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      1 /*
      2  * Mesa 3-D graphics library
      3  *
      4  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice shall be included
     14  * in all copies or substantial portions of the Software.
     15  *
     16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
     20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
     21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     22  * OTHER DEALINGS IN THE SOFTWARE.
     23  */
     24 
     25 
     26 /**
     27  * \file state.c
     28  * State management.
     29  *
     30  * This file manages recalculation of derived values in struct gl_context.
     31  */
     32 
     33 
     34 #include "glheader.h"
     35 #include "mtypes.h"
     36 #include "arrayobj.h"
     37 #include "context.h"
     38 #include "debug.h"
     39 #include "macros.h"
     40 #include "ffvertex_prog.h"
     41 #include "framebuffer.h"
     42 #include "light.h"
     43 #include "matrix.h"
     44 #include "pixel.h"
     45 #include "program/program.h"
     46 #include "program/prog_parameter.h"
     47 #include "shaderobj.h"
     48 #include "state.h"
     49 #include "stencil.h"
     50 #include "texenvprogram.h"
     51 #include "texobj.h"
     52 #include "texstate.h"
     53 #include "varray.h"
     54 #include "vbo/vbo_context.h"
     55 #include "viewport.h"
     56 #include "blend.h"
     57 
     58 
     59 /**
     60  * Update the ctx->*Program._Current pointers to point to the
     61  * current/active programs.
     62  *
     63  * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
     64  * programs or programs derived from fixed-function state.
     65  *
     66  * This function needs to be called after texture state validation in case
     67  * we're generating a fragment program from fixed-function texture state.
     68  *
     69  * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
     70  * or fragment program is being used.
     71  */
     72 static GLbitfield
     73 update_program(struct gl_context *ctx)
     74 {
     75    struct gl_program *vsProg =
     76       ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
     77    struct gl_program *tcsProg =
     78       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
     79    struct gl_program *tesProg =
     80       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
     81    struct gl_program *gsProg =
     82       ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
     83    struct gl_program *fsProg =
     84       ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
     85    struct gl_program *csProg =
     86       ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
     87    const struct gl_program *prevVP = ctx->VertexProgram._Current;
     88    const struct gl_program *prevFP = ctx->FragmentProgram._Current;
     89    const struct gl_program *prevGP = ctx->GeometryProgram._Current;
     90    const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
     91    const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
     92    const struct gl_program *prevCP = ctx->ComputeProgram._Current;
     93 
     94    /*
     95     * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
     96     * pointers to the programs that should be used for rendering.  If either
     97     * is NULL, use fixed-function code paths.
     98     *
     99     * These programs may come from several sources.  The priority is as
    100     * follows:
    101     *   1. OpenGL 2.0/ARB vertex/fragment shaders
    102     *   2. ARB/NV vertex/fragment programs
    103     *   3. ATI fragment shader
    104     *   4. Programs derived from fixed-function state.
    105     *
    106     * Note: it's possible for a vertex shader to get used with a fragment
    107     * program (and vice versa) here, but in practice that shouldn't ever
    108     * come up, or matter.
    109     */
    110 
    111    if (fsProg) {
    112       /* Use GLSL fragment shader */
    113       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
    114       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
    115                               NULL);
    116    }
    117    else if (_mesa_arb_fragment_program_enabled(ctx)) {
    118       /* Use user-defined fragment program */
    119       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
    120                               ctx->FragmentProgram.Current);
    121       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
    122 			      NULL);
    123    }
    124    else if (_mesa_ati_fragment_shader_enabled(ctx) &&
    125             ctx->ATIFragmentShader.Current->Program) {
    126        /* Use the enabled ATI fragment shader's associated program */
    127       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
    128                               ctx->ATIFragmentShader.Current->Program);
    129       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
    130                               NULL);
    131    }
    132    else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
    133       /* Use fragment program generated from fixed-function state */
    134       struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
    135 
    136       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
    137 			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
    138       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
    139 			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
    140    }
    141    else {
    142       /* No fragment program */
    143       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
    144       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
    145 			      NULL);
    146    }
    147 
    148    if (gsProg) {
    149       /* Use GLSL geometry shader */
    150       _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
    151    } else {
    152       /* No geometry program */
    153       _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
    154    }
    155 
    156    if (tesProg) {
    157       /* Use GLSL tessellation evaluation shader */
    158       _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
    159    }
    160    else {
    161       /* No tessellation evaluation program */
    162       _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
    163    }
    164 
    165    if (tcsProg) {
    166       /* Use GLSL tessellation control shader */
    167       _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
    168    }
    169    else {
    170       /* No tessellation control program */
    171       _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
    172    }
    173 
    174    /* Examine vertex program after fragment program as
    175     * _mesa_get_fixed_func_vertex_program() needs to know active
    176     * fragprog inputs.
