            case STATE_AMBIENT:
176               for (i = 0; i < 3; i++) {
177                  value[i] = ctx->Light.Light[ln].Ambient[i] *
178                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
179               }
180               /* [3] = material alpha */
181               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
182               return;
183            case STATE_DIFFUSE:
184               for (i = 0; i < 3; i++) {
185                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
186                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
187               }
188               /* [3] = material alpha */
189               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
190               return;
191            case STATE_SPECULAR:
192               for (i = 0; i < 3; i++) {
193                  value[i] = ctx->Light.Light[ln].Specular[i] *
194                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
195               }
196               /* [3] = material alpha */
197               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
198               return;
199            default:
200               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
201               return;
202         }
203      }
204   case STATE_TEXGEN:
205      {
206         /* state[1] is the texture unit */
207         const GLuint unit = (GLuint) state[1];
208         /* state[2] is the texgen attribute */
209         switch (state[2]) {
210         case STATE_TEXGEN_EYE_S:
211            COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
212            return;
213         case STATE_TEXGEN_EYE_T:
214            COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
215            return;
216         case STATE_TEXGEN_EYE_R:
217            COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
218            return;
219         case STATE_TEXGEN_EYE_Q:
220            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
221            return;
222         case STATE_TEXGEN_OBJECT_S:
223            COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
224            return;
225         case STATE_TEXGEN_OBJECT_T:
226            COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
227            return;
228         case STATE_TEXGEN_OBJECT_R:
229            COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
230            return;
231         case STATE_TEXGEN_OBJECT_Q:
232            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
233            return;
234         default:
235            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
236            return;
237         }
238      }
239   case STATE_TEXENV_COLOR:
240      {
241         /* state[1] is the texture unit */
242         const GLuint unit = (GLuint) state[1];
243         if (_mesa_get_clamp_fragment_color(ctx))
244            COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
245         else
246            COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
247      }
248      return;
249   case STATE_FOG_COLOR:
250      if (_mesa_get_clamp_fragment_color(ctx))
251         COPY_4V(value, ctx->Fog.Color);
252      else
253         COPY_4V(value, ctx->Fog.ColorUnclamped);
254      return;
255   case STATE_FOG_PARAMS:
256      value[0] = ctx->Fog.Density;
257      value[1] = ctx->Fog.Start;
258      value[2] = ctx->Fog.End;
259      value[3] = 1.0f / (ctx->Fog.End - ctx->Fog.Start);
260      return;
261   case STATE_CLIPPLANE:
262      {
263         const GLuint plane = (GLuint) state[1];
264         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
265      }
266      return;
267   case STATE_POINT_SIZE:
268      value[0] = ctx->Point.Size;
269      value[1] = ctx->Point.MinSize;
270      value[2] = ctx->Point.MaxSize;
271      value[3] = ctx->Point.Threshold;
272      return;
273   case STATE_POINT_ATTENUATION:
274      value[0] = ctx->Point.Params[0];
275      value[1] = ctx->Point.Params[1];
276      value[2] = ctx->Point.Params[2];
277      value[3] = 1.0F;
278      return;
279   case STATE_MODELVIEW_MATRIX:
280   case STATE_PROJECTION_MATRIX:
281   case STATE_MVP_MATRIX:
282   case STATE_TEXTURE_MATRIX:
283   case STATE_PROGRAM_MATRIX:
284      {
285         /* state[0] = modelview, projection, texture, etc. */
286         /* state[1] = which texture matrix or program matrix */
287         /* state[2] = first row to fetch */
288         /* state[3] = last row to fetch */
289         /* state[4] = transpose, inverse or invtrans */
290         const GLmatrix *matrix;
291         const gl_state_index mat = state[0];
292         const GLuint index = (GLuint) state[1];
293         const GLuint firstRow = (GLuint) state[2];
294         const GLuint lastRow = (GLuint) state[3];
295         const gl_state_index modifier = state[4];
296         const GLfloat *m;
297         GLuint row, i;
298         ASSERT(firstRow >= 0);
299         ASSERT(firstRow < 4);
300         ASSERT(lastRow >= 0);
301         ASSERT(lastRow < 4);
302         if (mat == STATE_MODELVIEW_MATRIX) {
303            matrix = ctx->ModelviewMatrixStack.Top;
304         }
305         else if (mat == STATE_PROJECTION_MATRIX) {
306            matrix = ctx->ProjectionMatrixStack.Top;
307         }
308         else if (mat == STATE_MVP_MATRIX) {
309            matrix = &ctx->_ModelProjectMatrix;
310         }
311         else if (mat == STATE_TEXTURE_MATRIX) {
