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1 /*
2  * Mesa 3-D graphics library
3  * Version:  7.3
4  *
5  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 
26 /**
27  * \file state.c
28  * State management.
29  *
30  * This file manages recalculation of derived values in struct gl_context.
31  */
32 
33 
34 #include "glheader.h"
35 #include "mtypes.h"
36 #include "arrayobj.h"
37 #include "context.h"
38 #include "debug.h"
39 #include "macros.h"
40 #include "ffvertex_prog.h"
41 #include "framebuffer.h"
42 #include "light.h"
43 #include "matrix.h"
44 #include "pixel.h"
45 #include "program/program.h"
46 #include "program/prog_parameter.h"
47 #include "shaderobj.h"
48 #include "state.h"
49 #include "stencil.h"
50 #include "texenvprogram.h"
51 #include "texobj.h"
52 #include "texstate.h"
53 #include "varray.h"
54 
55 
56 static void
update_separate_specular(struct gl_context * ctx)57 update_separate_specular(struct gl_context *ctx)
58 {
59    if (_mesa_need_secondary_color(ctx))
60       ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
61    else
62       ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
63 }
64 
65 
66 /**
67  * Update the following fields:
68  *   ctx->VertexProgram._Enabled
69  *   ctx->FragmentProgram._Enabled
70  *   ctx->ATIFragmentShader._Enabled
71  * This needs to be done before texture state validation.
72  */
73 static void
update_program_enables(struct gl_context * ctx)74 update_program_enables(struct gl_context *ctx)
75 {
76    /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
77     * program is enabled AND valid.  Similarly for ATI fragment shaders.
78     * GLSL shaders not relevant here.
79     */
80    ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
81       && ctx->VertexProgram.Current->Base.Instructions;
82    ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
83       && ctx->FragmentProgram.Current->Base.Instructions;
84    ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
85       && ctx->ATIFragmentShader.Current->Instructions[0];
86 }
87 
88 
89 /**
90  * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
91  * to the current/active programs.  Then call ctx->Driver.BindProgram() to
92  * tell the driver which programs to use.
93  *
94  * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
95  * programs or programs derived from fixed-function state.
96  *
97  * This function needs to be called after texture state validation in case
98  * we're generating a fragment program from fixed-function texture state.
99  *
100  * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
101  * or fragment program is being used.
102  */
103 static GLbitfield
update_program(struct gl_context * ctx)104 update_program(struct gl_context *ctx)
105 {
106    const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
107    const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
108    struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
109    const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
110    const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
111    const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
112    GLbitfield new_state = 0x0;
113 
114    /*
115     * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
116     * pointers to the programs that should be used for rendering.  If either
117     * is NULL, use fixed-function code paths.
118     *
119     * These programs may come from several sources.  The priority is as
120     * follows:
121     *   1. OpenGL 2.0/ARB vertex/fragment shaders
122     *   2. ARB/NV vertex/fragment programs
123     *   3. Programs derived from fixed-function state.
124     *
125     * Note: it's possible for a vertex shader to get used with a fragment
126     * program (and vice versa) here, but in practice that shouldn't ever
127     * come up, or matter.
128     */
129 
130    if (fsProg && fsProg->LinkStatus
131        && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
132       /* Use GLSL fragment shader */
133       _mesa_reference_shader_program(ctx,
134 				     &ctx->Shader._CurrentFragmentProgram,
135 				     fsProg);
136       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
137                                gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
138       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
139 			       NULL);
140    }
141    else if (ctx->FragmentProgram._Enabled) {
142       /* Use user-defined fragment program */
143       _mesa_reference_shader_program(ctx,
144 				     &ctx->Shader._CurrentFragmentProgram,
145 				     NULL);
146       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
147                                ctx->FragmentProgram.Current);
148       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
149 			       NULL);
150    }
151    else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
152       /* Use fragment program generated from fixed-function state */
153       struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
154 
155       _mesa_reference_shader_program(ctx,
156 				     &ctx->Shader._CurrentFragmentProgram,
157 				     f);
158       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
159 			       gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
160       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
161 			       gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
162    }
163    else {
164       /* No fragment program */
165       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
166       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
167 			       NULL);
168    }
169 
170    if (gsProg && gsProg->LinkStatus
171        && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
172       /* Use GLSL geometry shader */
173       _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
174 			       gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program));
175    } else {
176       /* No geometry program */
177       _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
178    }
179 
180    /* Examine vertex program after fragment program as
181     * _mesa_get_fixed_func_vertex_program() needs to know active
182     * fragprog inputs.
