| /* |
| * Mesa 3-D graphics library |
| * |
| * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| /** |
| * \file state.c |
| * State management. |
| * |
| * This file manages recalculation of derived values in struct gl_context. |
| */ |
| |
| |
| #include "glheader.h" |
| #include "mtypes.h" |
| #include "arrayobj.h" |
| #include "context.h" |
| #include "debug.h" |
| #include "macros.h" |
| #include "ffvertex_prog.h" |
| #include "framebuffer.h" |
| #include "light.h" |
| #include "matrix.h" |
| #include "pixel.h" |
| #include "program/program.h" |
| #include "program/prog_parameter.h" |
| #include "shaderobj.h" |
| #include "state.h" |
| #include "stencil.h" |
| #include "texenvprogram.h" |
| #include "texobj.h" |
| #include "texstate.h" |
| #include "varray.h" |
| #include "vbo/vbo.h" |
| #include "viewport.h" |
| #include "blend.h" |
| |
| |
| void |
| _mesa_update_allow_draw_out_of_order(struct gl_context *ctx) |
| { |
| /* Out-of-order drawing is useful when vertex array draws and immediate |
| * mode are interleaved. |
| * |
| * Example with 3 draws: |
| * glBegin(); |
| * glVertex(); |
| * glEnd(); |
| * glDrawElements(); |
| * glBegin(); |
| * glVertex(); |
| * glEnd(); |
| * |
| * Out-of-order drawing changes the execution order like this: |
| * glDrawElements(); |
| * glBegin(); |
| * glVertex(); |
| * glVertex(); |
| * glEnd(); |
| * |
| * If out-of-order draws are enabled, immediate mode vertices are not |
| * flushed before glDrawElements, resulting in fewer draws and lower CPU |
| * overhead. This helps workstation applications. |
| * |
| * This is a simplified version of out-of-order determination to catch |
| * common cases. |
| * |
| * RadeonSI has a complete and more complicated out-of-order determination |
| * for driver-internal reasons. |
| */ |
| /* Only the compatibility profile with immediate mode needs this. */ |
| if (ctx->API != API_OPENGL_COMPAT || !ctx->Const.AllowDrawOutOfOrder) |
| return; |
| |
| /* If all of these are NULL, GLSL is disabled. */ |
| struct gl_program *vs = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; |
| struct gl_program *tcs = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; |
| struct gl_program *tes = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; |
| struct gl_program *gs = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; |
| struct gl_program *fs = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; |
| GLenum16 depth_func = ctx->Depth.Func; |
| |
| /* Z fighting and any primitives with equal Z shouldn't be reordered |
| * with LESS/LEQUAL/GREATER/GEQUAL functions. |
| * |
| * When drawing 2 primitive with equal Z: |
| * - with LEQUAL/GEQUAL, the last primitive wins the Z test. |
| * - with LESS/GREATER, the first primitive wins the Z test. |
| * |
| * Here we ignore that on the basis that such cases don't occur in real |
| * apps, and we they do occur, they occur with blending where out-of-order |
| * drawing is always disabled. |
| */ |
| bool previous_state = ctx->_AllowDrawOutOfOrder; |
| ctx->_AllowDrawOutOfOrder = |
| ctx->DrawBuffer && |
| ctx->DrawBuffer->Visual.depthBits && |
| ctx->Depth.Test && |
| ctx->Depth.Mask && |
| (depth_func == GL_NEVER || |
| depth_func == GL_LESS || |
| depth_func == GL_LEQUAL || |
| depth_func == GL_GREATER || |
| depth_func == GL_GEQUAL) && |
| (!ctx->DrawBuffer->Visual.stencilBits || |
| !ctx->Stencil.Enabled) && |
| (!ctx->Color.ColorMask || |
| (!ctx->Color.BlendEnabled && |
| (!ctx->Color.ColorLogicOpEnabled || |
| ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) && |
| (!vs || !vs->info.writes_memory) && |
| (!tes || !tes->info.writes_memory) && |
| (!tcs || !tcs->info.writes_memory) && |
| (!gs || !gs->info.writes_memory) && |
| (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests); |
| |
| /* If we are disabling out-of-order drawing, we need to flush queued |
| * vertices. |
| */ |
| if (previous_state && !ctx->_AllowDrawOutOfOrder) |
| FLUSH_VERTICES(ctx, 0); |
| } |
| |
| |
| /** |
| * Update the ctx->*Program._Current pointers to point to the |
| * current/active programs. |
| * |
| * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment |
| * programs or programs derived from fixed-function state. |
| * |
| * This function needs to be called after texture state validation in case |
| * we're generating a fragment program from fixed-function texture state. |
| * |
| * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex |
| * or fragment program is being used. |
| */ |
| static GLbitfield |
| update_program(struct gl_context *ctx) |
| { |
| struct gl_program *vsProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; |
| struct gl_program *tcsProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; |
| struct gl_program *tesProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; |
| struct gl_program *gsProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; |
| struct gl_program *fsProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; |
| struct gl_program *csProg = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; |
| const struct gl_program *prevVP = ctx->VertexProgram._Current; |