312            ASSERT(index < Elements(ctx->TextureMatrixStack));
313            matrix = ctx->TextureMatrixStack[index].Top;
314         }
315         else if (mat == STATE_PROGRAM_MATRIX) {
316            ASSERT(index < Elements(ctx->ProgramMatrixStack));
317            matrix = ctx->ProgramMatrixStack[index].Top;
318         }
319         else {
320            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
321            return;
322         }
323         if (modifier == STATE_MATRIX_INVERSE ||
324             modifier == STATE_MATRIX_INVTRANS) {
325            /* Be sure inverse is up to date:
326	     */
327	    _math_matrix_analyse( (GLmatrix*) matrix );
328            m = matrix->inv;
329         }
330         else {
331            m = matrix->m;
332         }
333         if (modifier == STATE_MATRIX_TRANSPOSE ||
334             modifier == STATE_MATRIX_INVTRANS) {
335            for (i = 0, row = firstRow; row <= lastRow; row++) {
336               value[i++] = m[row * 4 + 0];
337               value[i++] = m[row * 4 + 1];
338               value[i++] = m[row * 4 + 2];
339               value[i++] = m[row * 4 + 3];
340            }
341         }
342         else {
343            for (i = 0, row = firstRow; row <= lastRow; row++) {
344               value[i++] = m[row + 0];
345               value[i++] = m[row + 4];
346               value[i++] = m[row + 8];
347               value[i++] = m[row + 12];
348            }
349         }
350      }
351      return;
352   case STATE_NUM_SAMPLES:
353      ((int *)value)[0] = ctx->DrawBuffer->Visual.samples;
354      return;
355   case STATE_DEPTH_RANGE:
356      value[0] = ctx->ViewportArray[0].Near;                /* near       */
357      value[1] = ctx->ViewportArray[0].Far;                 /* far        */
358      value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
359      value[3] = 1.0;
360      return;
361   case STATE_FRAGMENT_PROGRAM:
362      {
363         /* state[1] = {STATE_ENV, STATE_LOCAL} */
364         /* state[2] = parameter index          */
365         const int idx = (int) state[2];
366         switch (state[1]) {
367            case STATE_ENV:
368               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
369               return;
370            case STATE_LOCAL:
371               if (!ctx->FragmentProgram.Current->Base.LocalParams) {
372                  ctx->FragmentProgram.Current->Base.LocalParams =
373                     calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
374                  if (!ctx->FragmentProgram.Current->Base.LocalParams)
375                     return;
376               }
377
378               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
379               return;
380            default:
381               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
382               return;
383         }
384      }
385      return;
386
387   case STATE_VERTEX_PROGRAM:
388      {
389         /* state[1] = {STATE_ENV, STATE_LOCAL} */
390         /* state[2] = parameter index          */
391         const int idx = (int) state[2];
392         switch (state[1]) {
393            case STATE_ENV:
394               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
395               return;
396            case STATE_LOCAL:
397               if (!ctx->VertexProgram.Current->Base.LocalParams) {
398                  ctx->VertexProgram.Current->Base.LocalParams =
399                     calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
400                  if (!ctx->VertexProgram.Current->Base.LocalParams)
401                     return;
402               }
403
404               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
405               return;
406            default:
407               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
408               return;
409         }
410      }
411      return;
412
413   case STATE_NORMAL_SCALE:
414      ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
415      return;
416
417   case STATE_INTERNAL:
418      switch (state[1]) {
419      case STATE_CURRENT_ATTRIB:
420         {
421            const GLuint idx = (GLuint) state[2];
422            COPY_4V(value, ctx->Current.Attrib[idx]);
423         }
424         return;
425
426      case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
427         {
428            const GLuint idx = (GLuint) state[2];
429            if(ctx->Light._ClampVertexColor &&
430               (idx == VERT_ATTRIB_COLOR0 ||
431                idx == VERT_ATTRIB_COLOR1)) {
432               value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
433               value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
434               value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
435               value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
436            }
437            else
438               COPY_4V(value, ctx->Current.Attrib[idx]);
439         }
440         return;
441
442      case STATE_NORMAL_SCALE:
443         ASSIGN_4V(value,
444                   ctx->_ModelViewInvScale,
445                   ctx->_ModelViewInvScale,
446                   ctx->_ModelViewInvScale,
447                   1);
448         return;
449
450      case STATE_TEXRECT_SCALE:
451         /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
452          * Used to convert unnormalized texcoords to normalized texcoords.
