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.h"
55 #include "viewport.h"
56 #include "blend.h"
57
58 #include "state_tracker/st_context.h"
59
60 void
_mesa_update_allow_draw_out_of_order(struct gl_context * ctx)61 _mesa_update_allow_draw_out_of_order(struct gl_context *ctx)
62 {
63 /* Out-of-order drawing is useful when vertex array draws and immediate
64 * mode are interleaved.
65 *
66 * Example with 3 draws:
67 * glBegin();
68 * glVertex();
69 * glEnd();
70 * glDrawElements();
71 * glBegin();
72 * glVertex();
73 * glEnd();
74 *
75 * Out-of-order drawing changes the execution order like this:
76 * glDrawElements();
77 * glBegin();
78 * glVertex();
79 * glVertex();
80 * glEnd();
81 *
82 * If out-of-order draws are enabled, immediate mode vertices are not
83 * flushed before glDrawElements, resulting in fewer draws and lower CPU
84 * overhead. This helps workstation applications.
85 *
86 * This is a simplified version of out-of-order determination to catch
87 * common cases.
88 *
89 * RadeonSI has a complete and more complicated out-of-order determination
90 * for driver-internal reasons.
91 */
92 /* Only the compatibility profile with immediate mode needs this. */
93 if (!ctx->Const.AllowDrawOutOfOrder)
94 return;
95
96 assert(ctx->API == API_OPENGL_COMPAT);
97
98 /* If all of these are NULL, GLSL is disabled. */
99 struct gl_program *vs =
100 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
101 struct gl_program *tcs =
102 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
103 struct gl_program *tes =
104 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
105 struct gl_program *gs =
106 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
107 struct gl_program *fs =
108 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
109 GLenum16 depth_func = ctx->Depth.Func;
110
111 /* Z fighting and any primitives with equal Z shouldn't be reordered
112 * with LESS/LEQUAL/GREATER/GEQUAL functions.
113 *
114 * When drawing 2 primitive with equal Z:
115 * - with LEQUAL/GEQUAL, the last primitive wins the Z test.
116 * - with LESS/GREATER, the first primitive wins the Z test.
117 *
118 * Here we ignore that on the basis that such cases don't occur in real
119 * apps, and we they do occur, they occur with blending where out-of-order
120 * drawing is always disabled.
121 */
122 bool previous_state = ctx->_AllowDrawOutOfOrder;
123 ctx->_AllowDrawOutOfOrder =
124 ctx->DrawBuffer &&
125 ctx->DrawBuffer->Visual.depthBits &&
126 ctx->Depth.Test &&
127 ctx->Depth.Mask &&
128 (depth_func == GL_NEVER ||
129 depth_func == GL_LESS ||
130 depth_func == GL_LEQUAL ||
131 depth_func == GL_GREATER ||
132 depth_func == GL_GEQUAL) &&
133 (!ctx->DrawBuffer->Visual.stencilBits ||
134 !ctx->Stencil.Enabled) &&
135 (!ctx->Color.ColorMask ||
136 (!ctx->Color.BlendEnabled &&
137 (!ctx->Color.ColorLogicOpEnabled ||
138 ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) &&
139 (!vs || !vs->info.writes_memory) &&
140 (!tes || !tes->info.writes_memory) &&
141 (!tcs || !tcs->info.writes_memory) &&
142 (!gs || !gs->info.writes_memory) &&
143 (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests);
144
145 /* If we are disabling out-of-order drawing, we need to flush queued
146 * vertices.
147 */
148 if (previous_state && !ctx->_AllowDrawOutOfOrder)
149 FLUSH_VERTICES(ctx, 0, 0);
150 }
151
152
153 /**
154 * Update the ctx->*Program._Current pointers to point to the
155 * current/active programs.
156 *
157 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
158 * programs or programs derived from fixed-function state.
159 *
160 * This function needs to be called after texture state validation in case
161 * we're generating a fragment program from fixed-function texture state.
162 *
163 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
164 * or fragment program is being used.
