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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2007  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  * \file prog_statevars.c
27  * Program state variable management.
28  * \author Brian Paul
29  */
30 
31 
32 #include <stdio.h>
33 #include "main/glheader.h"
34 #include "main/context.h"
35 #include "main/blend.h"
36 
37 #include "main/macros.h"
38 #include "main/mtypes.h"
39 #include "main/fbobject.h"
40 #include "prog_statevars.h"
41 #include "prog_parameter.h"
42 #include "main/samplerobj.h"
43 #include "main/framebuffer.h"
44 
45 
46 #define ONE_DIV_SQRT_LN2 (1.201122408786449815)
47 
48 
49 /**
50  * Use the list of tokens in the state[] array to find global GL state
51  * and return it in <value>.  Usually, four values are returned in <value>
52  * but matrix queries may return as many as 16 values.
53  * This function is used for ARB vertex/fragment programs.
54  * The program parser will produce the state[] values.
55  */
56 static void
fetch_state(struct gl_context * ctx,const gl_state_index16 state[],gl_constant_value * val)57 fetch_state(struct gl_context *ctx, const gl_state_index16 state[],
58             gl_constant_value *val)
59 {
60    GLfloat *value = &val->f;
61 
62    switch (state[0]) {
63    case STATE_MATERIAL:
64       {
65          /* state[1] is either 0=front or 1=back side */
66          const GLuint face = (GLuint) state[1];
67          const struct gl_material *mat = &ctx->Light.Material;
68          assert(face == 0 || face == 1);
69          /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
70          assert(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
71          /* XXX we could get rid of this switch entirely with a little
72           * work in arbprogparse.c's parse_state_single_item().
73           */
74          /* state[2] is the material attribute */
75          switch (state[2]) {
76          case STATE_AMBIENT:
77             COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
78             return;
79          case STATE_DIFFUSE:
80             COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
81             return;
82          case STATE_SPECULAR:
83             COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
84             return;
85          case STATE_EMISSION:
86             COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
87             return;
88          case STATE_SHININESS:
89             value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
90             value[1] = 0.0F;
91             value[2] = 0.0F;
92             value[3] = 1.0F;
93             return;
94          default:
95             _mesa_problem(ctx, "Invalid material state in fetch_state");
96             return;
97          }
98       }
99    case STATE_LIGHT:
100       {
101          /* state[1] is the light number */
102          const GLuint ln = (GLuint) state[1];
103          /* state[2] is the light attribute */
104          switch (state[2]) {
105          case STATE_AMBIENT:
106             COPY_4V(value, ctx->Light.Light[ln].Ambient);
107             return;
108          case STATE_DIFFUSE:
109             COPY_4V(value, ctx->Light.Light[ln].Diffuse);
110             return;
111          case STATE_SPECULAR:
112             COPY_4V(value, ctx->Light.Light[ln].Specular);
113             return;
114          case STATE_POSITION:
115             COPY_4V(value, ctx->Light.Light[ln].EyePosition);
116             return;
117          case STATE_ATTENUATION:
118             value[0] = ctx->Light.Light[ln].ConstantAttenuation;
119             value[1] = ctx->Light.Light[ln].LinearAttenuation;
120             value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
121             value[3] = ctx->Light.Light[ln].SpotExponent;
122             return;
123          case STATE_SPOT_DIRECTION:
124             COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
125             value[3] = ctx->Light.Light[ln]._CosCutoff;
126             return;
127          case STATE_SPOT_CUTOFF:
128             value[0] = ctx->Light.Light[ln].SpotCutoff;
129             return;
130          case STATE_HALF_VECTOR:
131             {
132                static const GLfloat eye_z[] = {0, 0, 1};
133                GLfloat p[3];
134                /* Compute infinite half angle vector:
135                 *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
136 		* light.EyePosition.w should be 0 for infinite lights.
