1 /* 2 * Mesa 3-D graphics library 3 * Version: 7.3 4 * 5 * Copyright (C) 1999-2008 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 /** 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 55 56 static void 57 update_separate_specular(struct gl_context *ctx) 58 { 59 if (_mesa_need_secondary_color(ctx)) 60 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; 61 else 62 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; 63 } 64 65 66 /** 67 * Update the following fields: 68 * ctx->VertexProgram._Enabled 69 * ctx->FragmentProgram._Enabled 70 * ctx->ATIFragmentShader._Enabled 71 * This needs to be done before texture state validation. 72 */ 73 static void 74 update_program_enables(struct gl_context *ctx) 75 { 76 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment 77 * program is enabled AND valid. Similarly for ATI fragment shaders. 78 * GLSL shaders not relevant here. 79 */ 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]; 86 } 87 88 89 /** 90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point 91 * to the current/active programs. Then call ctx->Driver.BindProgram() to 92 * tell the driver which programs to use. 93 * 94 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment 95 * programs or programs derived from fixed-function state. 96 * 97 * This function needs to be called after texture state validation in case 98 * we're generating a fragment program from fixed-function texture state. 99 * 100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex 101 * or fragment program is being used. 102 */ 103 static GLbitfield 104 update_program(struct gl_context *ctx) 105 { 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; 112 GLbitfield new_state = 0x0; 113 114 /* 115 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current 116 * pointers to the programs that should be used for rendering. If either 117 * is NULL, use fixed-function code paths. 118 * 119 * These programs may come from several sources. The priority is as 120 * follows: 121 * 1. OpenGL 2.0/ARB vertex/fragment shaders 122 * 2. ARB/NV vertex/fragment programs 123 * 3. Programs derived from fixed-function state. 124 * 125 * Note: it's possible for a vertex shader to get used with a fragment 126 * program (and vice versa) here, but in practice that shouldn't ever 127 * come up, or matter. 128 */ 129 130 if (fsProg && fsProg->LinkStatus 131 && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { 132 /* Use GLSL fragment shader */ 133 _mesa_reference_shader_program(ctx, 134 &ctx->Shader._CurrentFragmentProgram, 135 fsProg); 136 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 137 gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); 138 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, 139 NULL); 140 } 141 else if (ctx->FragmentProgram._Enabled) { 142 /* Use user-defined fragment program */ 143 _mesa_reference_shader_program(ctx, 144 &ctx->Shader._CurrentFragmentProgram, 145 NULL); 146 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 147 ctx->FragmentProgram.Current); 148 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, 149 NULL); 150 } 151 else if (ctx->FragmentProgram._MaintainTexEnvProgram) { 152 /* Use fragment program generated from fixed-function state */ 153 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx); 154 155 _mesa_reference_shader_program(ctx, 156 &ctx->Shader._CurrentFragmentProgram, 157 f); 158 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, 159 gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); 160 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, 161 gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); 162 } 163 else { 164 /* No fragment program */ 165 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); 166 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, 167 NULL); 168 } 169 170 if (gsProg && gsProg->LinkStatus 171 && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { 172 /* Use GLSL geometry shader */ 173 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, 174 gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program)); 175 } else { 176 /* No geometry program */ 177 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); 178 } 179 180 /* Examine vertex program after fragment program as 181 * _mesa_get_fixed_func_vertex_program() needs to know active 182 * fragprog inputs. 