165 */
166 static GLbitfield
update_program(struct gl_context * ctx)167 update_program(struct gl_context *ctx)
168 {
169 struct gl_program *vsProg =
170 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
171 struct gl_program *tcsProg =
172 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
173 struct gl_program *tesProg =
174 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
175 struct gl_program *gsProg =
176 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
177 struct gl_program *fsProg =
178 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
179 struct gl_program *csProg =
180 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
181 const struct gl_program *prevVP = ctx->VertexProgram._Current;
182 const struct gl_program *prevFP = ctx->FragmentProgram._Current;
183 const struct gl_program *prevGP = ctx->GeometryProgram._Current;
184 const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
185 const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
186 const struct gl_program *prevCP = ctx->ComputeProgram._Current;
187
188 /*
189 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
190 * pointers to the programs that should be used for rendering. If either
191 * is NULL, use fixed-function code paths.
192 *
193 * These programs may come from several sources. The priority is as
194 * follows:
195 * 1. OpenGL 2.0/ARB vertex/fragment shaders
196 * 2. ARB/NV vertex/fragment programs
197 * 3. ATI fragment shader
198 * 4. Programs derived from fixed-function state.
199 *
200 * Note: it's possible for a vertex shader to get used with a fragment
201 * program (and vice versa) here, but in practice that shouldn't ever
202 * come up, or matter.
203 */
204
205 if (fsProg) {
206 /* Use GLSL fragment shader */
207 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
208 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
209 NULL);
210 }
211 else if (_mesa_arb_fragment_program_enabled(ctx)) {
212 /* Use user-defined fragment program */
213 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
214 ctx->FragmentProgram.Current);
215 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
216 NULL);
217 }
218 else if (_mesa_ati_fragment_shader_enabled(ctx) &&
219 ctx->ATIFragmentShader.Current->Program) {
220 /* Use the enabled ATI fragment shader's associated program */
221 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
222 ctx->ATIFragmentShader.Current->Program);
223 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
224 NULL);
225 }
226 else {
227 /* Use fragment program generated from fixed-function state */
228 struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
229
230 _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
231 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
232 _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
233 f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
234 }
235
236 if (gsProg) {
237 /* Use GLSL geometry shader */
238 _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
239 } else {
240 /* No geometry program */
241 _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
242 }
243
244 if (tesProg) {
245 /* Use GLSL tessellation evaluation shader */
246 _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
247 }
248 else {
249 /* No tessellation evaluation program */
250 _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
251 }
252
253 if (tcsProg) {
254 /* Use GLSL tessellation control shader */
255 _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
256 }
257 else {
258 /* No tessellation control program */
259 _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
260 }
261
262 /* Examine vertex program after fragment program as
263 * _mesa_get_fixed_func_vertex_program() needs to know active
264 * fragprog inputs.
265 */
266 if (vsProg) {
267 /* Use GLSL vertex shader */
268 assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
269 _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
270 }
271 else if (_mesa_arb_vertex_program_enabled(ctx)) {
272 /* Use user-defined vertex program */
273 assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
274 _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
275 ctx->VertexProgram.Current);
276 }
277 else {
278 /* Use vertex program generated from fixed-function state */
279 assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
280 _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