137                 */
138                COPY_3V(p, ctx->Light.Light[ln].EyePosition);
139                NORMALIZE_3FV(p);
140 	       ADD_3V(value, p, eye_z);
141 	       NORMALIZE_3FV(value);
142 	       value[3] = 1.0;
143             }
144             return;
145          default:
146             _mesa_problem(ctx, "Invalid light state in fetch_state");
147             return;
148          }
149       }
150    case STATE_LIGHTMODEL_AMBIENT:
151       COPY_4V(value, ctx->Light.Model.Ambient);
152       return;
153    case STATE_LIGHTMODEL_SCENECOLOR:
154       if (state[1] == 0) {
155          /* front */
156          GLint i;
157          for (i = 0; i < 3; i++) {
158             value[i] = ctx->Light.Model.Ambient[i]
159                * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
160                + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
161          }
162 	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
163       }
164       else {
165          /* back */
166          GLint i;
167          for (i = 0; i < 3; i++) {
168             value[i] = ctx->Light.Model.Ambient[i]
169                * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
170                + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
171          }
172 	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
173       }
174       return;
175    case STATE_LIGHTPROD:
176       {
177          const GLuint ln = (GLuint) state[1];
178          const GLuint face = (GLuint) state[2];
179          GLint i;
180          assert(face == 0 || face == 1);
181          switch (state[3]) {
182             case STATE_AMBIENT:
183                for (i = 0; i < 3; i++) {
184                   value[i] = ctx->Light.Light[ln].Ambient[i] *
185                      ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
186                }
187                /* [3] = material alpha */
188                value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
189                return;
190             case STATE_DIFFUSE:
191                for (i = 0; i < 3; i++) {
192                   value[i] = ctx->Light.Light[ln].Diffuse[i] *
193                      ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
194                }
195                /* [3] = material alpha */
196                value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
197                return;
198             case STATE_SPECULAR:
199                for (i = 0; i < 3; i++) {
200                   value[i] = ctx->Light.Light[ln].Specular[i] *
201                      ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
202                }
203                /* [3] = material alpha */
204                value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
205                return;
206             default:
207                _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
208                return;
209          }
210       }
211    case STATE_TEXGEN:
212       {
213          /* state[1] is the texture unit */
214          const GLuint unit = (GLuint) state[1];
215          /* state[2] is the texgen attribute */
216          switch (state[2]) {
217          case STATE_TEXGEN_EYE_S:
218             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenS.EyePlane);
219             return;
220          case STATE_TEXGEN_EYE_T:
221             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenT.EyePlane);
222             return;
223          case STATE_TEXGEN_EYE_R:
224             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenR.EyePlane);
225             return;
226          case STATE_TEXGEN_EYE_Q:
227             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenQ.EyePlane);
228             return;
229          case STATE_TEXGEN_OBJECT_S:
230             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenS.ObjectPlane);
231             return;
232          case STATE_TEXGEN_OBJECT_T:
233             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenT.ObjectPlane);
234             return;
235          case STATE_TEXGEN_OBJECT_R:
236             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenR.ObjectPlane);
237             return;
238          case STATE_TEXGEN_OBJECT_Q:
239             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].GenQ.ObjectPlane);
240             return;
241          default:
242             _mesa_problem(ctx, "Invalid texgen state in fetch_state");
243             return;
244          }
245       }
246    case STATE_TEXENV_COLOR:
247       {
248          /* state[1] is the texture unit */
249          const GLuint unit = (GLuint) state[1];
250          if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
251             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].EnvColor);
252          else
253             COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].EnvColorUnclamped);
254       }
255       return;
256    case STATE_FOG_COLOR:
257       if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
258          COPY_4V(value, ctx->Fog.Color);
259       else
260          COPY_4V(value, ctx->Fog.ColorUnclamped);
261       return;
262    case STATE_FOG_PARAMS:
263       value[0] = ctx->Fog.Density;
264       value[1] = ctx->Fog.Start;
265       value[2] = ctx->Fog.End;
266       value[3] = 1.0f / (ctx->Fog.End - ctx->Fog.Start);
267       return;
268    case STATE_CLIPPLANE:
269       {
270          const GLuint plane = (GLuint) state[1];
271          COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
272       }
273       return;
274    case STATE_POINT_SIZE:
275       value[0] = ctx->Point.Size;
276       value[1] = ctx->Point.MinSize;
277       value[2] = ctx->Point.MaxSize;
278       value[3] = ctx->Point.Threshold;
279       return;
280    case STATE_POINT_ATTENUATION:
281       value[0] = ctx->Point.Params[0];
282       value[1] = ctx->Point.Params[1];
283       value[2] = ctx->Point.Params[2];
284       value[3] = 1.0F;
285       return;
286    case STATE_MODELVIEW_MATRIX:
287    case STATE_PROJECTION_MATRIX:
288    case STATE_MVP_MATRIX:
289    case STATE_TEXTURE_MATRIX:
290    case STATE_PROGRAM_MATRIX:
291       {
292          /* state[0] = modelview, projection, texture, etc. */
293          /* state[1] = which texture matrix or program matrix */
294          /* state[2] = first row to fetch */
295          /* state[3] = last row to fetch */
296          /* state[4] = transpose, inverse or invtrans */
297          const GLmatrix *matrix;
298          const gl_state_index mat = state[0];
299          const GLuint index = (GLuint) state[1];
300          const GLuint firstRow = (GLuint) state[2];