453          */
454         {
455            const int unit = (int) state[2];
456            const struct gl_texture_object *texObj
457               = ctx->Texture.Unit[unit]._Current;
458            if (texObj) {
459               struct gl_texture_image *texImage = texObj->Image[0][0];
460               ASSIGN_4V(value,
461                         (GLfloat) (1.0 / texImage->Width),
462                         (GLfloat) (1.0 / texImage->Height),
463                         0.0f, 1.0f);
464            }
465         }
466         return;
467
468      case STATE_FOG_PARAMS_OPTIMIZED:
469         /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
470          * might be more expensive than EX2 on some hw, plus it needs
471          * another constant (e) anyway. Linear fog can now be done with a
472          * single MAD.
473          * linear: fogcoord * -1/(end-start) + end/(end-start)
474          * exp: 2^-(density/ln(2) * fogcoord)
475          * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
476          */
477         value[0] = (ctx->Fog.End == ctx->Fog.Start)
478            ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
479         value[1] = ctx->Fog.End * -value[0];
480         value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
481         value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
482         return;
483
484      case STATE_POINT_SIZE_CLAMPED:
485         {
486           /* this includes implementation dependent limits, to avoid
487            * another potentially necessary clamp.
488            * Note: for sprites, point smooth (point AA) is ignored
489            * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
490            * expect drivers will want to say their minimum for AA size is 0.0
491            * but for non-AA it's 1.0 (because normal points with size below 1.0
492            * need to get rounded up to 1.0, hence never disappear). GL does
493            * not specify max clamp size for sprites, other than it needs to be
494            * at least as large as max AA size, hence use non-AA size there.
495            */
496            GLfloat minImplSize;
497            GLfloat maxImplSize;
498            if (ctx->Point.PointSprite) {
499               minImplSize = ctx->Const.MinPointSizeAA;
500               maxImplSize = ctx->Const.MaxPointSize;
501            }
502            else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
503               minImplSize = ctx->Const.MinPointSizeAA;
504               maxImplSize = ctx->Const.MaxPointSizeAA;
505            }
506            else {
507               minImplSize = ctx->Const.MinPointSize;
508               maxImplSize = ctx->Const.MaxPointSize;
509            }
510            value[0] = ctx->Point.Size;
511            value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
512            value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
513            value[3] = ctx->Point.Threshold;
514         }
515         return;
516      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
517         {
518            /* here, state[2] is the light number */
519            /* pre-normalize spot dir */
520            const GLuint ln = (GLuint) state[2];
521            COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
522            value[3] = ctx->Light.Light[ln]._CosCutoff;
523         }
524         return;
525
526      case STATE_LIGHT_POSITION:
527         {
528            const GLuint ln = (GLuint) state[2];
529            COPY_4V(value, ctx->Light.Light[ln]._Position);
530         }
531         return;
532
533      case STATE_LIGHT_POSITION_NORMALIZED:
534         {
535            const GLuint ln = (GLuint) state[2];
536            COPY_4V(value, ctx->Light.Light[ln]._Position);
537            NORMALIZE_3FV( value );
538         }
539         return;
540
541      case STATE_LIGHT_HALF_VECTOR:
542         {
543            const GLuint ln = (GLuint) state[2];
544            GLfloat p[3];
545            /* Compute infinite half angle vector:
546             *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
547             * light.EyePosition.w should be 0 for infinite lights.