    177     */
    178    if (vsProg) {
    179       /* Use GLSL vertex shader */
    180       _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
    181    }
    182    else if (_mesa_arb_vertex_program_enabled(ctx)) {
    183       /* Use user-defined vertex program */
    184       _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
    185                               ctx->VertexProgram.Current);
    186    }
    187    else if (ctx->VertexProgram._MaintainTnlProgram) {
    188       /* Use vertex program generated from fixed-function state */
    189       _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
    190                               _mesa_get_fixed_func_vertex_program(ctx));
    191       _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
    192                               ctx->VertexProgram._Current);
    193    }
    194    else {
    195       /* no vertex program */
    196       _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
    197    }
    198 
    199    if (csProg) {
    200       /* Use GLSL compute shader */
    201       _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
    202    } else {
    203       /* no compute program */
    204       _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
    205    }
    206 
    207    /* Let the driver know what's happening:
    208     */
    209    if (ctx->FragmentProgram._Current != prevFP ||
    210        ctx->VertexProgram._Current != prevVP ||
    211        ctx->GeometryProgram._Current != prevGP ||
    212        ctx->TessEvalProgram._Current != prevTEP ||
    213        ctx->TessCtrlProgram._Current != prevTCP ||
    214        ctx->ComputeProgram._Current != prevCP)
    215       return _NEW_PROGRAM;
    216 
    217    return 0;
    218 }
    219 
    220 
    221 /**
    222  * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
    223  */
    224 static GLbitfield
    225 update_program_constants(struct gl_context *ctx)
    226 {
    227    GLbitfield new_state = 0x0;
    228 
    229    if (ctx->FragmentProgram._Current) {
    230       const struct gl_program_parameter_list *params =
    231          ctx->FragmentProgram._Current->Parameters;
    232       if (params && params->StateFlags & ctx->NewState) {
    233          if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT]) {
    234             ctx->NewDriverState |=
    235                ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT];
    236          } else {
    237             new_state |= _NEW_PROGRAM_CONSTANTS;
    238          }
    239       }
    240    }
    241 
    242    /* Don't handle tessellation and geometry shaders here. They don't use
    243     * any state constants.
    244     */
    245 
    246    if (ctx->VertexProgram._Current) {
    247       const struct gl_program_parameter_list *params =
    248          ctx->VertexProgram._Current->Parameters;
    249       if (params && params->StateFlags & ctx->NewState) {
    250          if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX]) {
    251             ctx->NewDriverState |=
    252                ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX];
    253          } else {
    254             new_state |= _NEW_PROGRAM_CONSTANTS;
    255          }
    256       }
    257    }
    258 
    259    return new_state;
    260 }
    261 
    262 
    263 /**
    264  * Compute derived GL state.
    265  * If __struct gl_contextRec::NewState is non-zero then this function \b must
    266  * be called before rendering anything.
    267  *
    268  * Calls dd_function_table::UpdateState to perform any internal state
    269  * management necessary.
    270  *
    271  * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
    272  * _mesa_update_buffer_bounds(),
    273  * _mesa_update_lighting() and _mesa_update_tnl_spaces().
    274  */
    275 void
    276 _mesa_update_state_locked( struct gl_context *ctx )
    277 {
    278    GLbitfield new_state = ctx->NewState;
    279    GLbitfield new_prog_state = 0x0;
    280    const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
    281 
    282    /* we can skip a bunch of state validation checks if the dirty
    283     * state matches one or more bits in 'computed_states'.
    284     */
    285    if ((new_state & computed_states) == 0)
    286       goto out;
    287 
    288    if (MESA_VERBOSE & VERBOSE_STATE)
    289       _mesa_print_state("_mesa_update_state", new_state);
    290 
    291    if (new_state & _NEW_BUFFERS)
    292       _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
    293 
    294    /* Handle Core and Compatibility contexts separately. */
    295    if (ctx->API == API_OPENGL_COMPAT ||
    296        ctx->API == API_OPENGLES) {
    297       GLbitfield prog_flags = _NEW_PROGRAM;
    298 
    299       /* Determine which state flags effect vertex/fragment program state */
    300       if (ctx->FragmentProgram._MaintainTexEnvProgram) {
    301          prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
    302                         _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
    303                         _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
    304                         _NEW_COLOR | _NEW_TEXTURE_STATE);
    305       }
    306       if (ctx->VertexProgram._MaintainTnlProgram) {
    307          prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
    308                         _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
    309                         _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
    310                         _MESA_NEW_NEED_EYE_COORDS);
    311       }
    312 
    313       /*
    314        * Now update derived state info
    315        */
    316       if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
    317          _mesa_update_modelview_project( ctx, new_state );
    318 
    319       if (new_state & _NEW_TEXTURE_MATRIX)
    320          _mesa_update_texture_matrices(ctx);
    321 
    322       if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
    323          _mesa_update_texture_state(ctx);
    324 
    325       if (new_state & _NEW_LIGHT)
    326          _mesa_update_lighting(ctx);
    327 
    328       if (new_state & _NEW_PIXEL)
    329          _mesa_update_pixel( ctx );
    330 
    331       /* ctx->_NeedEyeCoords is now up to date.