281 _mesa_get_fixed_func_vertex_program(ctx));
282 _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
283 ctx->VertexProgram._Current);
284 }
285
286 if (csProg) {
287 /* Use GLSL compute shader */
288 _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
289 } else {
290 /* no compute program */
291 _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
292 }
293
294 bool vp_changed = ctx->VertexProgram._Current != prevVP;
295 bool tep_changed = ctx->TessEvalProgram._Current != prevTEP;
296 bool gp_changed = ctx->GeometryProgram._Current != prevGP;
297 if (ctx->GeometryProgram._Current) {
298 ctx->LastVertexStageDirty |= gp_changed;
299 } else if (ctx->TessEvalProgram._Current) {
300 ctx->LastVertexStageDirty |= gp_changed | tep_changed;
301 } else {
302 ctx->LastVertexStageDirty |= gp_changed | tep_changed | vp_changed;
303 }
304
305 /* Let the driver know what's happening:
306 */
307 if (ctx->FragmentProgram._Current != prevFP ||
308 ctx->VertexProgram._Current != prevVP ||
309 ctx->GeometryProgram._Current != prevGP ||
310 ctx->TessEvalProgram._Current != prevTEP ||
311 ctx->TessCtrlProgram._Current != prevTCP ||
312 ctx->ComputeProgram._Current != prevCP)
313 return _NEW_PROGRAM;
314
315 return 0;
316 }
317
318
319 static GLbitfield
update_single_program_constants(struct gl_context * ctx,struct gl_program * prog,gl_shader_stage stage)320 update_single_program_constants(struct gl_context *ctx,
321 struct gl_program *prog,
322 gl_shader_stage stage)
323 {
324 if (prog) {
325 const struct gl_program_parameter_list *params = prog->Parameters;
326 if (params && params->StateFlags & ctx->NewState) {
327 if (ctx->DriverFlags.NewShaderConstants[stage])
328 ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
329 else
330 return _NEW_PROGRAM_CONSTANTS;
331 }
332 }
333 return 0;
334 }
335
336
337 /**
338 * This updates fixed-func state constants such as gl_ModelViewMatrix.
339 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
340 */
341 static GLbitfield
update_program_constants(struct gl_context * ctx)342 update_program_constants(struct gl_context *ctx)
343 {
344 GLbitfield new_state =
345 update_single_program_constants(ctx, ctx->VertexProgram._Current,
346 MESA_SHADER_VERTEX) |
347 update_single_program_constants(ctx, ctx->FragmentProgram._Current,
348 MESA_SHADER_FRAGMENT);
349
350 if (ctx->API == API_OPENGL_COMPAT &&
351 ctx->Const.GLSLVersionCompat >= 150) {
352 new_state |=
353 update_single_program_constants(ctx, ctx->GeometryProgram._Current,
354 MESA_SHADER_GEOMETRY);
355
356 if (_mesa_has_ARB_tessellation_shader(ctx)) {
357 new_state |=
358 update_single_program_constants(ctx, ctx->TessCtrlProgram._Current,
359 MESA_SHADER_TESS_CTRL) |
360 update_single_program_constants(ctx, ctx->TessEvalProgram._Current,
361 MESA_SHADER_TESS_EVAL);
362 }
363 }
364
365 return new_state;
366 }
367
368
369 static void
update_fixed_func_program_usage(struct gl_context * ctx)370 update_fixed_func_program_usage(struct gl_context *ctx)
371 {
372 ctx->FragmentProgram._UsesTexEnvProgram =
373 !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/
374 !_mesa_arb_fragment_program_enabled(ctx) &&
375 !(_mesa_ati_fragment_shader_enabled(ctx) &&
376 ctx->ATIFragmentShader.Current->Program);
377
378 ctx->VertexProgram._UsesTnlProgram =
379 !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */
380 !_mesa_arb_vertex_program_enabled(ctx);
381 }
382
383
384 /**
385 * Compute derived GL state.
386 * If __struct gl_contextRec::NewState is non-zero then this function \b must
387 * be called before rendering anything.
388 *
389 * Calls dd_function_table::UpdateState to perform any internal state
390 * management necessary.
391 *
392 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
393 * _mesa_update_buffer_bounds(),
394 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
395 */
396 void
_mesa_update_state_locked(struct gl_context * ctx)397 _mesa_update_state_locked( struct gl_context *ctx )
398 {
399 GLbitfield new_state = ctx->NewState;
400 GLbitfield new_prog_state = 0x0;
401 const GLbitfield checked_states =
402 _NEW_BUFFERS | _NEW_MODELVIEW | _NEW_PROJECTION | _NEW_TEXTURE_MATRIX |
403 _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM |
404 _NEW_LIGHT_CONSTANTS | _NEW_POINT | _NEW_FF_VERT_PROGRAM |
405 _NEW_FF_FRAG_PROGRAM | _NEW_TNL_SPACES;
406
407 /* we can skip a bunch of state validation checks if the dirty
408 * state matches one or more bits in 'computed_states'.
