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 "viewport.h"
55 #include "blend.h"
56 
57 
58 /**
59  * Update the following fields:
60  *   ctx->VertexProgram._Enabled
61  *   ctx->FragmentProgram._Enabled
62  *   ctx->ATIFragmentShader._Enabled
63  * This needs to be done before texture state validation.
64  */
65 static void
update_program_enables(struct gl_context * ctx)66 update_program_enables(struct gl_context *ctx)
67 {
68    /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
69     * program is enabled AND valid.  Similarly for ATI fragment shaders.
70     * GLSL shaders not relevant here.
71     */
72    ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
73       && ctx->VertexProgram.Current->arb.Instructions;
74    ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
75       && ctx->FragmentProgram.Current->arb.Instructions;
76    ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
77       && ctx->ATIFragmentShader.Current->Instructions[0];
78 }
79 
80 
81 /**
82  * Update the ctx->*Program._Current pointers to point to the
83  * current/active programs.  Then call ctx->Driver.BindProgram() to
84  * tell the driver which programs to use.
85  *
86  * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
87  * programs or programs derived from fixed-function state.
88  *
89  * This function needs to be called after texture state validation in case
90  * we're generating a fragment program from fixed-function texture state.
91  *
92  * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
93  * or fragment program is being used.
94  */
95 static GLbitfield
update_program(struct gl_context * ctx)96 update_program(struct gl_context *ctx)
97 {
98    const struct gl_shader_program *vsProg =
99       ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
100    const struct gl_shader_program *tcsProg =
101       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
102    const struct gl_shader_program *tesProg =
103       ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
104    const struct gl_shader_program *gsProg =
105       ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
106    struct gl_shader_program *fsProg =
107       ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
108    const struct gl_shader_program *csProg =
109       ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
110    const struct gl_program *prevVP = ctx->VertexProgram._Current;
111    const struct gl_program *prevFP = ctx->FragmentProgram._Current;
112    const struct gl_program *prevGP = ctx->GeometryProgram._Current;
113    const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
114    const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
115    const struct gl_program *prevCP = ctx->ComputeProgram._Current;
116    GLbitfield new_state = 0x0;
117 
118    /*
119     * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
120     * pointers to the programs that should be used for rendering.  If either
121     * is NULL, use fixed-function code paths.
122     *
123     * These programs may come from several sources.  The priority is as
124     * follows:
125     *   1. OpenGL 2.0/ARB vertex/fragment shaders
126     *   2. ARB/NV vertex/fragment programs
127     *   3. ATI fragment shader
128     *   4. Programs derived from fixed-function state.
129     *
130     * Note: it's possible for a vertex shader to get used with a fragment
131     * program (and vice versa) here, but in practice that shouldn't ever
132     * come up, or matter.
133     */
134 
135    if (fsProg && fsProg->data->LinkStatus
136        && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
137       /* Use GLSL fragment shader */
138       _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
139                               fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
140       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
141                               fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
142       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
143                               NULL);
144    }
145    else if (ctx->FragmentProgram._Enabled) {
146       /* Use user-defined fragment program */
147       _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
148                               NULL);
149       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
150                               ctx->FragmentProgram.Current);
151       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
152 			      NULL);
153    }
154    else if (ctx->ATIFragmentShader._Enabled &&
155             ctx->ATIFragmentShader.Current->Program) {
156        /* Use the enabled ATI fragment shader's associated program */
157       _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
158                               NULL);
159       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
160                               ctx->ATIFragmentShader.Current->Program);
161       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
162                               NULL);
163    }
164    else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
165       /* Use fragment program generated from fixed-function state */
166       struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
167 
168       _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
169                               f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
170       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
171 			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
172       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
173 			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
174    }
175    else {
176       /* No fragment program */
177       _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
178       _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
179 			      NULL);
180    }
181 
182    if (gsProg && gsProg->data->LinkStatus
183        && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
184       /* Use GLSL geometry shader */
185       _mesa_reference_program(ctx, &ctx->GeometryProgram._Current,
186                               gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
187    } else {
188       /* No geometry program */
189       _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
190    }
191 
192    if (tesProg && tesProg->data->LinkStatus
193        && tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) {
194       /* Use GLSL tessellation evaluation shader */
195       _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current,
196          tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program);
197    }
198    else {
199       /* No tessellation evaluation program */
200       _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
201    }
202 
203    if (tcsProg && tcsProg->data->LinkStatus
204        && tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) {
205       /* Use GLSL tessellation control shader */
206       _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current,
207           tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program);
208    }
209    else {
210       /* No tessellation control program */
211       _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
212    }
213 
214    /* Examine vertex program after fragment program as
215     * _mesa_get_fixed_func_vertex_program() needs to know active
216     * fragprog inputs.
