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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.h"
55 #include "viewport.h"
56 #include "blend.h"
57 
58 
59 void
_mesa_update_allow_draw_out_of_order(struct gl_context * ctx)60 _mesa_update_allow_draw_out_of_order(struct gl_context *ctx)
61 {
62    /* Out-of-order drawing is useful when vertex array draws and immediate
63     * mode are interleaved.
64     *
65     * Example with 3 draws:
66     *   glBegin();
67     *      glVertex();
68     *   glEnd();
69     *   glDrawElements();
70     *   glBegin();
71     *      glVertex();
72     *   glEnd();
73     *
74     * Out-of-order drawing changes the execution order like this:
75     *   glDrawElements();
76     *   glBegin();
77     *      glVertex();
78     *      glVertex();
79     *   glEnd();
80     *
81     * If out-of-order draws are enabled, immediate mode vertices are not
82     * flushed before glDrawElements, resulting in fewer draws and lower CPU
83     * overhead. This helps workstation applications.
84     *
85     * This is a simplified version of out-of-order determination to catch
86     * common cases.
87     *
88     * RadeonSI has a complete and more complicated out-of-order determination
89     * for driver-internal reasons.
90     */
91    /* Only the compatibility profile with immediate mode needs this. */
92    if (ctx->API != API_OPENGL_COMPAT || !ctx->Const.AllowDrawOutOfOrder)
93       return;
94 
95    /* If all of these are NULL, GLSL is disabled. */
96    struct gl_program *vs =
97       ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
98    struct gl_program *tcs =
99       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
100    struct gl_program *tes =
101       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
102    struct gl_program *gs =
103       ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
104    struct gl_program *fs =
105       ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
106    GLenum16 depth_func = ctx->Depth.Func;
107 
108    /* Z fighting and any primitives with equal Z shouldn't be reordered
109     * with LESS/LEQUAL/GREATER/GEQUAL functions.
110     *
111     * When drawing 2 primitive with equal Z:
112     * - with LEQUAL/GEQUAL, the last primitive wins the Z test.
113     * - with LESS/GREATER, the first primitive wins the Z test.
114     *
115     * Here we ignore that on the basis that such cases don't occur in real
116     * apps, and we they do occur, they occur with blending where out-of-order
117     * drawing is always disabled.
118     */
119    bool previous_state = ctx->_AllowDrawOutOfOrder;
120    ctx->_AllowDrawOutOfOrder =
121          ctx->DrawBuffer &&
122          ctx->DrawBuffer->Visual.depthBits &&
123          ctx->Depth.Test &&
124          ctx->Depth.Mask &&
125          (depth_func == GL_NEVER ||
126           depth_func == GL_LESS ||
127           depth_func == GL_LEQUAL ||
128           depth_func == GL_GREATER ||
129           depth_func == GL_GEQUAL) &&
130          (!ctx->DrawBuffer->Visual.stencilBits ||
131           !ctx->Stencil.Enabled) &&
132          (!ctx->Color.ColorMask ||
133           (!ctx->Color.BlendEnabled &&
134            (!ctx->Color.ColorLogicOpEnabled ||
135             ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) &&
136          (!vs || !vs->info.writes_memory) &&
137          (!tes || !tes->info.writes_memory) &&
138          (!tcs || !tcs->info.writes_memory) &&
139          (!gs || !gs->info.writes_memory) &&
140          (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests);
141 
142    /* If we are disabling out-of-order drawing, we need to flush queued
143     * vertices.
144     */
145    if (previous_state && !ctx->_AllowDrawOutOfOrder)
146       FLUSH_VERTICES(ctx, 0);
147 }
148 
149 
150 /**
151  * Update the ctx->*Program._Current pointers to point to the
152  * current/active programs.
153  *
154  * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
155  * programs or programs derived from fixed-function state.
156  *
157  * This function needs to be called after texture state validation in case
158  * we're generating a fragment program from fixed-function texture state.
159  *
160  * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
161  * or fragment program is being used.