409 */
410 if (!(new_state & checked_states))
411 goto out;
412
413 if (MESA_VERBOSE & VERBOSE_STATE)
414 _mesa_print_state("_mesa_update_state", new_state);
415
416 if (new_state & _NEW_BUFFERS)
417 _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
418
419 /* Handle Core and Compatibility contexts separately. */
420 if (ctx->API == API_OPENGL_COMPAT ||
421 ctx->API == API_OPENGLES) {
422 /* Update derived state. */
423 if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
424 _mesa_update_modelview_project( ctx, new_state );
425
426 if (new_state & _NEW_TEXTURE_MATRIX)
427 new_state |= _mesa_update_texture_matrices(ctx);
428
429 if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
430 new_state |= _mesa_update_texture_state(ctx);
431
432 if (new_state & _NEW_LIGHT_CONSTANTS)
433 new_state |= _mesa_update_lighting(ctx);
434
435 /* ctx->_NeedEyeCoords is determined here.
436 *
437 * If the truth value of this variable has changed, update for the
438 * new lighting space and recompute the positions of lights and the
439 * normal transform.
440 *
441 * If the lighting space hasn't changed, may still need to recompute
442 * light positions & normal transforms for other reasons.
443 */
444 if (new_state & (_NEW_TNL_SPACES | _NEW_LIGHT_CONSTANTS |
445 _NEW_MODELVIEW)) {
446 if (_mesa_update_tnl_spaces(ctx, new_state))
447 new_state |= _NEW_FF_VERT_PROGRAM;
448 }
449
450 if (new_state & _NEW_PROGRAM)
451 update_fixed_func_program_usage(ctx);
452
453 /* Determine which states affect fixed-func vertex/fragment program. */
454 GLbitfield prog_flags = _NEW_PROGRAM;
455
456 if (ctx->FragmentProgram._UsesTexEnvProgram) {
457 prog_flags |= _NEW_BUFFERS | _NEW_TEXTURE_OBJECT |
458 _NEW_FF_FRAG_PROGRAM | _NEW_TEXTURE_STATE;
459 }
460
461 if (ctx->VertexProgram._UsesTnlProgram)
462 prog_flags |= _NEW_FF_VERT_PROGRAM;
463
464 if (new_state & prog_flags) {
465 /* When we generate programs from fixed-function vertex/fragment state
466 * this call may generate/bind a new program. If so, we need to
467 * propogate the _NEW_PROGRAM flag to the driver.
468 */
469 new_prog_state |= update_program(ctx);
470 }
471 } else {
472 /* GL Core and GLES 2/3 contexts */
473 if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
474 _mesa_update_texture_state(ctx);
475
476 if (new_state & _NEW_PROGRAM)
477 update_program(ctx);
478 }
479
480 out:
481 new_prog_state |= update_program_constants(ctx);
482
483 ctx->NewState |= new_prog_state;
484
485 /*
486 * Give the driver a chance to act upon the new_state flags.
487 * The driver might plug in different span functions, for example.
488 * Also, this is where the driver can invalidate the state of any
489 * active modules (such as swrast_setup, swrast, tnl, etc).
490 */
491 st_invalidate_state(ctx);
492 ctx->NewState = 0;
493 }
494
495
496 /* This is the usual entrypoint for state updates:
497 */
498 void
_mesa_update_state(struct gl_context * ctx)499 _mesa_update_state( struct gl_context *ctx )
500 {
501 _mesa_lock_context_textures(ctx);
502 _mesa_update_state_locked(ctx);
503 _mesa_unlock_context_textures(ctx);
504 }
505
506
507 /**
508 * Used by drivers to tell core Mesa that the driver is going to
509 * install/ use its own vertex program. In particular, this will
510 * prevent generated fragment programs from using state vars instead
511 * of ordinary varyings/inputs.