217     */
218    if (vsProg && vsProg->data->LinkStatus
219        && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
220       /* Use GLSL vertex shader */
221       _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
222                               vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
223    }
224    else if (ctx->VertexProgram._Enabled) {
225       /* Use user-defined vertex program */
226       _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
227                               ctx->VertexProgram.Current);
228    }
229    else if (ctx->VertexProgram._MaintainTnlProgram) {
230       /* Use vertex program generated from fixed-function state */
231       _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
232                               _mesa_get_fixed_func_vertex_program(ctx));
233       _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
234                               ctx->VertexProgram._Current);
235    }
236    else {
237       /* no vertex program */
238       _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
239    }
240 
241    if (csProg && csProg->data->LinkStatus
242        && csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) {
243       /* Use GLSL compute shader */
244       _mesa_reference_program(ctx, &ctx->ComputeProgram._Current,
245                               csProg->_LinkedShaders[MESA_SHADER_COMPUTE]->Program);
246    } else {
247       /* no compute program */
248       _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
249    }
250 
251    /* Let the driver know what's happening:
252     */
253    if (ctx->FragmentProgram._Current != prevFP) {
254       new_state |= _NEW_PROGRAM;
255       if (ctx->Driver.BindProgram) {
256          ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
257                                  ctx->FragmentProgram._Current);
258       }
259    }
260 
261    if (ctx->GeometryProgram._Current != prevGP) {
262       new_state |= _NEW_PROGRAM;
263       if (ctx->Driver.BindProgram) {
264          ctx->Driver.BindProgram(ctx, GL_GEOMETRY_PROGRAM_NV,
265                                  ctx->GeometryProgram._Current);
266       }
267    }
268 
269    if (ctx->TessEvalProgram._Current != prevTEP) {
270       new_state |= _NEW_PROGRAM;
271       if (ctx->Driver.BindProgram) {
272          ctx->Driver.BindProgram(ctx, GL_TESS_EVALUATION_PROGRAM_NV,
273                                  ctx->TessEvalProgram._Current);
274       }
275    }
276 
277    if (ctx->TessCtrlProgram._Current != prevTCP) {
278       new_state |= _NEW_PROGRAM;
279       if (ctx->Driver.BindProgram) {
280          ctx->Driver.BindProgram(ctx, GL_TESS_CONTROL_PROGRAM_NV,
281                                  ctx->TessCtrlProgram._Current);
282       }
283    }
284 
285    if (ctx->VertexProgram._Current != prevVP) {
286       new_state |= _NEW_PROGRAM;
287       if (ctx->Driver.BindProgram) {
288          ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
289                                  ctx->VertexProgram._Current);
290       }
291    }
292 
293    if (ctx->ComputeProgram._Current != prevCP) {
294       new_state |= _NEW_PROGRAM;
295       if (ctx->Driver.BindProgram) {
296          ctx->Driver.BindProgram(ctx, GL_COMPUTE_PROGRAM_NV,
297                                  ctx->ComputeProgram._Current);
298       }
299    }
300 
301    return new_state;
302 }
303 
304 
305 /**
306  * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
307  */
308 static GLbitfield
update_program_constants(struct gl_context * ctx)309 update_program_constants(struct gl_context *ctx)
310 {
311    GLbitfield new_state = 0x0;
312 
313    if (ctx->FragmentProgram._Current) {
314       const struct gl_program_parameter_list *params =
315          ctx->FragmentProgram._Current->Parameters;
316       if (params && params->StateFlags & ctx->NewState) {
317          new_state |= _NEW_PROGRAM_CONSTANTS;
318       }
319    }
320 
321    /* Don't handle tessellation and geometry shaders here. They don't use
322     * any state constants.