548             */
549            COPY_3V(p, ctx->Light.Light[ln]._Position);
550            NORMALIZE_3FV(p);
551            ADD_3V(value, p, ctx->_EyeZDir);
552            NORMALIZE_3FV(value);
553            value[3] = 1.0;
554         }
555         return;
556
557      case STATE_PT_SCALE:
558         value[0] = ctx->Pixel.RedScale;
559         value[1] = ctx->Pixel.GreenScale;
560         value[2] = ctx->Pixel.BlueScale;
561         value[3] = ctx->Pixel.AlphaScale;
562         return;
563
564      case STATE_PT_BIAS:
565         value[0] = ctx->Pixel.RedBias;
566         value[1] = ctx->Pixel.GreenBias;
567         value[2] = ctx->Pixel.BlueBias;
568         value[3] = ctx->Pixel.AlphaBias;
569         return;
570
571      case STATE_FB_SIZE:
572         value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
573         value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
574         value[2] = 0.0F;
575         value[3] = 0.0F;
576         return;
577
578      case STATE_FB_WPOS_Y_TRANSFORM:
579         /* A driver may negate this conditional by using ZW swizzle
580          * instead of XY (based on e.g. some other state). */
581         if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
582            /* Identity (XY) followed by flipping Y upside down (ZW). */
583            value[0] = 1.0F;
584            value[1] = 0.0F;
585            value[2] = -1.0F;
586            value[3] = (GLfloat) ctx->DrawBuffer->Height;
587         } else {
588            /* Flipping Y upside down (XY) followed by identity (ZW). */
589            value[0] = -1.0F;
590            value[1] = (GLfloat) ctx->DrawBuffer->Height;
591            value[2] = 1.0F;
592            value[3] = 0.0F;
593         }
594         return;
595
596      /* XXX: make sure new tokens added here are also handled in the
597       * _mesa_program_state_flags() switch, below.
598       */
599      default:
600         /* Unknown state indexes are silently ignored here.
601          * Drivers may do something special.
602          */
603         return;
604      }
605      return;
606
607   default:
608      _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
609      return;
610   }
611}
612
613
614/**
615 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
616 * indicate that the given context state may have changed.
617 * The bitmask is used during validation to determine if we need to update
618 * vertex/fragment program parameters (like "state.material.color") when
619 * some GL state has changed.
620 */
621GLbitfield
622_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
623{
624   switch (state[0]) {
625   case STATE_MATERIAL:
626   case STATE_LIGHTPROD:
627   case STATE_LIGHTMODEL_SCENECOLOR:
628      /* these can be effected by glColor when colormaterial mode is used */
629      return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
630
631   case STATE_LIGHT:
632   case STATE_LIGHTMODEL_AMBIENT:
633      return _NEW_LIGHT;
634
635   case STATE_TEXGEN:
636      return _NEW_TEXTURE;
637   case STATE_TEXENV_COLOR:
638      return _NEW_TEXTURE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
639
640   case STATE_FOG_COLOR:
641      return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
642   case STATE_FOG_PARAMS:
643      return _NEW_FOG;
644
645   case STATE_CLIPPLANE:
646      return _NEW_TRANSFORM;
647
648   case STATE_POINT_SIZE:
649   case STATE_POINT_ATTENUATION:
650      return _NEW_POINT;
651
652   case STATE_MODELVIEW_MATRIX:
653      return _NEW_MODELVIEW;
654   case STATE_PROJECTION_MATRIX:
655      return _NEW_PROJECTION;
656   case STATE_MVP_MATRIX:
657      return _NEW_MODELVIEW | _NEW_PROJECTION;
658   case STATE_TEXTURE_MATRIX:
659      return _NEW_TEXTURE_MATRIX;
660   case STATE_PROGRAM_MATRIX:
661      return _NEW_TRACK_MATRIX;
662
663   case STATE_NUM_SAMPLES:
664      return _NEW_BUFFERS;
665
666   case STATE_DEPTH_RANGE:
667      return _NEW_VIEWPORT;
668
669   case STATE_FRAGMENT_PROGRAM:
670   case STATE_VERTEX_PROGRAM:
671      return _NEW_PROGRAM;
672
673   case STATE_NORMAL_SCALE:
674      return _NEW_MODELVIEW;
675
676   case STATE_INTERNAL:
677      switch (state[1]) {
678      case STATE_CURRENT_ATTRIB:
679         return _NEW_CURRENT_ATTRIB;
680      case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
681         return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
682
683      case STATE_NORMAL_SCALE:
684         return _NEW_MODELVIEW;
685
686      case STATE_TEXRECT_SCALE:
687	 return _NEW_TEXTURE;
688      case STATE_FOG_PARAMS_OPTIMIZED:
689	 return _NEW_FOG;
690      case STATE_POINT_SIZE_CLAMPED:
691         return _NEW_POINT | _NEW_MULTISAMPLE;
692      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
693      case STATE_LIGHT_POSITION:
694      case STATE_LIGHT_POSITION_NORMALIZED:
695      case STATE_LIGHT_HALF_VECTOR:
696         return _NEW_LIGHT;
697
698      case STATE_PT_SCALE:
699      case STATE_PT_BIAS:
700         return _NEW_PIXEL;
701
702      case STATE_FB_SIZE:
703      case STATE_FB_WPOS_Y_TRANSFORM:
704         return _NEW_BUFFERS;
705
706      default:
707         /* unknown state indexes are silently ignored and
708         *  no flag set, since it is handled by the driver.