183     */
184    if (vsProg && vsProg->LinkStatus
185        && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
186       /* Use GLSL vertex shader */
187       _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
188 			       gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program));
189    }
190    else if (ctx->VertexProgram._Enabled) {
191       /* Use user-defined vertex program */
192       _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
193                                ctx->VertexProgram.Current);
194    }
195    else if (ctx->VertexProgram._MaintainTnlProgram) {
196       /* Use vertex program generated from fixed-function state */
197       _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
198                                _mesa_get_fixed_func_vertex_program(ctx));
199       _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
200                                ctx->VertexProgram._Current);
201    }
202    else {
203       /* no vertex program */
204       _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
205    }
206 
207    /* Let the driver know what's happening:
208     */
209    if (ctx->FragmentProgram._Current != prevFP) {
210       new_state |= _NEW_PROGRAM;
211       if (ctx->Driver.BindProgram) {
212          ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
213                           (struct gl_program *) ctx->FragmentProgram._Current);
214       }
215    }
216 
217    if (ctx->GeometryProgram._Current != prevGP) {
218       new_state |= _NEW_PROGRAM;
219       if (ctx->Driver.BindProgram) {
220          ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM,
221                             (struct gl_program *) ctx->GeometryProgram._Current);
222       }
223    }
224 
225    if (ctx->VertexProgram._Current != prevVP) {
226       new_state |= _NEW_PROGRAM;
227       if (ctx->Driver.BindProgram) {
228          ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
229                             (struct gl_program *) ctx->VertexProgram._Current);
230       }
231    }
232 
233    return new_state;
234 }
235 
236 
237 /**
238  * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
239  */
240 static GLbitfield
update_program_constants(struct gl_context * ctx)241 update_program_constants(struct gl_context *ctx)
242 {
243    GLbitfield new_state = 0x0;
244 
245    if (ctx->FragmentProgram._Current) {
246       const struct gl_program_parameter_list *params =
247          ctx->FragmentProgram._Current->Base.Parameters;
248       if (params && params->StateFlags & ctx->NewState) {
249          new_state |= _NEW_PROGRAM_CONSTANTS;
250       }
251    }
252 
253    if (ctx->GeometryProgram._Current) {
254       const struct gl_program_parameter_list *params =
255          ctx->GeometryProgram._Current->Base.Parameters;
256       /*FIXME: StateFlags is always 0 because we have unnamed constant
257        *       not state changes */
258       if (params /*&& params->StateFlags & ctx->NewState*/) {
259          new_state |= _NEW_PROGRAM_CONSTANTS;
260       }
261    }
262 
263    if (ctx->VertexProgram._Current) {
264       const struct gl_program_parameter_list *params =
265          ctx->VertexProgram._Current->Base.Parameters;
266       if (params && params->StateFlags & ctx->NewState) {
267          new_state |= _NEW_PROGRAM_CONSTANTS;
268       }
269    }
270 
271    return new_state;
272 }
273 
274 
275 
276 
277 static void
update_viewport_matrix(struct gl_context * ctx)278 update_viewport_matrix(struct gl_context *ctx)
279 {
280    const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
281 
282    ASSERT(depthMax > 0);
283 
284    /* Compute scale and bias values. This is really driver-specific
285     * and should be maintained elsewhere if at all.
286     * NOTE: RasterPos uses this.
287     */
288    _math_matrix_viewport(&ctx->Viewport._WindowMap,
289                          ctx->Viewport.X, ctx->Viewport.Y,
290                          ctx->Viewport.Width, ctx->Viewport.Height,
291                          ctx->Viewport.Near, ctx->Viewport.Far,
292                          depthMax);
293 }
294 
295 
296 /**
297  * Update derived multisample state.
