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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
update_program(struct gl_context * ctx)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
update_program_constants(struct gl_context * ctx)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
_mesa_update_state_locked(struct gl_context * ctx)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
_mesa_update_state(struct gl_context * ctx)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
_mesa_set_varying_vp_inputs(struct gl_context * ctx,GLbitfield varying_inputs)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
_mesa_set_vp_override(struct gl_context * ctx,GLboolean flag)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