709         */
710	 return 0;
711      }
712
713   default:
714      _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
715      return 0;
716   }
717}
718
719
720static void
721append(char *dst, const char *src)
722{
723   while (*dst)
724      dst++;
725   while (*src)
726     *dst++ = *src++;
727   *dst = 0;
728}
729
730
731/**
732 * Convert token 'k' to a string, append it onto 'dst' string.
733 */
734static void
735append_token(char *dst, gl_state_index k)
736{
737   switch (k) {
738   case STATE_MATERIAL:
739      append(dst, "material");
740      break;
741   case STATE_LIGHT:
742      append(dst, "light");
743      break;
744   case STATE_LIGHTMODEL_AMBIENT:
745      append(dst, "lightmodel.ambient");
746      break;
747   case STATE_LIGHTMODEL_SCENECOLOR:
748      break;
749   case STATE_LIGHTPROD:
750      append(dst, "lightprod");
751      break;
752   case STATE_TEXGEN:
753      append(dst, "texgen");
754      break;
755   case STATE_FOG_COLOR:
756      append(dst, "fog.color");
757      break;
758   case STATE_FOG_PARAMS:
759      append(dst, "fog.params");
760      break;
761   case STATE_CLIPPLANE:
762      append(dst, "clip");
763      break;
764   case STATE_POINT_SIZE:
765      append(dst, "point.size");
766      break;
767   case STATE_POINT_ATTENUATION:
768      append(dst, "point.attenuation");
769      break;
770   case STATE_MODELVIEW_MATRIX:
771      append(dst, "matrix.modelview");
772      break;
773   case STATE_PROJECTION_MATRIX:
774      append(dst, "matrix.projection");
775      break;
776   case STATE_MVP_MATRIX:
777      append(dst, "matrix.mvp");
778      break;
779   case STATE_TEXTURE_MATRIX:
780      append(dst, "matrix.texture");
781      break;
782   case STATE_PROGRAM_MATRIX:
783      append(dst, "matrix.program");
784      break;
785   case STATE_MATRIX_INVERSE:
786      append(dst, ".inverse");
787      break;
788   case STATE_MATRIX_TRANSPOSE:
789      append(dst, ".transpose");
790      break;
791   case STATE_MATRIX_INVTRANS:
792      append(dst, ".invtrans");
793      break;
794   case STATE_AMBIENT:
795      append(dst, ".ambient");
796      break;
797   case STATE_DIFFUSE:
798      append(dst, ".diffuse");
799      break;
800   case STATE_SPECULAR:
801      append(dst, ".specular");
802      break;
803   case STATE_EMISSION:
804      append(dst, ".emission");
805      break;
806   case STATE_SHININESS:
807      append(dst, "lshininess");
808      break;
809   case STATE_HALF_VECTOR:
810      append(dst, ".half");
811      break;
812   case STATE_POSITION:
813      append(dst, ".position");
814      break;
815   case STATE_ATTENUATION:
816      append(dst, ".attenuation");
817      break;
818   case STATE_SPOT_DIRECTION:
819      append(dst, ".spot.direction");
820      break;
821   case STATE_SPOT_CUTOFF:
822      append(dst, ".spot.cutoff");
823      break;
824   case STATE_TEXGEN_EYE_S:
825      append(dst, ".eye.s");
826      break;
827   case STATE_TEXGEN_EYE_T:
828      append(dst, ".eye.t");