298  */
299 static void
update_multisample(struct gl_context * ctx)300 update_multisample(struct gl_context *ctx)
301 {
302    ctx->Multisample._Enabled = GL_FALSE;
303    if (ctx->Multisample.Enabled &&
304        ctx->DrawBuffer &&
305        ctx->DrawBuffer->Visual.sampleBuffers)
306       ctx->Multisample._Enabled = GL_TRUE;
307 }
308 
309 
310 /**
311  * Update the ctx->Color._ClampFragmentColor field
312  */
313 static void
update_clamp_fragment_color(struct gl_context * ctx)314 update_clamp_fragment_color(struct gl_context *ctx)
315 {
316    if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
317       ctx->Color._ClampFragmentColor =
318          !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
319    else
320       ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
321 }
322 
323 
324 /**
325  * Update the ctx->Color._ClampVertexColor field
326  */
327 static void
update_clamp_vertex_color(struct gl_context * ctx)328 update_clamp_vertex_color(struct gl_context *ctx)
329 {
330    if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
331       ctx->Light._ClampVertexColor =
332          !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
333    else
334       ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
335 }
336 
337 
338 /**
339  * Update the ctx->Color._ClampReadColor field
340  */
341 static void
update_clamp_read_color(struct gl_context * ctx)342 update_clamp_read_color(struct gl_context *ctx)
343 {
344    if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
345       ctx->Color._ClampReadColor =
346          !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
347    else
348       ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
349 }
350 
351 /**
352  * Update the ctx->VertexProgram._TwoSideEnabled flag.
353  */
354 static void
update_twoside(struct gl_context * ctx)355 update_twoside(struct gl_context *ctx)
356 {
357    if (ctx->Shader.CurrentVertexProgram ||
358        ctx->VertexProgram._Enabled) {
359       ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
360    } else {
361       ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
362 					    ctx->Light.Model.TwoSide);
363    }
364 }
365 
366 
367 /*
368  * Check polygon state and set DD_TRI_OFFSET
369  * in ctx->_TriangleCaps if needed.
370  */
371 static void
update_polygon(struct gl_context * ctx)372 update_polygon(struct gl_context *ctx)
373 {
374    ctx->_TriangleCaps &= ~DD_TRI_OFFSET;
375 
376    if (   ctx->Polygon.OffsetPoint
377        || ctx->Polygon.OffsetLine
378        || ctx->Polygon.OffsetFill)
379       ctx->_TriangleCaps |= DD_TRI_OFFSET;
380 }
381 
382 
383 /**
384  * Update the ctx->_TriangleCaps bitfield.
385  * XXX that bitfield should really go away someday!
386  * This function must be called after other update_*() functions since
387  * there are dependencies on some other derived values.
388  */
389 #if 0
390 static void
391 update_tricaps(struct gl_context *ctx, GLbitfield new_state)
392 {
393    ctx->_TriangleCaps = 0;
394 
395    /*
396     * Points
397     */
398    if (1/*new_state & _NEW_POINT*/) {
399       if (ctx->Point.SmoothFlag)
400          ctx->_TriangleCaps |= DD_POINT_SMOOTH;
401       if (ctx->Point._Attenuated)
402          ctx->_TriangleCaps |= DD_POINT_ATTEN;
403    }
404 
405    /*
406     * Lines
407     */
408    if (1/*new_state & _NEW_LINE*/) {
409       if (ctx->Line.SmoothFlag)
410          ctx->_TriangleCaps |= DD_LINE_SMOOTH;
411       if (ctx->Line.StippleFlag)
412          ctx->_TriangleCaps |= DD_LINE_STIPPLE;
413    }
414 
415    /*
416     * Polygons
417     */
418    if (1/*new_state & _NEW_POLYGON*/) {
419       if (ctx->Polygon.SmoothFlag)
420          ctx->_TriangleCaps |= DD_TRI_SMOOTH;
421       if (ctx->Polygon.StippleFlag)
422          ctx->_TriangleCaps |= DD_TRI_STIPPLE;
423       if (ctx->Polygon.FrontMode != GL_FILL
424           || ctx->Polygon.BackMode != GL_FILL)
425          ctx->_TriangleCaps |= DD_TRI_UNFILLED;
426       if (ctx->Polygon.OffsetPoint ||
427           ctx->Polygon.OffsetLine ||
428           ctx->Polygon.OffsetFill)
429          ctx->_TriangleCaps |= DD_TRI_OFFSET;
430    }
431 
432    /*
433     * Lighting and shading
434     */
435    if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
436       ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
437    if (_mesa_need_secondary_color(ctx))
438       ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
439 }
440 #endif
441 
442 
443 /**
444  * Compute derived GL state.