162  */
163 static GLbitfield
update_program(struct gl_context * ctx)164 update_program(struct gl_context *ctx)
165 {
166    struct gl_program *vsProg =
167       ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
168    struct gl_program *tcsProg =
169       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
170    struct gl_program *tesProg =
171       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
172    struct gl_program *gsProg =
173       ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
174    struct gl_program *fsProg =
175       ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
176    struct gl_program *csProg =
177       ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
178    const struct gl_program *prevVP = ctx->VertexProgram._Current;
179    const struct gl_program *prevFP = ctx->FragmentProgram._Current;
180    const struct gl_program *prevGP = ctx->GeometryProgram._Current;
181    const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
182    const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
183    const struct gl_program *prevCP = ctx->ComputeProgram._Current;
184 
185    /*
186     * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
187     * pointers to the programs that should be used for rendering.  If either
188     * is NULL, use fixed-function code paths.
189     *
190     * These programs may come from several sources.  The priority is as
191     * follows:
192     *   1. OpenGL 2.0/ARB vertex/fragment shaders
193     *   2. ARB/NV vertex/fragment programs
194     *   3. ATI fragment shader
195     *   4. Programs derived from fixed-function state.
196     *
197     * Note: it's possible for a vertex shader to get used with a fragment
198     * program (and vice versa) here, but in practice that shouldn't ever
199     * come up, or matter.
200     */
201 
202    if (fsProg) {
203       /* Use GLSL fragment shader */
204       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
205       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
206                               NULL);
207    }
208    else if (_mesa_arb_fragment_program_enabled(ctx)) {
209       /* Use user-defined fragment program */
210       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
211                               ctx->FragmentProgram.Current);
212       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
213 			      NULL);
214    }
215    else if (_mesa_ati_fragment_shader_enabled(ctx) &&
216             ctx->ATIFragmentShader.Current->Program) {
217        /* Use the enabled ATI fragment shader's associated program */
218       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
219                               ctx->ATIFragmentShader.Current->Program);
220       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
221                               NULL);
222    }
223    else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
224       /* Use fragment program generated from fixed-function state */
225       struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
226 
227       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
228 			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
229       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
230 			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
231    }
232    else {
233       /* No fragment program */
234       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
235       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
236 			      NULL);
237    }
238 
239    if (gsProg) {
240       /* Use GLSL geometry shader */
241       _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
242    } else {
243       /* No geometry program */
244       _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
245    }
246 
247    if (tesProg) {
248       /* Use GLSL tessellation evaluation shader */
249       _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
250    }
251    else {
252       /* No tessellation evaluation program */
253       _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
254    }
255 
256    if (tcsProg) {
257       /* Use GLSL tessellation control shader */
258       _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
259    }
260    else {
261       /* No tessellation control program */
262       _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
263    }
264 
265    /* Examine vertex program after fragment program as
266     * _mesa_get_fixed_func_vertex_program() needs to know active
267     * fragprog inputs.
268     */
269    if (vsProg) {
270       /* Use GLSL vertex shader */
271       assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
272       _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
273    }
274    else if (_mesa_arb_vertex_program_enabled(ctx)) {
275       /* Use user-defined vertex program */
276       assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
277       _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
278                               ctx->VertexProgram.Current);
279    }
280    else if (ctx->VertexProgram._MaintainTnlProgram) {
281       /* Use vertex program generated from fixed-function state */
282       assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
283       _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
284                               _mesa_get_fixed_func_vertex_program(ctx));
285       _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
286                               ctx->VertexProgram._Current);
287    }
288    else {
289       /* no vertex program */
290       assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
291       _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
292    }
293 
294    if (csProg) {
295       /* Use GLSL compute shader */
296       _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
297    } else {
298       /* no compute program */
299       _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
300    }
301 
302    /* Let the driver know what's happening:
303     */
304    if (ctx->FragmentProgram._Current != prevFP ||
305        ctx->VertexProgram._Current != prevVP ||
306        ctx->GeometryProgram._Current != prevGP ||
307        ctx->TessEvalProgram._Current != prevTEP ||
308        ctx->TessCtrlProgram._Current != prevTCP ||
309        ctx->ComputeProgram._Current != prevCP)
310       return _NEW_PROGRAM;
311 
312    return 0;
313 }
314 
315 
316 static GLbitfield
update_single_program_constants(struct gl_context * ctx,struct gl_program * prog,gl_shader_stage stage)317 update_single_program_constants(struct gl_context *ctx,
318                                 struct gl_program *prog,
319                                 gl_shader_stage stage)
320 {
321    if (prog) {
322       const struct gl_program_parameter_list *params = prog->Parameters;
323       if (params && params->StateFlags & ctx->NewState) {
324          if (ctx->DriverFlags.NewShaderConstants[stage])
325             ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
326          else
327             return _NEW_PROGRAM_CONSTANTS;
328       }
329    }
330    return 0;
331 }
332 
333 
334 /**
335  * This updates fixed-func state constants such as gl_ModelViewMatrix.