    332        *
    333        * If the truth value of this variable has changed, update for the
    334        * new lighting space and recompute the positions of lights and the
    335        * normal transform.
    336        *
    337        * If the lighting space hasn't changed, may still need to recompute
    338        * light positions & normal transforms for other reasons.
    339        */
    340       if (new_state & _MESA_NEW_NEED_EYE_COORDS)
    341          _mesa_update_tnl_spaces( ctx, new_state );
    342 
    343       if (new_state & prog_flags) {
    344          /* When we generate programs from fixed-function vertex/fragment state
    345           * this call may generate/bind a new program.  If so, we need to
    346           * propogate the _NEW_PROGRAM flag to the driver.
    347           */
    348          new_prog_state |= update_program(ctx);
    349       }
    350    } else {
    351       /* GL Core and GLES 2/3 contexts */
    352       if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
    353          _mesa_update_texture_state(ctx);
    354 
    355       if (new_state & _NEW_PROGRAM)
    356          update_program(ctx);
    357    }
    358 
    359    if (new_state & _NEW_ARRAY)
    360       _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
    361 
    362  out:
    363    new_prog_state |= update_program_constants(ctx);
    364 
    365    ctx->NewState |= new_prog_state;
    366    vbo_exec_invalidate_state(ctx);
    367 
    368    /*
    369     * Give the driver a chance to act upon the new_state flags.
    370     * The driver might plug in different span functions, for example.
    371     * Also, this is where the driver can invalidate the state of any
    372     * active modules (such as swrast_setup, swrast, tnl, etc).
    373     */
    374    ctx->Driver.UpdateState(ctx);
    375    ctx->NewState = 0;
    376    ctx->Array.VAO->NewArrays = 0x0;
    377 }
    378 
    379 
    380 /* This is the usual entrypoint for state updates:
    381  */
    382 void
    383 _mesa_update_state( struct gl_context *ctx )
    384 {
    385    _mesa_lock_context_textures(ctx);
    386    _mesa_update_state_locked(ctx);
    387    _mesa_unlock_context_textures(ctx);
    388 }
    389 
    390 
    391 
    392 
    393 /**
    394  * Want to figure out which fragment program inputs are actually
    395  * constant/current values from ctx->Current.  These should be
    396  * referenced as a tracked state variable rather than a fragment
    397  * program input, to save the overhead of putting a constant value in
    398  * every submitted vertex, transferring it to hardware, interpolating
    399  * it across the triangle, etc...
    400  *
    401  * When there is a VP bound, just use vp->outputs.  But when we're
    402  * generating vp from fixed function state, basically want to
    403  * calculate:
    404  *
    405  * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
    406  *                 potential_vp_outputs )
    407  *
    408  * Where potential_vp_outputs is calculated by looking at enabled
    409  * texgen, etc.
    410  *
    411  * The generated fragment program should then only declare inputs that
    412  * may vary or otherwise differ from the ctx->Current values.
    413  * Otherwise, the fp should track them as state values instead.
    414  */
    415 void
    416 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
    417                              GLbitfield varying_inputs )
    418 {
    419    if (ctx->API != API_OPENGL_COMPAT &&
    420        ctx->API != API_OPENGLES)
    421       return;
    422 
    423    if (ctx->varying_vp_inputs != varying_inputs) {
    424       ctx->varying_vp_inputs = varying_inputs;
    425 
    426       /* Only the fixed-func generated programs need to use the flag
    427        * and the fixed-func fragment program uses it only if there is also
    428        * a fixed-func vertex program, so this only depends on the latter.
    429        *
    430        * It's okay to check the VP pointer here, because this is called after
    431        * _mesa_update_state in the vbo module. */
    432       if (ctx->VertexProgram._TnlProgram ||
    433           ctx->FragmentProgram._TexEnvProgram) {
    434          ctx->NewState |= _NEW_VARYING_VP_INPUTS;
    435       }
    436       /*printf("%s %x\n", __func__, varying_inputs);*/
    437    }
    438 }
    439 
    440 
    441 /**
    442  * Used by drivers to tell core Mesa that the driver is going to
    443  * install/ use its own vertex program.  In particular, this will
    444  * prevent generated fragment programs from using state vars instead
    445  * of ordinary varyings/inputs.
    446  */
    447 void
    448 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
    449 {
    450    if (ctx->VertexProgram._Overriden != flag) {
    451       ctx->VertexProgram._Overriden = flag;
    452 
    453       /* Set one of the bits which will trigger fragment program
    454        * regeneration:
    455        */
    456       ctx->NewState |= _NEW_PROGRAM;
    457    }
    458 }
    459