829      break;
830   case STATE_TEXGEN_EYE_R:
831      append(dst, ".eye.r");
832      break;
833   case STATE_TEXGEN_EYE_Q:
834      append(dst, ".eye.q");
835      break;
836   case STATE_TEXGEN_OBJECT_S:
837      append(dst, ".object.s");
838      break;
839   case STATE_TEXGEN_OBJECT_T:
840      append(dst, ".object.t");
841      break;
842   case STATE_TEXGEN_OBJECT_R:
843      append(dst, ".object.r");
844      break;
845   case STATE_TEXGEN_OBJECT_Q:
846      append(dst, ".object.q");
847      break;
848   case STATE_TEXENV_COLOR:
849      append(dst, "texenv");
850      break;
851   case STATE_NUM_SAMPLES:
852      append(dst, "numsamples");
853      break;
854   case STATE_DEPTH_RANGE:
855      append(dst, "depth.range");
856      break;
857   case STATE_VERTEX_PROGRAM:
858   case STATE_FRAGMENT_PROGRAM:
859      break;
860   case STATE_ENV:
861      append(dst, "env");
862      break;
863   case STATE_LOCAL:
864      append(dst, "local");
865      break;
866   /* BEGIN internal state vars */
867   case STATE_INTERNAL:
868      append(dst, ".internal.");
869      break;
870   case STATE_CURRENT_ATTRIB:
871      append(dst, "current");
872      break;
873   case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
874      append(dst, "currentAttribMaybeVPClamped");
875      break;
876   case STATE_NORMAL_SCALE:
877      append(dst, "normalScale");
878      break;
879   case STATE_TEXRECT_SCALE:
880      append(dst, "texrectScale");
881      break;
882   case STATE_FOG_PARAMS_OPTIMIZED:
883      append(dst, "fogParamsOptimized");
884      break;
885   case STATE_POINT_SIZE_CLAMPED:
886      append(dst, "pointSizeClamped");
887      break;
888   case STATE_LIGHT_SPOT_DIR_NORMALIZED:
889      append(dst, "lightSpotDirNormalized");
890      break;
891   case STATE_LIGHT_POSITION:
892      append(dst, "lightPosition");
893      break;
894   case STATE_LIGHT_POSITION_NORMALIZED:
895      append(dst, "light.position.normalized");
896      break;
897   case STATE_LIGHT_HALF_VECTOR:
898      append(dst, "lightHalfVector");
899      break;
900   case STATE_PT_SCALE:
901      append(dst, "PTscale");
902      break;
903   case STATE_PT_BIAS:
904      append(dst, "PTbias");
905      break;
906   case STATE_FB_SIZE:
907      append(dst, "FbSize");
908      break;
909   case STATE_FB_WPOS_Y_TRANSFORM:
910      append(dst, "FbWposYTransform");
911      break;
912   default:
913      /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
914      append(dst, "driverState");
915   }
916}
917
918static void
919append_face(char *dst, GLint face)
920{
921   if (face == 0)
922      append(dst, "front.");
923   else
924      append(dst, "back.");
925}
926
927static void
928append_index(char *dst, GLint index)
929{
930   char s[20];
931   sprintf(s, "[%d]", index);
932   append(dst, s);
933}
934
935/**
936 * Make a string from the given state vector.
937 * For example, return "state.matrix.texture[2].inverse".
938 * Use free() to deallocate the string.