336  * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
337  */
338 static GLbitfield
update_program_constants(struct gl_context * ctx)339 update_program_constants(struct gl_context *ctx)
340 {
341    GLbitfield new_state =
342       update_single_program_constants(ctx, ctx->VertexProgram._Current,
343                                       MESA_SHADER_VERTEX) |
344       update_single_program_constants(ctx, ctx->FragmentProgram._Current,
345                                       MESA_SHADER_FRAGMENT);
346 
347    if (ctx->API == API_OPENGL_COMPAT &&
348        ctx->Const.GLSLVersionCompat >= 150) {
349       new_state |=
350          update_single_program_constants(ctx, ctx->GeometryProgram._Current,
351                                          MESA_SHADER_GEOMETRY);
352 
353       if (_mesa_has_ARB_tessellation_shader(ctx)) {
354          new_state |=
355             update_single_program_constants(ctx, ctx->TessCtrlProgram._Current,
356                                             MESA_SHADER_TESS_CTRL) |
357             update_single_program_constants(ctx, ctx->TessEvalProgram._Current,
358                                             MESA_SHADER_TESS_EVAL);
359       }
360    }
361 
362    return new_state;
363 }
364 
365 
366 static void
update_fixed_func_program_usage(struct gl_context * ctx)367 update_fixed_func_program_usage(struct gl_context *ctx)
368 {
369    ctx->FragmentProgram._UsesTexEnvProgram =
370       ctx->FragmentProgram._MaintainTexEnvProgram &&
371       !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/
372       !_mesa_arb_fragment_program_enabled(ctx) &&
373       !(_mesa_ati_fragment_shader_enabled(ctx) &&
374         ctx->ATIFragmentShader.Current->Program);
375 
376    ctx->VertexProgram._UsesTnlProgram =
377       ctx->VertexProgram._MaintainTnlProgram &&
378       !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */
379       !_mesa_arb_vertex_program_enabled(ctx);
380 }
381 
382 
383 /**
384  * Compute derived GL state.
385  * If __struct gl_contextRec::NewState is non-zero then this function \b must
386  * be called before rendering anything.
387  *
388  * Calls dd_function_table::UpdateState to perform any internal state
389  * management necessary.
390  *
391  * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
392  * _mesa_update_buffer_bounds(),
393  * _mesa_update_lighting() and _mesa_update_tnl_spaces().
394  */
395 void
_mesa_update_state_locked(struct gl_context * ctx)396 _mesa_update_state_locked( struct gl_context *ctx )
397 {
398    GLbitfield new_state = ctx->NewState;
399    GLbitfield new_prog_state = 0x0;
400    const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
401 
402    /* we can skip a bunch of state validation checks if the dirty
403     * state matches one or more bits in 'computed_states'.