183 */ 184 if (vsProg && vsProg->LinkStatus 185 && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) { 186 /* Use GLSL vertex shader */ 187 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 188 gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program)); 189 } 190 else if (ctx->VertexProgram._Enabled) { 191 /* Use user-defined vertex program */ 192 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, 193 ctx->VertexProgram.Current); 194 } 195 else if (ctx->VertexProgram._MaintainTnlProgram) { 196 /* Use vertex program generated from fixed-function state */ 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); 201 } 202 else { 203 /* no vertex program */ 204 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); 205 } 206 207 /* Let the driver know what's happening: 208 */ 209 if (ctx->FragmentProgram._Current != prevFP) { 210 new_state |= _NEW_PROGRAM; 211 if (ctx->Driver.BindProgram) { 212 ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 213 (struct gl_program *) ctx->FragmentProgram._Current); 214 } 215 } 216 217 if (ctx->GeometryProgram._Current != prevGP) { 218 new_state |= _NEW_PROGRAM; 219 if (ctx->Driver.BindProgram) { 220 ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM, 221 (struct gl_program *) ctx->GeometryProgram._Current); 222 } 223 } 224 225 if (ctx->VertexProgram._Current != prevVP) { 226 new_state |= _NEW_PROGRAM; 227 if (ctx->Driver.BindProgram) { 228 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, 229 (struct gl_program *) ctx->VertexProgram._Current); 230 } 231 } 232 233 return new_state; 234 } 235 236 237 /** 238 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. 239 */ 240 static GLbitfield 241 update_program_constants(struct gl_context *ctx) 242 { 243 GLbitfield new_state = 0x0; 244 245 if (ctx->FragmentProgram._Current) { 246 const struct gl_program_parameter_list *params = 247 ctx->FragmentProgram._Current->Base.Parameters; 248 if (params && params->StateFlags & ctx->NewState) { 249 new_state |= _NEW_PROGRAM_CONSTANTS; 250 } 251 } 252 253 if (ctx->GeometryProgram._Current) { 254 const struct gl_program_parameter_list *params = 255 ctx->GeometryProgram._Current->Base.Parameters; 256 /*FIXME: StateFlags is always 0 because we have unnamed constant 257 * not state changes */ 258 if (params /*&& params->StateFlags & ctx->NewState*/) { 259 new_state |= _NEW_PROGRAM_CONSTANTS; 260 } 261 } 262 263 if (ctx->VertexProgram._Current) { 264 const struct gl_program_parameter_list *params = 265 ctx->VertexProgram._Current->Base.Parameters; 266 if (params && params->StateFlags & ctx->NewState) { 267 new_state |= _NEW_PROGRAM_CONSTANTS; 268 } 269 } 270 271 return new_state; 272 } 273 274 275 276 277 static void 278 update_viewport_matrix(struct gl_context *ctx) 279 { 280 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; 281 282 ASSERT(depthMax > 0); 283 284 /* Compute scale and bias values. This is really driver-specific 285 * and should be maintained elsewhere if at all. 286 * NOTE: RasterPos uses this. 287 */ 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, 292 depthMax); 293 } 294 295 296 /** 297 * Update derived multisample state. 298 */ 299 static void 300 update_multisample(struct gl_context *ctx) 301 { 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; 307 } 308 309 310 /** 311 * Update the ctx->Color._ClampFragmentColor field 312 */ 313 static void 314 update_clamp_fragment_color(struct gl_context *ctx) 315 { 316 if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB) 317 ctx->Color._ClampFragmentColor = 318 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode; 319 else 320 ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor; 321 } 322 323 324 /** 325 * Update the ctx->Color._ClampVertexColor field 326 */ 327 static void 328 update_clamp_vertex_color(struct gl_context *ctx) 329 { 330 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB) 331 ctx->Light._ClampVertexColor = 332 !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode; 333 else 334 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor; 335 } 336 337 338 /** 339 * Update the ctx->Color._ClampReadColor field 340 */ 341 static void 342 update_clamp_read_color(struct gl_context *ctx) 343 { 344 if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB) 345 ctx->Color._ClampReadColor = 346 !