301          const GLuint lastRow = (GLuint) state[3];
302          const gl_state_index modifier = state[4];
303          const GLfloat *m;
304          GLuint row, i;
305          assert(firstRow < 4);
306          assert(lastRow < 4);
307          if (mat == STATE_MODELVIEW_MATRIX) {
308             matrix = ctx->ModelviewMatrixStack.Top;
309          }
310          else if (mat == STATE_PROJECTION_MATRIX) {
311             matrix = ctx->ProjectionMatrixStack.Top;
312          }
313          else if (mat == STATE_MVP_MATRIX) {
314             matrix = &ctx->_ModelProjectMatrix;
315          }
316          else if (mat == STATE_TEXTURE_MATRIX) {
317             assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
318             matrix = ctx->TextureMatrixStack[index].Top;
319          }
320          else if (mat == STATE_PROGRAM_MATRIX) {
321             assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
322             matrix = ctx->ProgramMatrixStack[index].Top;
323          }
324          else {
325             _mesa_problem(ctx, "Bad matrix name in fetch_state()");
326             return;
327          }
328          if (modifier == STATE_MATRIX_INVERSE ||
329              modifier == STATE_MATRIX_INVTRANS) {
330             /* Be sure inverse is up to date:
331 	     */
332 	    _math_matrix_analyse( (GLmatrix*) matrix );
333             m = matrix->inv;
334          }
335          else {
336             m = matrix->m;
337          }
338          if (modifier == STATE_MATRIX_TRANSPOSE ||
339              modifier == STATE_MATRIX_INVTRANS) {
340             for (i = 0, row = firstRow; row <= lastRow; row++) {
341                value[i++] = m[row * 4 + 0];
342                value[i++] = m[row * 4 + 1];
343                value[i++] = m[row * 4 + 2];
344                value[i++] = m[row * 4 + 3];
345             }
346          }
347          else {
348             for (i = 0, row = firstRow; row <= lastRow; row++) {
349                value[i++] = m[row + 0];
350                value[i++] = m[row + 4];
351                value[i++] = m[row + 8];
352                value[i++] = m[row + 12];
353             }
354          }
355       }
356       return;
357    case STATE_NUM_SAMPLES:
358       val[0].i = MAX2(1, _mesa_geometric_samples(ctx->DrawBuffer));
359       return;
360    case STATE_DEPTH_RANGE:
361       value[0] = ctx->ViewportArray[0].Near;                /* near       */
362       value[1] = ctx->ViewportArray[0].Far;                 /* far        */
363       value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
364       value[3] = 1.0;
365       return;
366    case STATE_FRAGMENT_PROGRAM:
367       {
368          /* state[1] = {STATE_ENV, STATE_LOCAL} */
369          /* state[2] = parameter index          */
370          const int idx = (int) state[2];
371          switch (state[1]) {
372             case STATE_ENV:
373                COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
374                return;
375             case STATE_LOCAL:
376                if (!ctx->FragmentProgram.Current->arb.LocalParams) {
377                   ctx->FragmentProgram.Current->arb.LocalParams =
378                      rzalloc_array_size(ctx->FragmentProgram.Current,
379                                         sizeof(float[4]),
380                                         MAX_PROGRAM_LOCAL_PARAMS);
381                   if (!ctx->FragmentProgram.Current->arb.LocalParams)
382                      return;
383                }
384 
385                COPY_4V(value,
386                        ctx->FragmentProgram.Current->arb.LocalParams[idx]);
387                return;
388             default:
389                _mesa_problem(ctx, "Bad state switch in fetch_state()");
390                return;
391          }
392       }
393       return;
394 
395    case STATE_VERTEX_PROGRAM:
396       {
397          /* state[1] = {STATE_ENV, STATE_LOCAL} */
398          /* state[2] = parameter index          */
399          const int idx = (int) state[2];
400          switch (state[1]) {
401             case STATE_ENV:
402                COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
403                return;
404             case STATE_LOCAL:
405                if (!ctx->VertexProgram.Current->arb.LocalParams) {
406                   ctx->VertexProgram.Current->arb.LocalParams =
407                      rzalloc_array_size(ctx->VertexProgram.Current,
408                                         sizeof(float[4]),
409                                         MAX_PROGRAM_LOCAL_PARAMS);
410                   if (!ctx->VertexProgram.Current->arb.LocalParams)
411                      return;
412                }
413 
414                COPY_4V(value,
415                        ctx->VertexProgram.Current->arb.LocalParams[idx]);
416                return;
417             default:
418                _mesa_problem(ctx, "Bad state switch in fetch_state()");
419                return;
420          }
421       }
422       return;
423 
424    case STATE_NORMAL_SCALE:
425       ASSIGN_4V(value, ctx->_ModelViewInvScaleEyespace, 0, 0, 1);
426       return;
427 
428    case STATE_INTERNAL:
429       switch (state[1]) {
430       case STATE_CURRENT_ATTRIB:
431          {
432             const GLuint idx = (GLuint) state[2];
433             COPY_4V(value, ctx->Current.Attrib[idx]);
434          }
435          return;
436 
437       case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
438          {
439             const GLuint idx = (GLuint) state[2];
440             if(ctx->Light._ClampVertexColor &&
441                (idx == VERT_ATTRIB_COLOR0 ||
442                 idx == VERT_ATTRIB_COLOR1)) {
443                value[0] = SATURATE(ctx->Current.Attrib[idx][0]);
444                value[1] = SATURATE(ctx->Current.Attrib[idx][1]);
445                value[2] = SATURATE(ctx->Current.Attrib[idx][2]);
446                value[3] = SATURATE(ctx->Current.Attrib[idx][3]);
447             }
448             else
449                COPY_4V(value, ctx->Current.Attrib[idx]);
450          }
451          return;
452 
453       case STATE_NORMAL_SCALE:
454          ASSIGN_4V(value,
455                    ctx->_ModelViewInvScale,
456                    ctx->_ModelViewInvScale,
457                    ctx->_ModelViewInvScale,
458                    1);
459          return;
460 
461       case STATE_FOG_PARAMS_OPTIMIZED:
462          /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
463           * might be more expensive than EX2 on some hw, plus it needs
464           * another constant (e) anyway. Linear fog can now be done with a
465           * single MAD.
