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Lines Matching refs:ctx

57 update_separate_specular(struct gl_context *ctx)
59 if (_mesa_need_secondary_color(ctx))
60 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
62 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
68 * ctx->VertexProgram._Enabled
69 * ctx->FragmentProgram._Enabled
70 * ctx->ATIFragmentShader._Enabled
74 update_program_enables(struct gl_context *ctx)
80 ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
81 && ctx->VertexProgram.Current->Base.Instructions;
82 ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
83 && ctx->FragmentProgram.Current->Base.Instructions;
84 ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
85 && ctx->ATIFragmentShader.Current->Instructions[0];
90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
91 * to the current/active programs. Then call ctx->Driver.BindProgram() to
104 update_program(struct gl_context *ctx)
106 const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
107 const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
108 struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
109 const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
110 const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
111 const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
115 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
133 _mesa_reference_shader_program(ctx,
134 &ctx->Shader._CurrentFragmentProgram,
136 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
138 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
141 else if (ctx->FragmentProgram._Enabled) {
143 _mesa_reference_shader_program(ctx,
144 &ctx->Shader._CurrentFragmentProgram,
146 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
147 ctx->FragmentProgram.Current);
148 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
151 else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
153 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
155 _mesa_reference_shader_program(ctx,
156 &ctx->Shader._CurrentFragmentProgram,
158 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
160 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
165 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
166 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
173 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
177 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
187 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
190 else if (ctx->VertexProgram._Enabled) {
192 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
193 ctx->VertexProgram.Current);
195 else if (ctx->VertexProgram._MaintainTnlProgram) {
197 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
198 _mesa_get_fixed_func_vertex_program(ctx));
199 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
200 ctx->VertexProgram._Current);
204 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
209 if (ctx->FragmentProgram._Current != prevFP) {
211 if (ctx->Driver.BindProgram) {
212 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
213 (struct gl_program *) ctx->FragmentProgram._Current);
217 if (ctx->GeometryProgram._Current != prevGP) {
219 if (ctx->Driver.BindProgram) {
220 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
221 (struct gl_program *) ctx->GeometryProgram._Current);
225 if (ctx->VertexProgram._Current != prevVP) {
227 if (ctx->Driver.BindProgram) {
228 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
229 (struct gl_program *) ctx->VertexProgram._Current);
241 update_program_constants(struct gl_context *ctx)
245 if (ctx->FragmentProgram._Current) {
247 ctx->FragmentProgram._Current->Base.Parameters;
248 if (params && params->StateFlags & ctx->NewState) {
253 if (ctx->GeometryProgram._Current) {
255 ctx->GeometryProgram._Current->Base.Parameters;
258 if (params /*&& params->StateFlags & ctx->NewState*/) {
263 if (ctx->VertexProgram._Current) {
265 ctx->VertexProgram._Current->Base.Parameters;
266 if (params && params->StateFlags & ctx->NewState) {
278 update_viewport_matrix(struct gl_context *ctx)
280 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
288 _math_matrix_viewport(&ctx->Viewport._WindowMap,
289 ctx->Viewport.X, ctx->Viewport.Y,
290 ctx->Viewport.Width, ctx->Viewport.Height,
291 ctx->Viewport.Near, ctx->Viewport.Far,
300 update_multisample(struct gl_context *ctx)
302 ctx->Multisample._Enabled = GL_FALSE;
303 if (ctx->Multisample.Enabled &&
304 ctx->DrawBuffer &&
305 ctx->DrawBuffer->Visual.sampleBuffers)
306 ctx->Multisample._Enabled = GL_TRUE;
311 * Update the ctx->Color._ClampFragmentColor field
314 update_clamp_fragment_color(struct gl_context *ctx)
316 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
317 ctx->Color._ClampFragmentColor =
318 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
320 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
325 * Update the ctx->Color._ClampVertexColor field
328 update_clamp_vertex_color(struct gl_context *ctx)
330 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
331 ctx->Light._ClampVertexColor =
332 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
334 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
339 * Update the ctx->Color._ClampReadColor field
342 update_clamp_read_color(struct gl_context *ctx)
344 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
345 ctx->Color._ClampReadColor =
346 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
348 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
352 * Update the ctx->VertexProgram._TwoSideEnabled flag.