404     */
405    if ((new_state & computed_states) == 0)
406       goto out;
407 
408    if (MESA_VERBOSE & VERBOSE_STATE)
409       _mesa_print_state("_mesa_update_state", new_state);
410 
411    if (new_state & _NEW_BUFFERS)
412       _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
413 
414    /* Handle Core and Compatibility contexts separately. */
415    if (ctx->API == API_OPENGL_COMPAT ||
416        ctx->API == API_OPENGLES) {
417       GLbitfield prog_flags = _NEW_PROGRAM;
418 
419       if (new_state & _NEW_PROGRAM)
420          update_fixed_func_program_usage(ctx);
421 
422       /* Determine which states affect fixed-func vertex/fragment program. */
423       if (ctx->FragmentProgram._UsesTexEnvProgram) {
424          prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
425                         _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
426                         _NEW_RENDERMODE | _NEW_COLOR | _NEW_TEXTURE_STATE);
427       }
428 
429       if (ctx->VertexProgram._UsesTnlProgram) {
430          prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
431                         _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
432                         _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
433                         _MESA_NEW_NEED_EYE_COORDS);
434       }
435 
436       /*
437        * Now update derived state info
438        */
439       if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
440          _mesa_update_modelview_project( ctx, new_state );
441 
442       if (new_state & _NEW_TEXTURE_MATRIX)
443          _mesa_update_texture_matrices(ctx);
444 
445       if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
446          _mesa_update_texture_state(ctx);
447 
448       if (new_state & _NEW_LIGHT)
449          _mesa_update_lighting(ctx);
450 
451       if (new_state & _NEW_PIXEL)
452          _mesa_update_pixel( ctx );
453 
454       /* ctx->_NeedEyeCoords is now up to date.
455        *
456        * If the truth value of this variable has changed, update for the
457        * new lighting space and recompute the positions of lights and the
458        * normal transform.
459        *
460        * If the lighting space hasn't changed, may still need to recompute
461        * light positions & normal transforms for other reasons.
462        */
463       if (new_state & _MESA_NEW_NEED_EYE_COORDS)
464          _mesa_update_tnl_spaces( ctx, new_state );
465 
466       if (new_state & prog_flags) {
467          /* When we generate programs from fixed-function vertex/fragment state
468           * this call may generate/bind a new program.  If so, we need to
469           * propogate the _NEW_PROGRAM flag to the driver.
470           */
471          new_prog_state |= update_program(ctx);
472       }
473    } else {
474       /* GL Core and GLES 2/3 contexts */
475       if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
476          _mesa_update_texture_state(ctx);
477 
478       if (new_state & _NEW_PROGRAM)
479          update_program(ctx);
480    }
481 
482  out:
483    new_prog_state |= update_program_constants(ctx);
484 
485    ctx->NewState |= new_prog_state;
486 
487    /*
488     * Give the driver a chance to act upon the new_state flags.
489     * The driver might plug in different span functions, for example.
490     * Also, this is where the driver can invalidate the state of any
491     * active modules (such as swrast_setup, swrast, tnl, etc).
492     */
493    ctx->Driver.UpdateState(ctx);
494    ctx->NewState = 0;
495 }
496 
497 
498 /* This is the usual entrypoint for state updates:
499  */
500 void
_mesa_update_state(struct gl_context * ctx)501 _mesa_update_state( struct gl_context *ctx )
502 {
503    _mesa_lock_context_textures(ctx);
504    _mesa_update_state_locked(ctx);
505    _mesa_unlock_context_textures(ctx);
506 }
507 
508 
509 
510 
511 /**
512  * Want to figure out which fragment program inputs are actually
513  * constant/current values from ctx->Current.  These should be
514  * referenced as a tracked state variable rather than a fragment
515  * program input, to save the overhead of putting a constant value in
516  * every submitted vertex, transferring it to hardware, interpolating
517  * it across the triangle, etc...
518  *
519  * When there is a VP bound, just use vp->outputs.  But when we're
520  * generating vp from fixed function state, basically want to
521  * calculate:
522  *
523  * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
524  *                 potential_vp_outputs )
525  *
526  * Where potential_vp_outputs is calculated by looking at enabled
527  * texgen, etc.
528  *
529  * The generated fragment program should then only declare inputs that
530  * may vary or otherwise differ from the ctx->Current values.
531  * Otherwise, the fp should track them as state values instead.
532  */
533 static void
set_varying_vp_inputs(struct gl_context * ctx,GLbitfield varying_inputs)534 set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs)
535 {
536    /*
537     * The gl_context::varying_vp_inputs value is only used when in
538     * VP_MODE_FF mode.