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode; 347 else 348 ctx->Color._ClampReadColor = ctx->Color.ClampReadColor; 349 } 350 351 /** 352 * Update the ctx->VertexProgram._TwoSideEnabled flag. 353 */ 354 static void 355 update_twoside(struct gl_context *ctx) 356 { 357 if (ctx->Shader.CurrentVertexProgram || 358 ctx->VertexProgram._Enabled) { 359 ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled; 360 } else { 361 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled && 362 ctx->Light.Model.TwoSide); 363 } 364 } 365 366 367 /* 368 * Check polygon state and set DD_TRI_OFFSET 369 * in ctx->_TriangleCaps if needed. 370 */ 371 static void 372 update_polygon(struct gl_context *ctx) 373 { 374 ctx->_TriangleCaps &= ~DD_TRI_OFFSET; 375 376 if ( ctx->Polygon.OffsetPoint 377 || ctx->Polygon.OffsetLine 378 || ctx->Polygon.OffsetFill) 379 ctx->_TriangleCaps |= DD_TRI_OFFSET; 380 } 381 382 383 /** 384 * Update the ctx->_TriangleCaps bitfield. 385 * XXX that bitfield should really go away someday! 386 * This function must be called after other update_*() functions since 387 * there are dependencies on some other derived values. 388 */ 389 #if 0 390 static void 391 update_tricaps(struct gl_context *ctx, GLbitfield new_state) 392 { 393 ctx->_TriangleCaps = 0; 394 395 /* 396 * Points 397 */ 398 if (1/*new_state & _NEW_POINT*/) { 399 if (ctx->Point.SmoothFlag) 400 ctx->_TriangleCaps |= DD_POINT_SMOOTH; 401 if (ctx->Point._Attenuated) 402 ctx->_TriangleCaps |= DD_POINT_ATTEN; 403 } 404 405 /* 406 * Lines 407 */ 408 if (1/*new_state & _NEW_LINE*/) { 409 if (ctx->Line.SmoothFlag) 410 ctx->_TriangleCaps |= DD_LINE_SMOOTH; 411 if (ctx->Line.StippleFlag) 412 ctx->_TriangleCaps |= DD_LINE_STIPPLE; 413 } 414 415 /* 416 * Polygons 417 */ 418 if (1/*new_state & _NEW_POLYGON*/) { 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; 430 } 431 432 /* 433 * Lighting and shading 434 */ 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; 439 } 440 #endif 441 442 443 /** 444 * Compute derived GL state. 445 * If __struct gl_contextRec::NewState is non-zero then this function \b must 446 * be called before rendering anything. 447 * 448 * Calls dd_function_table::UpdateState to perform any internal state 449 * management necessary. 450 * 451 * \sa _mesa_update_modelview_project(), _mesa_update_texture(), 452 * _mesa_update_buffer_bounds(), 453 * _mesa_update_lighting() and _mesa_update_tnl_spaces(). 454 */ 455 void 456 _mesa_update_state_locked( struct gl_context *ctx ) 457 { 458 GLbitfield new_state = ctx->NewState; 459 GLbitfield prog_flags = _NEW_PROGRAM; 460 GLbitfield new_prog_state = 0x0; 461 462 if (new_state == _NEW_CURRENT_ATTRIB) 463 goto out; 464 465 if (MESA_VERBOSE & VERBOSE_STATE) 466 _mesa_print_state("_mesa_update_state", new_state); 467 468 /* Determine which state flags effect vertex/fragment program state */ 469 if (ctx->FragmentProgram._MaintainTexEnvProgram) { 470 prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | 471 _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | 472 _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP | 473 _NEW_COLOR); 474 } 475 if (ctx->VertexProgram._MaintainTnlProgram) { 476 prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE | 477 _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | 478 _NEW_FOG | _NEW_LIGHT | 479 _MESA_NEW_NEED_EYE_COORDS); 480 } 481 482 /* 483 * Now update derived state info 484 */ 485 486 if (new_state & prog_flags) 487 update_program_enables( ctx ); 488 489 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) 490 _mesa_update_modelview_project( ctx, new_state ); 491 492 if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) 493 _mesa_update_texture( ctx, new_state ); 494 495 if (new_state & _NEW_BUFFERS) 496 _mesa_update_framebuffer(ctx); 497 498 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) 499 _mesa_update_draw_buffer_bounds( ctx ); 500 501 if (new_state & _NEW_POLYGON) 502 update_polygon( ctx ); 503 504 if (new_state & _NEW_LIGHT) 505 _mesa_update_lighting( ctx ); 506 507 if (new_state & (_NEW_LIGHT | _NEW_PROGRAM)) 508 update_twoside( ctx ); 509 510 if (new_state & (_NEW_LIGHT | _NEW_BUFFERS)) 511 update_clamp_vertex_color(ctx); 512 513 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) 514 _mesa_update_stencil( ctx ); 515 516 if (new_state & _NEW_PIXEL) 517 _mesa_update_pixel( ctx, new_state ); 518 519 if (new_state & _MESA_NEW_SEPARATE_SPECULAR) 520 update_separate_specular( ctx ); 521 522 if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) 523 update_viewport_matrix(ctx); 524 525 