445  * If __struct gl_contextRec::NewState is non-zero then this function \b must
446  * be called before rendering anything.
447  *
448  * Calls dd_function_table::UpdateState to perform any internal state
449  * management necessary.
450  *
451  * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
452  * _mesa_update_buffer_bounds(),
453  * _mesa_update_lighting() and _mesa_update_tnl_spaces().
454  */
455 void
_mesa_update_state_locked(struct gl_context * ctx)456 _mesa_update_state_locked( struct gl_context *ctx )
457 {
458    GLbitfield new_state = ctx->NewState;
459    GLbitfield prog_flags = _NEW_PROGRAM;
460    GLbitfield new_prog_state = 0x0;
461 
462    if (new_state == _NEW_CURRENT_ATTRIB)
463       goto out;
464 
465    if (MESA_VERBOSE & VERBOSE_STATE)
466       _mesa_print_state("_mesa_update_state", new_state);
467 
468    /* Determine which state flags effect vertex/fragment program state */
469    if (ctx->FragmentProgram._MaintainTexEnvProgram) {
470       prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
471 		     _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
472 		     _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
473 		     _NEW_COLOR);
474    }
475    if (ctx->VertexProgram._MaintainTnlProgram) {
476       prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE |
477                      _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
478                      _NEW_FOG | _NEW_LIGHT |
479                      _MESA_NEW_NEED_EYE_COORDS);
480    }
481 
482    /*
483     * Now update derived state info
484     */
485 
486    if (new_state & prog_flags)
487       update_program_enables( ctx );
488 
489    if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
490       _mesa_update_modelview_project( ctx, new_state );
491 
492    if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
493       _mesa_update_texture( ctx, new_state );
494 
495    if (new_state & _NEW_BUFFERS)
496       _mesa_update_framebuffer(ctx);
497 
498    if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
499       _mesa_update_draw_buffer_bounds( ctx );
500 
501    if (new_state & _NEW_POLYGON)
502       update_polygon( ctx );
503 
504    if (new_state & _NEW_LIGHT)
505       _mesa_update_lighting( ctx );
506 
507    if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
508       update_twoside( ctx );
509 
510    if (new_state & (_NEW_LIGHT | _NEW_BUFFERS))
511       update_clamp_vertex_color(ctx);
512 
513    if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
514       _mesa_update_stencil( ctx );
515 
516    if (new_state & _NEW_PIXEL)
517       _mesa_update_pixel( ctx, new_state );
518 
519    if (new_state & _MESA_NEW_SEPARATE_SPECULAR)
520       update_separate_specular( ctx );
521 
522    if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
523       update_viewport_matrix(ctx);
524 
525    if (new_state & (_NEW_MULTISAMPLE | _NEW_BUFFERS))
526       update_multisample( ctx );
527 
528    if (new_state & (_NEW_COLOR | _NEW_BUFFERS))
529       update_clamp_read_color(ctx);
530 
531    if(new_state & (_NEW_FRAG_CLAMP | _NEW_BUFFERS))
532       update_clamp_fragment_color(ctx);
533 
534 #if 0
535    if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
536                     | _NEW_STENCIL | _MESA_NEW_SEPARATE_SPECULAR))
537       update_tricaps( ctx, new_state );
538 #endif
539 
540    /* ctx->_NeedEyeCoords is now up to date.