466           * linear: fogcoord * -1/(end-start) + end/(end-start)
467           * exp: 2^-(density/ln(2) * fogcoord)
468           * exp2: 2^-((density/(sqrt(ln(2))) * fogcoord)^2)
469           */
470          value[0] = (ctx->Fog.End == ctx->Fog.Start)
471             ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
472          value[1] = ctx->Fog.End * -value[0];
473          value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
474          value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
475          return;
476 
477       case STATE_POINT_SIZE_CLAMPED:
478          {
479            /* this includes implementation dependent limits, to avoid
480             * another potentially necessary clamp.
481             * Note: for sprites, point smooth (point AA) is ignored
482             * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
483             * expect drivers will want to say their minimum for AA size is 0.0
484             * but for non-AA it's 1.0 (because normal points with size below 1.0
485             * need to get rounded up to 1.0, hence never disappear). GL does
486             * not specify max clamp size for sprites, other than it needs to be
487             * at least as large as max AA size, hence use non-AA size there.
488             */
489             GLfloat minImplSize;
490             GLfloat maxImplSize;
491             if (ctx->Point.PointSprite) {
492                minImplSize = ctx->Const.MinPointSizeAA;
493                maxImplSize = ctx->Const.MaxPointSize;
494             }
495             else if (ctx->Point.SmoothFlag || _mesa_is_multisample_enabled(ctx)) {
496                minImplSize = ctx->Const.MinPointSizeAA;
497                maxImplSize = ctx->Const.MaxPointSizeAA;
498             }
499             else {
500                minImplSize = ctx->Const.MinPointSize;
501                maxImplSize = ctx->Const.MaxPointSize;
502             }
503             value[0] = ctx->Point.Size;
504             value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
505             value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
506             value[3] = ctx->Point.Threshold;
507          }
508          return;
509       case STATE_LIGHT_SPOT_DIR_NORMALIZED:
510          {
511             /* here, state[2] is the light number */
512             /* pre-normalize spot dir */
513             const GLuint ln = (GLuint) state[2];
514             COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
515             value[3] = ctx->Light.Light[ln]._CosCutoff;
516          }
517          return;
518 
519       case STATE_LIGHT_POSITION:
520          {
521             const GLuint ln = (GLuint) state[2];
522             COPY_4V(value, ctx->Light.Light[ln]._Position);
523          }
524          return;
525 
526       case STATE_LIGHT_POSITION_NORMALIZED:
527          {
528             const GLuint ln = (GLuint) state[2];
529             COPY_4V(value, ctx->Light.Light[ln]._Position);
530             NORMALIZE_3FV( value );
531          }
532          return;
533 
534       case STATE_LIGHT_HALF_VECTOR:
535          {
536             const GLuint ln = (GLuint) state[2];
537             GLfloat p[3];
538             /* Compute infinite half angle vector:
539              *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
540              * light.EyePosition.w should be 0 for infinite lights.