355 update_twoside(struct gl_context *ctx)
357 if (ctx->Shader.CurrentVertexProgram ||
358 ctx->VertexProgram._Enabled) {
359 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
361 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
362 ctx->Light.Model.TwoSide);
369 * in ctx->_TriangleCaps if needed.
372 update_polygon(struct gl_context *ctx)
374 ctx->_TriangleCaps &= ~DD_TRI_OFFSET;
376 if ( ctx->Polygon.OffsetPoint
377 || ctx->Polygon.OffsetLine
378 || ctx->Polygon.OffsetFill)
379 ctx->_TriangleCaps |= DD_TRI_OFFSET;
384 * Update the ctx->_TriangleCaps bitfield.
391 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
393 ctx->_TriangleCaps = 0;
399 if (ctx->Point.SmoothFlag)
400 ctx->_TriangleCaps |= DD_POINT_SMOOTH;
401 if (ctx->Point._Attenuated)
402 ctx->_TriangleCaps |= DD_POINT_ATTEN;
409 if (ctx->Line.SmoothFlag)
410 ctx->_TriangleCaps |= DD_LINE_SMOOTH;
411 if (ctx->Line.StippleFlag)
412 ctx->_TriangleCaps |= DD_LINE_STIPPLE;
419 if (ctx->Polygon.SmoothFlag)
420 ctx->_TriangleCaps |= DD_TRI_SMOOTH;
421 if (ctx->Polygon.StippleFlag)
422 ctx->_TriangleCaps |= DD_TRI_STIPPLE;
423 if (ctx->Polygon.FrontMode != GL_FILL
424 || ctx->Polygon.BackMode != GL_FILL)
425 ctx->_TriangleCaps |= DD_TRI_UNFILLED;
426 if (ctx->Polygon.OffsetPoint ||
427 ctx->Polygon.OffsetLine ||
428 ctx->Polygon.OffsetFill)
429 ctx->_TriangleCaps |= DD_TRI_OFFSET;
435 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
436 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
437 if (_mesa_need_secondary_color(ctx))
438 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
456 _mesa_update_state_locked( struct gl_context *ctx )
458 GLbitfield new_state = ctx->NewState;
469 if (ctx->FragmentProgram._MaintainTexEnvProgram) {
475 if (ctx->VertexProgram._MaintainTnlProgram) {
487 update_program_enables( ctx );
490 _mesa_update_modelview_project( ctx, new_state );
493 _mesa_update_texture( ctx, new_state );
496 _mesa_update_framebuffer(ctx);
499 _mesa_update_draw_buffer_bounds( ctx );
502 update_polygon( ctx );
505 _mesa_update_lighting( ctx );
508 update_twoside( ctx );
511 ctx);
514 _mesa_update_stencil( ctx );
517 _mesa_update_pixel( ctx, new_state );
520 update_separate_specular( ctx );
523 update_viewport_matrix(ctx);
526 update_multisample( ctx );
529 update_clamp_read_color(ctx);
532 update_clamp_fragment_color(ctx);
537 update_tricaps( ctx, new_state );
540 /* ctx->_NeedEyeCoords is now up to date.
550 _mesa_update_tnl_spaces( ctx, new_state );
557 new_prog_state |= update_program( ctx );
561 _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj);
564 new_prog_state |= update_program_constants(ctx);
572 * Set ctx->NewState to zero to avoid recursion if
575 new_state = ctx->NewState | new_prog_state;
576 ctx->NewState = 0;
577 ctx->Driver.UpdateState(ctx, new_state);
578 ctx->Array.ArrayObj->NewArrays = 0x0;
585 _mesa_update_state( struct gl_context *ctx )
587 _mesa_lock_context_textures(ctx);
588 _mesa_update_state_locked(ctx);
589 _mesa_unlock_context_textures(ctx);
597 * constant/current values from ctx->Current. These should be
614 * may vary or otherwise differ from the ctx->Current values.
618 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
621 if (ctx->varying_vp_inputs != varying_inputs) {
622 ctx->varying_vp_inputs = varying_inputs;
630 if (ctx->VertexProgram._TnlProgram ||
631 ctx->FragmentProgram._TexEnvProgram) {
632 ctx->NewState |= _NEW_VARYING_VP_INPUTS;
646 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
648 if (ctx->VertexProgram._Overriden != flag) {
649 ctx->VertexProgram._Overriden = flag;
654 ctx->NewState |= _NEW_PROGRAM;