512 */
513 void
_mesa_set_vp_override(struct gl_context * ctx,GLboolean flag)514 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
515 {
516 if (ctx->VertexProgram._Overriden != flag) {
517 ctx->VertexProgram._Overriden = flag;
518
519 /* Set one of the bits which will trigger fragment program
520 * regeneration:
521 */
522 ctx->NewState |= _NEW_PROGRAM;
523 }
524 }
525
526
527 static void
set_vertex_processing_mode(struct gl_context * ctx,gl_vertex_processing_mode m)528 set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m)
529 {
530 if (ctx->VertexProgram._VPMode == m)
531 return;
532
533 /* On change we may get new maps into the current values */
534 ctx->NewDriverState |= ST_NEW_VERTEX_ARRAYS;
535 ctx->Array.NewVertexElements = true;
536
537 /* Finally memorize the value */
538 ctx->VertexProgram._VPMode = m;
539
540 /* The gl_context::VertexProgram._VaryingInputs value is only used when in
541 * VP_MODE_FF mode and the fixed-func pipeline is emulated by shaders.
542 */
543 ctx->VertexProgram._VPModeOptimizesConstantAttribs =
544 m == VP_MODE_FF;
545
546 /* Set a filter mask for the net enabled vao arrays.
547 * This is to mask out arrays that would otherwise supersede required current
548 * values for the fixed function shaders for example.
549 */
550 switch (m) {
551 case VP_MODE_FF:
552 /* When no vertex program is active (or the vertex program is generated
553 * from fixed-function state). We put the material values into the
554 * generic slots. Since the vao has no material arrays, mute these
555 * slots from the enabled arrays so that the current material values
556 * are pulled instead of the vao arrays.
557 */
558 ctx->VertexProgram._VPModeInputFilter = VERT_BIT_FF_ALL;
559 break;
560
561 case VP_MODE_SHADER:
562 /* There are no shaders in OpenGL ES 1.x, so this code path should be
563 * impossible to reach. The meta code is careful to not use shaders in
564 * ES1.
565 */
566 assert(ctx->API != API_OPENGLES);
567
568 /* Other parts of the code assume that inputs[VERT_ATTRIB_POS] through
569 * inputs[VERT_ATTRIB_GENERIC0-1] will be non-NULL. However, in OpenGL
570 * ES 2.0+ or OpenGL core profile, none of these arrays should ever
571 * be enabled.
572 */
573 if (ctx->API == API_OPENGL_COMPAT)
574 ctx->VertexProgram._VPModeInputFilter = VERT_BIT_ALL;
575 else
576 ctx->VertexProgram._VPModeInputFilter = VERT_BIT_GENERIC_ALL;
577 break;
578
579 default:
580 assert(0);
581 }
582
583 /* Since we only track the varying inputs while being in fixed function
584 * vertex processing mode, we may need to update fixed-func shaders
585 * for zero-stride vertex attribs.
586 */
587 _mesa_set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs);
588 }
589
590
591 /**
592 * Update ctx->VertexProgram._VPMode.
593 * This is to distinguish whether we're running
594 * a vertex program/shader,
595 * a fixed-function TNL program or
596 * a fixed function vertex transformation without any program.
597 */
598 void
_mesa_update_vertex_processing_mode(struct gl_context * ctx)599 _mesa_update_vertex_processing_mode(struct gl_context *ctx)
600 {
601 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
602 set_vertex_processing_mode(ctx, VP_MODE_SHADER);
603 else if (_mesa_arb_vertex_program_enabled(ctx))
604 set_vertex_processing_mode(ctx, VP_MODE_SHADER);
605 else
606 set_vertex_processing_mode(ctx, VP_MODE_FF);
607 }
608
609
610 void
_mesa_reset_vertex_processing_mode(struct gl_context * ctx)611 _mesa_reset_vertex_processing_mode(struct gl_context *ctx)
612 {
613 ctx->VertexProgram._VPMode = -1; /* force the update */
614 _mesa_update_vertex_processing_mode(ctx);
615 }
616