541              */
542             COPY_3V(p, ctx->Light.Light[ln]._Position);
543             NORMALIZE_3FV(p);
544             ADD_3V(value, p, ctx->_EyeZDir);
545             NORMALIZE_3FV(value);
546             value[3] = 1.0;
547          }
548          return;
549 
550       case STATE_PT_SCALE:
551          value[0] = ctx->Pixel.RedScale;
552          value[1] = ctx->Pixel.GreenScale;
553          value[2] = ctx->Pixel.BlueScale;
554          value[3] = ctx->Pixel.AlphaScale;
555          return;
556 
557       case STATE_PT_BIAS:
558          value[0] = ctx->Pixel.RedBias;
559          value[1] = ctx->Pixel.GreenBias;
560          value[2] = ctx->Pixel.BlueBias;
561          value[3] = ctx->Pixel.AlphaBias;
562          return;
563 
564       case STATE_FB_SIZE:
565          value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
566          value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
567          value[2] = 0.0F;
568          value[3] = 0.0F;
569          return;
570 
571       case STATE_FB_WPOS_Y_TRANSFORM:
572          /* A driver may negate this conditional by using ZW swizzle
573           * instead of XY (based on e.g. some other state). */
574          if (!ctx->DrawBuffer->FlipY) {
575             /* Identity (XY) followed by flipping Y upside down (ZW). */
576             value[0] = 1.0F;
577             value[1] = 0.0F;
578             value[2] = -1.0F;
579             value[3] = _mesa_geometric_height(ctx->DrawBuffer);
580          } else {
581             /* Flipping Y upside down (XY) followed by identity (ZW). */
582             value[0] = -1.0F;
583             value[1] = _mesa_geometric_height(ctx->DrawBuffer);
584             value[2] = 1.0F;
585             value[3] = 0.0F;
586          }
587          return;
588 
589       case STATE_FB_PNTC_Y_TRANSFORM:
590          {
591             bool flip_y = (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) ^
592                (ctx->DrawBuffer->FlipY);
593 
594             value[0] = flip_y ? -1.0F : 1.0F;
595             value[1] = flip_y ? 1.0F : 0.0F;
596             value[2] = 0.0F;
597             value[3] = 0.0F;
598          }
599          return;
600 
601       case STATE_TCS_PATCH_VERTICES_IN:
602          val[0].i = ctx->TessCtrlProgram.patch_vertices;
603          return;
604 
605       case STATE_TES_PATCH_VERTICES_IN:
606          if (ctx->TessCtrlProgram._Current)
607             val[0].i = ctx->TessCtrlProgram._Current->info.tess.tcs_vertices_out;
608          else
609             val[0].i = ctx->TessCtrlProgram.patch_vertices;
610          return;
611 
612       case STATE_ADVANCED_BLENDING_MODE:
613          val[0].i = _mesa_get_advanced_blend_sh_constant(
614                       ctx->Color.BlendEnabled, ctx->Color._AdvancedBlendMode);
615          return;
616 
617       case STATE_ALPHA_REF:
618          value[0] = ctx->Color.AlphaRefUnclamped;
619          return;
620 
621       case STATE_CLIP_INTERNAL:
622          {
623             const GLuint plane = (GLuint) state[2];
624             COPY_4V(value, ctx->Transform._ClipUserPlane[plane]);
625          }
626          return;
627 
628       /* XXX: make sure new tokens added here are also handled in the
629        * _mesa_program_state_flags() switch, below.
630        */
631       default:
632          /* Unknown state indexes are silently ignored here.
633           * Drivers may do something special.
634           */
635          return;
636       }
637       return;
638 
639    default:
640       _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
641       return;
642    }
643 }
644 
645 unsigned
_mesa_program_state_value_size(const gl_state_index16 state[STATE_LENGTH])646 _mesa_program_state_value_size(const gl_state_index16 state[STATE_LENGTH])
647 {
648    if (state[0] == STATE_LIGHT && state[2] == STATE_SPOT_CUTOFF)
649       return 1;
650 
651    /* Everything else is packed into vec4s */
652    return 4;
653 }
654 
655 /**
656  * Return a bitmask of the Mesa state flags (_NEW_* values) which would
657  * indicate that the given context state may have changed.
658  * The bitmask is used during validation to determine if we need to update
659  * vertex/fragment program parameters (like "state.material.color") when
660  * some GL state has changed.
661  */
662 GLbitfield
_mesa_program_state_flags(const gl_state_index16 state[STATE_LENGTH])663 _mesa_program_state_flags(const gl_state_index16 state[STATE_LENGTH])
664 {
665    switch (state[0]) {
666    case STATE_MATERIAL:
667    case STATE_LIGHTPROD:
668    case STATE_LIGHTMODEL_SCENECOLOR:
669       /* these can be effected by glColor when colormaterial mode is used */