323     */
324 
325    if (ctx->VertexProgram._Current) {
326       const struct gl_program_parameter_list *params =
327          ctx->VertexProgram._Current->Parameters;
328       if (params && params->StateFlags & ctx->NewState) {
329          new_state |= _NEW_PROGRAM_CONSTANTS;
330       }
331    }
332 
333    return new_state;
334 }
335 
336 
337 
338 
339 /**
340  * Update the ctx->Polygon._FrontBit flag.
341  */
342 static void
update_frontbit(struct gl_context * ctx)343 update_frontbit(struct gl_context *ctx)
344 {
345    if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
346       ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CW);
347    else
348       ctx->Polygon._FrontBit = (ctx->Polygon.FrontFace == GL_CCW);
349 }
350 
351 
352 /**
353  * Update the ctx->VertexProgram._TwoSideEnabled flag.
354  */
355 static void
update_twoside(struct gl_context * ctx)356 update_twoside(struct gl_context *ctx)
357 {
358    if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
359        ctx->VertexProgram._Enabled) {
360       ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
361    } else {
362       ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
363 					    ctx->Light.Model.TwoSide);
364    }
365 }
366 
367 
368 /**
369  * Compute derived GL state.
370  * If __struct gl_contextRec::NewState is non-zero then this function \b must
371  * be called before rendering anything.
372  *
373  * Calls dd_function_table::UpdateState to perform any internal state
374  * management necessary.
375  *
376  * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
377  * _mesa_update_buffer_bounds(),
378  * _mesa_update_lighting() and _mesa_update_tnl_spaces().
379  */
380 void
_mesa_update_state_locked(struct gl_context * ctx)381 _mesa_update_state_locked( struct gl_context *ctx )
382 {
383    GLbitfield new_state = ctx->NewState;
384    GLbitfield prog_flags = _NEW_PROGRAM;
385    GLbitfield new_prog_state = 0x0;
386    const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);
387 
388    /* we can skip a bunch of state validation checks if the dirty
389     * state matches one or more bits in 'computed_states'.
390     */
391    if ((new_state & computed_states) == 0)
392       goto out;
393 
394    if (MESA_VERBOSE & VERBOSE_STATE)
395       _mesa_print_state("_mesa_update_state", new_state);
396 
397    /* Determine which state flags effect vertex/fragment program state */
398    if (ctx->FragmentProgram._MaintainTexEnvProgram) {
399       prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
400 		     _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
401 		     _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
402 		     _NEW_COLOR);
403    }
404    if (ctx->VertexProgram._MaintainTnlProgram) {
405       prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE |
406                      _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
407                      _NEW_FOG | _NEW_LIGHT |
408                      _MESA_NEW_NEED_EYE_COORDS);
409    }
410 
411    /*
412     * Now update derived state info
413     */
414 
415    if (new_state & prog_flags)
416       update_program_enables( ctx );
417 
418    if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
419       _mesa_update_modelview_project( ctx, new_state );
420 
421    if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
422       _mesa_update_texture( ctx, new_state );
423 
424    if (new_state & _NEW_POLYGON)
425       update_frontbit( ctx );
426 
427    if (new_state & _NEW_BUFFERS)
428       _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
429 
430    if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
431       _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
432 
433    if (new_state & _NEW_LIGHT)
434       _mesa_update_lighting( ctx );
435 
436    if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
437       update_twoside( ctx );
438 
439    if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
440       _mesa_update_stencil( ctx );
441 
442    if (new_state & _NEW_PIXEL)
443       _mesa_update_pixel( ctx, new_state );
444 
445    /* ctx->_NeedEyeCoords is now up to date.
446     *
447     * If the truth value of this variable has changed, update for the
448     * new lighting space and recompute the positions of lights and the
449     * normal transform.
450     *
451     * If the lighting space hasn't changed, may still need to recompute
452     * light positions & normal transforms for other reasons.