939 */
940char *
941_mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
942{
943   char str[1000] = "";
944   char tmp[30];
945
946   append(str, "state.");
947   append_token(str, state[0]);
948
949   switch (state[0]) {
950   case STATE_MATERIAL:
951      append_face(str, state[1]);
952      append_token(str, state[2]);
953      break;
954   case STATE_LIGHT:
955      append_index(str, state[1]); /* light number [i]. */
956      append_token(str, state[2]); /* coefficients */
957      break;
958   case STATE_LIGHTMODEL_AMBIENT:
959      append(str, "lightmodel.ambient");
960      break;
961   case STATE_LIGHTMODEL_SCENECOLOR:
962      if (state[1] == 0) {
963         append(str, "lightmodel.front.scenecolor");
964      }
965      else {
966         append(str, "lightmodel.back.scenecolor");
967      }
968      break;
969   case STATE_LIGHTPROD:
970      append_index(str, state[1]); /* light number [i]. */
971      append_face(str, state[2]);
972      append_token(str, state[3]);
973      break;
974   case STATE_TEXGEN:
975      append_index(str, state[1]); /* tex unit [i] */
976      append_token(str, state[2]); /* plane coef */
977      break;
978   case STATE_TEXENV_COLOR:
979      append_index(str, state[1]); /* tex unit [i] */
980      append(str, "color");
981      break;
982   case STATE_CLIPPLANE:
983      append_index(str, state[1]); /* plane [i] */
984      append(str, ".plane");
985      break;
986   case STATE_MODELVIEW_MATRIX:
987   case STATE_PROJECTION_MATRIX:
988   case STATE_MVP_MATRIX:
989   case STATE_TEXTURE_MATRIX:
990   case STATE_PROGRAM_MATRIX:
991      {
992         /* state[0] = modelview, projection, texture, etc. */
993         /* state[1] = which texture matrix or program matrix */
994         /* state[2] = first row to fetch */
995         /* state[3] = last row to fetch */
996         /* state[4] = transpose, inverse or invtrans */
997         const gl_state_index mat = state[0];
998         const GLuint index = (GLuint) state[1];
999         const GLuint firstRow = (GLuint) state[2];
1000         const GLuint lastRow = (GLuint) state[3];
1001         const gl_state_index modifier = state[4];
1002         if (index ||
1003             mat == STATE_TEXTURE_MATRIX ||
1004             mat == STATE_PROGRAM_MATRIX)
1005            append_index(str, index);
1006         if (modifier)
1007            append_token(str, modifier);
1008         if (firstRow == lastRow)
1009            sprintf(tmp, ".row[%d]", firstRow);
1010         else
1011            sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1012         append(str, tmp);
1013      }
1014      break;
1015   case STATE_POINT_SIZE:
1016      break;
1017   case STATE_POINT_ATTENUATION:
1018      break;
1019   case STATE_FOG_PARAMS:
1020      break;
1021   case STATE_FOG_COLOR:
1022      break;
1023   case STATE_NUM_SAMPLES:
1024      break;
1025   case STATE_DEPTH_RANGE:
1026      break;
1027   case STATE_FRAGMENT_PROGRAM:
1028   case STATE_VERTEX_PROGRAM:
1029      /* state[1] = {STATE_ENV, STATE_LOCAL} */
1030      /* state[2] = parameter index          */
1031      append_token(str, state[1]);
1032      append_index(str, state[2]);
1033      break;
1034   case STATE_NORMAL_SCALE:
1035      break;
1036   case STATE_INTERNAL:
1037      append_token(str, state[1]);
1038      if (state[1] == STATE_CURRENT_ATTRIB)
1039         append_index(str, state[2]);
1040       break;
1041   default:
1042      _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1043      break;
1044   }
1045
1046   return _mesa_strdup(str);
1047}
1048
1049
1050/**
1051 * Loop over all the parameters in a parameter list.  If the parameter
1052 * is a GL state reference, look up the current value of that state
1053 * variable and put it into the parameter's Value[4] array.
1054 * Other parameter types never change or are explicitly set by the user
1055 * with glUniform() or glProgramParameter(), etc.
1056 * This would be called at glBegin time.
1057 */
1058void
1059_mesa_load_state_parameters(struct gl_context *ctx,
1060                            struct gl_program_parameter_list *paramList)
1061{
1062   GLuint i;
1063
1064   if (!paramList)
1065      return;
1066
1067   for (i = 0; i < paramList->NumParameters; i++) {
1068      if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1069         _mesa_fetch_state(ctx,
1070			   paramList->Parameters[i].StateIndexes,
1071                           &paramList->ParameterValues[i][0].f);
1072      }
1073   }
1074}
1075