670       return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
671 
672    case STATE_LIGHT:
673    case STATE_LIGHTMODEL_AMBIENT:
674       return _NEW_LIGHT;
675 
676    case STATE_TEXGEN:
677       return _NEW_TEXTURE_STATE;
678    case STATE_TEXENV_COLOR:
679       return _NEW_TEXTURE_STATE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
680 
681    case STATE_FOG_COLOR:
682       return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
683    case STATE_FOG_PARAMS:
684       return _NEW_FOG;
685 
686    case STATE_CLIPPLANE:
687       return _NEW_TRANSFORM;
688 
689    case STATE_POINT_SIZE:
690    case STATE_POINT_ATTENUATION:
691       return _NEW_POINT;
692 
693    case STATE_MODELVIEW_MATRIX:
694       return _NEW_MODELVIEW;
695    case STATE_PROJECTION_MATRIX:
696       return _NEW_PROJECTION;
697    case STATE_MVP_MATRIX:
698       return _NEW_MODELVIEW | _NEW_PROJECTION;
699    case STATE_TEXTURE_MATRIX:
700       return _NEW_TEXTURE_MATRIX;
701    case STATE_PROGRAM_MATRIX:
702       return _NEW_TRACK_MATRIX;
703 
704    case STATE_NUM_SAMPLES:
705       return _NEW_BUFFERS;
706 
707    case STATE_DEPTH_RANGE:
708       return _NEW_VIEWPORT;
709 
710    case STATE_FRAGMENT_PROGRAM:
711    case STATE_VERTEX_PROGRAM:
712       return _NEW_PROGRAM;
713 
714    case STATE_NORMAL_SCALE:
715       return _NEW_MODELVIEW;
716 
717    case STATE_INTERNAL:
718       switch (state[1]) {
719       case STATE_CURRENT_ATTRIB:
720          return _NEW_CURRENT_ATTRIB;
721       case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
722          return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
723 
724       case STATE_NORMAL_SCALE:
725          return _NEW_MODELVIEW;
726 
727       case STATE_FOG_PARAMS_OPTIMIZED:
728 	 return _NEW_FOG;
729       case STATE_POINT_SIZE_CLAMPED:
730          return _NEW_POINT | _NEW_MULTISAMPLE;
731       case STATE_LIGHT_SPOT_DIR_NORMALIZED:
732       case STATE_LIGHT_POSITION:
733       case STATE_LIGHT_POSITION_NORMALIZED:
734       case STATE_LIGHT_HALF_VECTOR:
735          return _NEW_LIGHT;
736 
737       case STATE_PT_SCALE:
738       case STATE_PT_BIAS:
739          return _NEW_PIXEL;
740 
741       case STATE_FB_SIZE:
742       case STATE_FB_WPOS_Y_TRANSFORM:
743          return _NEW_BUFFERS;
744 
745       case STATE_FB_PNTC_Y_TRANSFORM:
746          return _NEW_BUFFERS | _NEW_POINT;
747 
748       case STATE_ADVANCED_BLENDING_MODE:
749          return _NEW_COLOR;
750 
751       case STATE_ALPHA_REF:
752          return _NEW_COLOR;
753 
754       case STATE_CLIP_INTERNAL:
755          return _NEW_TRANSFORM | _NEW_PROJECTION;
756 
757       default:
758          /* unknown state indexes are silently ignored and
759          *  no flag set, since it is handled by the driver.
760          */
761 	 return 0;
762       }
763 
764    default:
765       _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
766       return 0;
767    }
768 }
769 
770 
771 static void
append(char * dst,const char * src)772 append(char *dst, const char *src)
773 {
774    while (*dst)
775       dst++;
776    while (*src)
777      *dst++ = *src++;
778    *dst = 0;
779 }
780 
781 
782 /**
783  * Convert token 'k' to a string, append it onto 'dst' string.
784  */
785 static void
append_token(char * dst,gl_state_index k)786 append_token(char *dst, gl_state_index k)
787 {
788    switch (k) {
789    case STATE_MATERIAL:
790       append(dst, "material");
791       break;
792    case STATE_LIGHT:
793       append(dst, "light");
794       break;
795    case STATE_LIGHTMODEL_AMBIENT:
796       append(dst, "lightmodel.ambient");
797       break;
798    case STATE_LIGHTMODEL_SCENECOLOR:
799       break;
800    case STATE_LIGHTPROD:
801       append(dst, "lightprod");
802       break;
803    case STATE_TEXGEN:
804       append(dst, "texgen");
805       break;
806    case STATE_FOG_COLOR:
807       append(dst, "fog.color");
808       break;
809    case STATE_FOG_PARAMS:
810       append(dst, "fog.params");
811       break;
812    case STATE_CLIPPLANE:
813       append(dst, "clip");
814       break;
815    case STATE_POINT_SIZE:
816       append(dst, "point.size");
817       break;
818    case STATE_POINT_ATTENUATION:
819       append(dst, "point.attenuation");
820       break;
821    case STATE_MODELVIEW_MATRIX:
822       append(dst, "matrix.modelview");
823       break;
824    case STATE_PROJECTION_MATRIX:
825       append(dst, "matrix.projection");
826       break;
827    case STATE_MVP_MATRIX:
828       append(dst, "matrix.mvp");
829       break;
830    case STATE_TEXTURE_MATRIX:
831       append(dst, "matrix.texture");
832       break;
833    case STATE_PROGRAM_MATRIX:
834       append(dst, "matrix.program");