453     */
454    if (new_state & _MESA_NEW_NEED_EYE_COORDS)
455       _mesa_update_tnl_spaces( ctx, new_state );
456 
457    if (new_state & prog_flags) {
458       /* When we generate programs from fixed-function vertex/fragment state
459        * this call may generate/bind a new program.  If so, we need to
460        * propogate the _NEW_PROGRAM flag to the driver.
461        */
462       new_prog_state |= update_program( ctx );
463    }
464 
465    if (new_state & _NEW_ARRAY)
466       _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
467 
468  out:
469    new_prog_state |= update_program_constants(ctx);
470 
471    /*
472     * Give the driver a chance to act upon the new_state flags.
473     * The driver might plug in different span functions, for example.
474     * Also, this is where the driver can invalidate the state of any
475     * active modules (such as swrast_setup, swrast, tnl, etc).
476     *
477     * Set ctx->NewState to zero to avoid recursion if
478     * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
479     */
480    new_state = ctx->NewState | new_prog_state;
481    ctx->NewState = 0;
482    ctx->Driver.UpdateState(ctx, new_state);
483    ctx->Array.VAO->NewArrays = 0x0;
484 }
485 
486 
487 /* This is the usual entrypoint for state updates:
488  */
489 void
_mesa_update_state(struct gl_context * ctx)490 _mesa_update_state( struct gl_context *ctx )
491 {
492    _mesa_lock_context_textures(ctx);
493    _mesa_update_state_locked(ctx);
494    _mesa_unlock_context_textures(ctx);
495 }
496 
497 
498 
499 
500 /**
501  * Want to figure out which fragment program inputs are actually
502  * constant/current values from ctx->Current.  These should be
503  * referenced as a tracked state variable rather than a fragment
504  * program input, to save the overhead of putting a constant value in
505  * every submitted vertex, transferring it to hardware, interpolating
506  * it across the triangle, etc...
507  *
508  * When there is a VP bound, just use vp->outputs.  But when we're
509  * generating vp from fixed function state, basically want to
510  * calculate:
511  *
512  * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
513  *                 potential_vp_outputs )
514  *
515  * Where potential_vp_outputs is calculated by looking at enabled
516  * texgen, etc.
517  *
518  * The generated fragment program should then only declare inputs that
519  * may vary or otherwise differ from the ctx->Current values.
520  * Otherwise, the fp should track them as state values instead.
521  */
522 void
_mesa_set_varying_vp_inputs(struct gl_context * ctx,GLbitfield64 varying_inputs)523 _mesa_set_varying_vp_inputs( struct gl_context *ctx,
524                              GLbitfield64 varying_inputs )
525 {
526    if (ctx->varying_vp_inputs != varying_inputs) {
527       ctx->varying_vp_inputs = varying_inputs;
528 
529       /* Only the fixed-func generated programs need to use the flag
530        * and the fixed-func fragment program uses it only if there is also
531        * a fixed-func vertex program, so this only depends on the latter.
532        *
533        * It's okay to check the VP pointer here, because this is called after
534        * _mesa_update_state in the vbo module. */
535       if (ctx->VertexProgram._TnlProgram ||
536           ctx->FragmentProgram._TexEnvProgram) {
537          ctx->NewState |= _NEW_VARYING_VP_INPUTS;
538       }
539       /*printf("%s %x\n", __func__, varying_inputs);*/
540    }
541 }
542 
543 
544 /**
545  * Used by drivers to tell core Mesa that the driver is going to
546  * install/ use its own vertex program.  In particular, this will
547  * prevent generated fragment programs from using state vars instead
548  * of ordinary varyings/inputs.
549  */
550 void
_mesa_set_vp_override(struct gl_context * ctx,GLboolean flag)551 _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
552 {
553    if (ctx->VertexProgram._Overriden != flag) {
554       ctx->VertexProgram._Overriden = flag;
555 
556       /* Set one of the bits which will trigger fragment program
557        * regeneration:
558        */
559       ctx->NewState |= _NEW_PROGRAM;
560    }
561 }
562