541     *
542     * If the truth value of this variable has changed, update for the
543     * new lighting space and recompute the positions of lights and the
544     * normal transform.
545     *
546     * If the lighting space hasn't changed, may still need to recompute
547     * light positions & normal transforms for other reasons.
548     */
549    if (new_state & _MESA_NEW_NEED_EYE_COORDS)
550       _mesa_update_tnl_spaces( ctx, new_state );
551 
552    if (new_state & prog_flags) {
553       /* When we generate programs from fixed-function vertex/fragment state
554        * this call may generate/bind a new program.  If so, we need to
555        * propogate the _NEW_PROGRAM flag to the driver.
556        */
557       new_prog_state |= update_program( ctx );
558    }
559 
560    if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
561       _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj);
562 
563  out:
564    new_prog_state |= update_program_constants(ctx);
565 
566    /*
567     * Give the driver a chance to act upon the new_state flags.
568     * The driver might plug in different span functions, for example.
569     * Also, this is where the driver can invalidate the state of any
570     * active modules (such as swrast_setup, swrast, tnl, etc).
571     *
572     * Set ctx->NewState to zero to avoid recursion if
573     * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
574     */
575    new_state = ctx->NewState | new_prog_state;
576    ctx->NewState = 0;
577    ctx->Driver.UpdateState(ctx, new_state);
578    ctx->Array.ArrayObj->NewArrays = 0x0;
579 }
580 
581 
582 /* This is the usual entrypoint for state updates:
583  */
584 void
_mesa_update_state(struct gl_context * ctx)585 _mesa_update_state( struct gl_context *ctx )
586 {
587    _mesa_lock_context_textures(ctx);
588    _mesa_update_state_locked(ctx);
589    _mesa_unlock_context_textures(ctx);
590 }
591 
592 
593 
594 
595 /**
596  * Want to figure out which fragment program inputs are actually
597  * constant/current values from ctx->Current.  These should be
598  * referenced as a tracked state variable rather than a fragment
599  * program input, to save the overhead of putting a constant value in
600  * every submitted vertex, transferring it to hardware, interpolating
601  * it across the triangle, etc...
602  *
603  * When there is a VP bound, just use vp->outputs.  But when we're
604  * generating vp from fixed function state, basically want to
605  * calculate:
606  *
607  * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
608  *                 potential_vp_outputs )
609  *
610  * Where potential_vp_outputs is calculated by looking at enabled
611  * texgen, etc.
612  *
613  * The generated fragment program should then only declare inputs that
614  * may vary or otherwise differ from the ctx->Current values.
615  * Otherwise, the fp should track them as state values instead.
616  */
617 void
_mesa_set_varying_vp_inputs(struct gl_context * ctx,GLbitfield64 varying_inputs)618 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
619                              GLbitfield64 varying_inputs )
620 {
621    if (ctx->varying_vp_inputs != varying_inputs) {
622       ctx->varying_vp_inputs = varying_inputs;
623 
624       /* Only the fixed-func generated programs need to use the flag
625        * and the fixed-func fragment program uses it only if there is also
626        * a fixed-func vertex program, so this only depends on the latter.
627        *
628        * It's okay to check the VP pointer here, because this is called after
629        * _mesa_update_state in the vbo module. */
630       if (ctx->VertexProgram._TnlProgram ||
631           ctx->FragmentProgram._TexEnvProgram) {
632          ctx->NewState |= _NEW_VARYING_VP_INPUTS;
633       }
634       /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
635    }
636 }
637 
638 
639 /**
640  * Used by drivers to tell core Mesa that the driver is going to
641  * install/ use its own vertex program.  In particular, this will
642  * prevent generated fragment programs from using state vars instead
643  * of ordinary varyings/inputs.
644  */
645 void
_mesa_set_vp_override(struct gl_context * ctx,GLboolean flag)646 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
647 {
648    if (ctx->VertexProgram._Overriden != flag) {
649       ctx->VertexProgram._Overriden = flag;
650 
651       /* Set one of the bits which will trigger fragment program
652        * regeneration:
653        */
654       ctx->NewState |= _NEW_PROGRAM;
655    }
656 }
657