835       break;
836    case STATE_MATRIX_INVERSE:
837       append(dst, ".inverse");
838       break;
839    case STATE_MATRIX_TRANSPOSE:
840       append(dst, ".transpose");
841       break;
842    case STATE_MATRIX_INVTRANS:
843       append(dst, ".invtrans");
844       break;
845    case STATE_AMBIENT:
846       append(dst, ".ambient");
847       break;
848    case STATE_DIFFUSE:
849       append(dst, ".diffuse");
850       break;
851    case STATE_SPECULAR:
852       append(dst, ".specular");
853       break;
854    case STATE_EMISSION:
855       append(dst, ".emission");
856       break;
857    case STATE_SHININESS:
858       append(dst, "lshininess");
859       break;
860    case STATE_HALF_VECTOR:
861       append(dst, ".half");
862       break;
863    case STATE_POSITION:
864       append(dst, ".position");
865       break;
866    case STATE_ATTENUATION:
867       append(dst, ".attenuation");
868       break;
869    case STATE_SPOT_DIRECTION:
870       append(dst, ".spot.direction");
871       break;
872    case STATE_SPOT_CUTOFF:
873       append(dst, ".spot.cutoff");
874       break;
875    case STATE_TEXGEN_EYE_S:
876       append(dst, ".eye.s");
877       break;
878    case STATE_TEXGEN_EYE_T:
879       append(dst, ".eye.t");
880       break;
881    case STATE_TEXGEN_EYE_R:
882       append(dst, ".eye.r");
883       break;
884    case STATE_TEXGEN_EYE_Q:
885       append(dst, ".eye.q");
886       break;
887    case STATE_TEXGEN_OBJECT_S:
888       append(dst, ".object.s");
889       break;
890    case STATE_TEXGEN_OBJECT_T:
891       append(dst, ".object.t");
892       break;
893    case STATE_TEXGEN_OBJECT_R:
894       append(dst, ".object.r");
895       break;
896    case STATE_TEXGEN_OBJECT_Q:
897       append(dst, ".object.q");
898       break;
899    case STATE_TEXENV_COLOR:
900       append(dst, "texenv");
901       break;
902    case STATE_NUM_SAMPLES:
903       append(dst, "numsamples");
904       break;
905    case STATE_DEPTH_RANGE:
906       append(dst, "depth.range");
907       break;
908    case STATE_VERTEX_PROGRAM:
909    case STATE_FRAGMENT_PROGRAM:
910       break;
911    case STATE_ENV:
912       append(dst, "env");
913       break;
914    case STATE_LOCAL:
915       append(dst, "local");
916       break;
917    /* BEGIN internal state vars */
918    case STATE_INTERNAL:
919       append(dst, ".internal.");
920       break;
921    case STATE_CURRENT_ATTRIB:
922       append(dst, "current");
923       break;
924    case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
925       append(dst, "currentAttribMaybeVPClamped");
926       break;
927    case STATE_NORMAL_SCALE:
928       append(dst, "normalScale");
929       break;
930    case STATE_FOG_PARAMS_OPTIMIZED:
931       append(dst, "fogParamsOptimized");
932       break;
933    case STATE_POINT_SIZE_CLAMPED:
934       append(dst, "pointSizeClamped");
935       break;
936    case STATE_LIGHT_SPOT_DIR_NORMALIZED:
937       append(dst, "lightSpotDirNormalized");
938       break;
939    case STATE_LIGHT_POSITION:
940       append(dst, "lightPosition");
941       break;
942    case STATE_LIGHT_POSITION_NORMALIZED:
943       append(dst, "light.position.normalized");
944       break;
945    case STATE_LIGHT_HALF_VECTOR:
946       append(dst, "lightHalfVector");
947       break;
948    case STATE_PT_SCALE:
949       append(dst, "PTscale");
950       break;
951    case STATE_PT_BIAS:
952       append(dst, "PTbias");
953       break;
954    case STATE_FB_SIZE:
955       append(dst, "FbSize");
956       break;
957    case STATE_FB_WPOS_Y_TRANSFORM:
958       append(dst, "FbWposYTransform");
959       break;
960    case STATE_FB_PNTC_Y_TRANSFORM:
961       append(dst, "PntcYTransform");
962       break;
963    case STATE_ADVANCED_BLENDING_MODE:
964       append(dst, "AdvancedBlendingMode");
965       break;
966    case STATE_ALPHA_REF:
967       append(dst, "alphaRef");
968       break;
969    case STATE_CLIP_INTERNAL:
970       append(dst, "clipInternal");
971       break;
972    default:
973       /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
974       append(dst, "driverState");
975    }
976 }
977 
978 static void
append_face(char * dst,GLint face)979 append_face(char *dst, GLint face)
980 {
981    if (face == 0)
982       append(dst, "front.");
983    else
984       append(dst, "back.");
985 }
986 
987 static void
append_index(char * dst,GLint index)988 append_index(char *dst, GLint index)
989 {
990    char s[20];
991    sprintf(s, "[%d]", index);
992    append(dst, s);
993 }
994 
995 /**
996  * Make a string from the given state vector.
997  * For example, return "state.matrix.texture[2].inverse".
998  * Use free() to deallocate the string.