if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS)) 526 update_multisample( ctx ); 527 528 if (new_state & (_NEW_COLOR | _NEW_BUFFERS)) 529 update_clamp_read_color(ctx); 530 531 if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS)) 532 update_clamp_fragment_color(ctx); 533 534 #if 0 535 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT 536 | _NEW_STENCIL | _MESA_NEW_SEPARATE_SPECULAR)) 537 update_tricaps( ctx, new_state ); 538 #endif 539 540 /* ctx->_NeedEyeCoords is now up to date. 541 * 542 * If the truth value of this variable has changed, update for the 543 * new lighting space and recompute the positions of lights and the 544 * normal transform. 545 * 546 * If the lighting space hasn't changed, may still need to recompute 547 * light positions & normal transforms for other reasons. 548 */ 549 if (new_state & _MESA_NEW_NEED_EYE_COORDS) 550 _mesa_update_tnl_spaces( ctx, new_state ); 551 552 if (new_state & prog_flags) { 553 /* When we generate programs from fixed-function vertex/fragment state 554 * this call may generate/bind a new program. If so, we need to 555 * propogate the _NEW_PROGRAM flag to the driver. 556 */ 557 new_prog_state |= update_program( ctx ); 558 } 559 560 if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) 561 _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj); 562 563 out: 564 new_prog_state |= update_program_constants(ctx); 565 566 /* 567 * Give the driver a chance to act upon the new_state flags. 568 * The driver might plug in different span functions, for example. 569 * Also, this is where the driver can invalidate the state of any 570 * active modules (such as swrast_setup, swrast, tnl, etc). 571 * 572 * Set ctx->NewState to zero to avoid recursion if 573 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) 574 */ 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; 579 } 580 581 582 /* This is the usual entrypoint for state updates: 583 */ 584 void 585 _mesa_update_state( struct gl_context *ctx ) 586 { 587 _mesa_lock_context_textures(ctx); 588 _mesa_update_state_locked(ctx); 589 _mesa_unlock_context_textures(ctx); 590 } 591 592 593 594 595 /** 596 * Want to figure out which fragment program inputs are actually 597 * constant/current values from ctx->Current. These should be 598 * referenced as a tracked state variable rather than a fragment 599 * program input, to save the overhead of putting a constant value in 600 * every submitted vertex, transferring it to hardware, interpolating 601 * it across the triangle, etc... 602 * 603 * When there is a VP bound, just use vp->outputs. But when we're 604 * generating vp from fixed function state, basically want to 605 * calculate: 606 * 607 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | 608 * potential_vp_outputs ) 609 * 610 * Where potential_vp_outputs is calculated by looking at enabled 611 * texgen, etc. 612 * 613 * The generated fragment program should then only declare inputs that 614 * may vary or otherwise differ from the ctx->Current values. 615 * Otherwise, the fp should track them as state values instead. 616 */ 617 void 618 _mesa_set_varying_vp_inputs( struct gl_context *ctx, 619 GLbitfield64 varying_inputs ) 620 { 621 if (ctx->varying_vp_inputs != varying_inputs) { 622 ctx->varying_vp_inputs = varying_inputs; 623 624 /* Only the fixed-func generated programs need to use the flag 625 * and the fixed-func fragment program uses it only if there is also 626 * a fixed-func vertex program, so this only depends on the latter. 627 * 628 * It's okay to check the VP pointer here, because this is called after 629 * _mesa_update_state in the vbo module. */ 630 if (ctx->VertexProgram._TnlProgram || 631 ctx->FragmentProgram._TexEnvProgram) { 632 ctx->NewState |= _NEW_VARYING_VP_INPUTS; 633 } 634 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/ 635 } 636 } 637 638 639 /** 640 * Used by drivers to tell core Mesa that the driver is going to 641 * install/ use its own vertex program. In particular, this will 642 * prevent generated fragment programs from using state vars instead 643 * of ordinary varyings/inputs. 644 */ 645 void 646 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) 647 { 648 if (ctx->VertexProgram._Overriden != flag) { 649 ctx->VertexProgram._Overriden = flag; 650 651 /* Set one of the bits which will trigger fragment program 652 * regeneration: 653 */ 654 ctx->NewState |= _NEW_PROGRAM; 655 } 656 } 657