539     */
540    if (VP_MODE_FF != ctx->VertexProgram._VPMode)
541       return;
542 
543    /* Only fixed-func generated programs ever uses varying_vp_inputs. */
544    if (!ctx->VertexProgram._MaintainTnlProgram &&
545        !ctx->FragmentProgram._MaintainTexEnvProgram)
546       return;
547 
548    if (ctx->varying_vp_inputs != varying_inputs) {
549       ctx->varying_vp_inputs = varying_inputs;
550       ctx->NewState |= _NEW_VARYING_VP_INPUTS;
551    }
552 }
553 
554 
555 /**
556  * Used by drivers to tell core Mesa that the driver is going to
557  * install/ use its own vertex program.  In particular, this will
558  * prevent generated fragment programs from using state vars instead
559  * of ordinary varyings/inputs.
560  */
561 void
_mesa_set_vp_override(struct gl_context * ctx,GLboolean flag)562 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
563 {
564    if (ctx->VertexProgram._Overriden != flag) {
565       ctx->VertexProgram._Overriden = flag;
566 
567       /* Set one of the bits which will trigger fragment program
568        * regeneration:
569        */
570       ctx->NewState |= _NEW_PROGRAM;
571    }
572 }
573 
574 
575 static void
set_vertex_processing_mode(struct gl_context * ctx,gl_vertex_processing_mode m)576 set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m)
577 {
578    if (ctx->VertexProgram._VPMode == m)
579       return;
580 
581    /* On change we may get new maps into the current values */
582    ctx->NewDriverState |= ctx->DriverFlags.NewArray;
583 
584    /* Finally memorize the value */
585    ctx->VertexProgram._VPMode = m;
586 
587    /* Since we only track the varying inputs while being in fixed function
588     * vertex processing mode, we may need to recheck for the
589     * _NEW_VARYING_VP_INPUTS bit.
590     */
591    set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs);
592 }
593 
594 
595 /**
596  * Update ctx->VertexProgram._VPMode.
597  * This is to distinguish whether we're running
598  *   a vertex program/shader,
599  *   a fixed-function TNL program or
600  *   a fixed function vertex transformation without any program.
601  */
602 void
_mesa_update_vertex_processing_mode(struct gl_context * ctx)603 _mesa_update_vertex_processing_mode(struct gl_context *ctx)
604 {
605    if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
606       set_vertex_processing_mode(ctx, VP_MODE_SHADER);
607    else if (_mesa_arb_vertex_program_enabled(ctx))
608       set_vertex_processing_mode(ctx, VP_MODE_SHADER);
609    else
610       set_vertex_processing_mode(ctx, VP_MODE_FF);
611 }
612 
613 
614 /**
615  * Set the _DrawVAO and the net enabled arrays.
616  * The vao->_Enabled bitmask is transformed due to position/generic0
617  * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied
618  * to filter out arrays unwanted for the currently executed draw operation.
619  * For example, the generic attributes are masked out form the _DrawVAO's
620  * enabled arrays when a fixed function array draw is executed.
621  */
622 void
_mesa_set_draw_vao(struct gl_context * ctx,struct gl_vertex_array_object * vao,GLbitfield filter)623 _mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao,
624                    GLbitfield filter)
625 {
626    struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO;
627    bool new_array = false;
628    if (*ptr != vao) {
629       _mesa_reference_vao_(ctx, ptr, vao);
630 
631       new_array = true;
632    }
633 
634    if (vao->NewArrays) {
635       _mesa_update_vao_derived_arrays(ctx, vao);
636       vao->NewArrays = 0;
637 
638       new_array = true;
639    }
640 
641    /* May shuffle the position and generic0 bits around, filter out unwanted */
642    const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao);
643    if (ctx->Array._DrawVAOEnabledAttribs != enabled)
644       new_array = true;
645 
646    if (new_array)
647       ctx->NewDriverState |= ctx->DriverFlags.NewArray;
648 
649    ctx->Array._DrawVAOEnabledAttribs = enabled;
650    set_varying_vp_inputs(ctx, enabled);
651 }
652