999  */
1000 char *
_mesa_program_state_string(const gl_state_index16 state[STATE_LENGTH])1001 _mesa_program_state_string(const gl_state_index16 state[STATE_LENGTH])
1002 {
1003    char str[1000] = "";
1004    char tmp[30];
1005 
1006    append(str, "state.");
1007    append_token(str, state[0]);
1008 
1009    switch (state[0]) {
1010    case STATE_MATERIAL:
1011       append_face(str, state[1]);
1012       append_token(str, state[2]);
1013       break;
1014    case STATE_LIGHT:
1015       append_index(str, state[1]); /* light number [i]. */
1016       append_token(str, state[2]); /* coefficients */
1017       break;
1018    case STATE_LIGHTMODEL_AMBIENT:
1019       append(str, "lightmodel.ambient");
1020       break;
1021    case STATE_LIGHTMODEL_SCENECOLOR:
1022       if (state[1] == 0) {
1023          append(str, "lightmodel.front.scenecolor");
1024       }
1025       else {
1026          append(str, "lightmodel.back.scenecolor");
1027       }
1028       break;
1029    case STATE_LIGHTPROD:
1030       append_index(str, state[1]); /* light number [i]. */
1031       append_face(str, state[2]);
1032       append_token(str, state[3]);
1033       break;
1034    case STATE_TEXGEN:
1035       append_index(str, state[1]); /* tex unit [i] */
1036       append_token(str, state[2]); /* plane coef */
1037       break;
1038    case STATE_TEXENV_COLOR:
1039       append_index(str, state[1]); /* tex unit [i] */
1040       append(str, "color");
1041       break;
1042    case STATE_CLIPPLANE:
1043       append_index(str, state[1]); /* plane [i] */
1044       append(str, ".plane");
1045       break;
1046    case STATE_MODELVIEW_MATRIX:
1047    case STATE_PROJECTION_MATRIX:
1048    case STATE_MVP_MATRIX:
1049    case STATE_TEXTURE_MATRIX:
1050    case STATE_PROGRAM_MATRIX:
1051       {
1052          /* state[0] = modelview, projection, texture, etc. */
1053          /* state[1] = which texture matrix or program matrix */
1054          /* state[2] = first row to fetch */
1055          /* state[3] = last row to fetch */
1056          /* state[4] = transpose, inverse or invtrans */
1057          const gl_state_index mat = state[0];
1058          const GLuint index = (GLuint) state[1];
1059          const GLuint firstRow = (GLuint) state[2];
1060          const GLuint lastRow = (GLuint) state[3];
1061          const gl_state_index modifier = state[4];
1062          if (index ||
1063              mat == STATE_TEXTURE_MATRIX ||
1064              mat == STATE_PROGRAM_MATRIX)
1065             append_index(str, index);
1066          if (modifier)
1067             append_token(str, modifier);
1068          if (firstRow == lastRow)
1069             sprintf(tmp, ".row[%d]", firstRow);
1070          else
1071             sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1072          append(str, tmp);
1073       }
1074       break;
1075    case STATE_POINT_SIZE:
1076       break;
1077    case STATE_POINT_ATTENUATION:
1078       break;
1079    case STATE_FOG_PARAMS:
1080       break;
1081    case STATE_FOG_COLOR:
1082       break;
1083    case STATE_NUM_SAMPLES:
1084       break;
1085    case STATE_DEPTH_RANGE:
1086       break;
1087    case STATE_FRAGMENT_PROGRAM:
1088    case STATE_VERTEX_PROGRAM:
1089       /* state[1] = {STATE_ENV, STATE_LOCAL} */
1090       /* state[2] = parameter index          */
1091       append_token(str, state[1]);
1092       append_index(str, state[2]);
1093       break;
1094    case STATE_NORMAL_SCALE:
1095       break;
1096    case STATE_INTERNAL:
1097       append_token(str, state[1]);
1098       if (state[1] == STATE_CURRENT_ATTRIB)
1099          append_index(str, state[2]);
1100        break;
1101    default:
1102       _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1103       break;
1104    }
1105 
1106    return strdup(str);
1107 }
1108 
1109 
1110 /**
1111  * Loop over all the parameters in a parameter list.  If the parameter
1112  * is a GL state reference, look up the current value of that state
1113  * variable and put it into the parameter's Value[4] array.
1114  * Other parameter types never change or are explicitly set by the user
1115  * with glUniform() or glProgramParameter(), etc.
1116  * This would be called at glBegin time.
1117  */
1118 void
_mesa_load_state_parameters(struct gl_context * ctx,struct gl_program_parameter_list * paramList)1119 _mesa_load_state_parameters(struct gl_context *ctx,
1120                             struct gl_program_parameter_list *paramList)
1121 {
1122    GLuint i;
1123 
1124    if (!paramList)
1125       return;
1126 
1127    for (i = 0; i < paramList->NumParameters; i++) {
1128       if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1129          unsigned pvo = paramList->ParameterValueOffset[i];
1130          fetch_state(ctx, paramList->Parameters[i].StateIndexes,
1131                      paramList->ParameterValues + pvo);
1132       }
1133    }
1134 }
1135