| const struct gl_program *prevFP = ctx->FragmentProgram._Current; |
| const struct gl_program *prevGP = ctx->GeometryProgram._Current; |
| const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current; |
| const struct gl_program *prevTEP = ctx->TessEvalProgram._Current; |
| const struct gl_program *prevCP = ctx->ComputeProgram._Current; |
| |
| /* |
| * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current |
| * pointers to the programs that should be used for rendering. If either |
| * is NULL, use fixed-function code paths. |
| * |
| * These programs may come from several sources. The priority is as |
| * follows: |
| * 1. OpenGL 2.0/ARB vertex/fragment shaders |
| * 2. ARB/NV vertex/fragment programs |
| * 3. ATI fragment shader |
| * 4. Programs derived from fixed-function state. |
| * |
| * Note: it's possible for a vertex shader to get used with a fragment |
| * program (and vice versa) here, but in practice that shouldn't ever |
| * come up, or matter. |
| */ |
| |
| if (fsProg) { |
| /* Use GLSL fragment shader */ |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg); |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| NULL); |
| } |
| else if (_mesa_arb_fragment_program_enabled(ctx)) { |
| /* Use user-defined fragment program */ |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, |
| ctx->FragmentProgram.Current); |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| NULL); |
| } |
| else if (_mesa_ati_fragment_shader_enabled(ctx) && |
| ctx->ATIFragmentShader.Current->Program) { |
| /* Use the enabled ATI fragment shader's associated program */ |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, |
| ctx->ATIFragmentShader.Current->Program); |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| NULL); |
| } |
| else if (ctx->FragmentProgram._MaintainTexEnvProgram) { |
| /* Use fragment program generated from fixed-function state */ |
| struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx); |
| |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, |
| f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program); |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program); |
| } |
| else { |
| /* No fragment program */ |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL); |
| _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, |
| NULL); |
| } |
| |
| if (gsProg) { |
| /* Use GLSL geometry shader */ |
| _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg); |
| } else { |
| /* No geometry program */ |
| _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL); |
| } |
| |
| if (tesProg) { |
| /* Use GLSL tessellation evaluation shader */ |
| _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg); |
| } |
| else { |
| /* No tessellation evaluation program */ |
| _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL); |
| } |
| |
| if (tcsProg) { |
| /* Use GLSL tessellation control shader */ |
| _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg); |
| } |
| else { |
| /* No tessellation control program */ |
| _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL); |
| } |
| |
| /* Examine vertex program after fragment program as |
| * _mesa_get_fixed_func_vertex_program() needs to know active |
| * fragprog inputs. |
| */ |
| if (vsProg) { |
| /* Use GLSL vertex shader */ |
| assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode); |
| _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg); |
| } |
| else if (_mesa_arb_vertex_program_enabled(ctx)) { |
| /* Use user-defined vertex program */ |
| assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode); |
| _mesa_reference_program(ctx, &ctx->VertexProgram._Current, |
| ctx->VertexProgram.Current); |
| } |
| else if (ctx->VertexProgram._MaintainTnlProgram) { |
| /* Use vertex program generated from fixed-function state */ |
| assert(VP_MODE_FF == ctx->VertexProgram._VPMode); |
| _mesa_reference_program(ctx, &ctx->VertexProgram._Current, |
| _mesa_get_fixed_func_vertex_program(ctx)); |
| _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram, |
| ctx->VertexProgram._Current); |
| } |
| else { |
| /* no vertex program */ |
| assert(VP_MODE_FF == ctx->VertexProgram._VPMode); |
| _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL); |
| } |
| |
| if (csProg) { |
| /* Use GLSL compute shader */ |
| _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg); |
| } else { |
| /* no compute program */ |
| _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL); |
| } |
| |
| /* Let the driver know what's happening: |
| */ |
| if (ctx->FragmentProgram._Current != prevFP || |
| ctx->VertexProgram._Current != prevVP || |
| ctx->GeometryProgram._Current != prevGP || |
| ctx->TessEvalProgram._Current != prevTEP || |
| ctx->TessCtrlProgram._Current != prevTCP || |
| ctx->ComputeProgram._Current != prevCP) |
| return _NEW_PROGRAM; |
| |
| return 0; |
| } |
| |
| |
| static GLbitfield |
| update_single_program_constants(struct gl_context *ctx, |
| struct gl_program *prog, |
| gl_shader_stage stage) |
| { |
| if (prog) { |
| const struct gl_program_parameter_list *params = prog->Parameters; |
| if (params && params->StateFlags & ctx->NewState) { |
| if (ctx->DriverFlags.NewShaderConstants[stage]) |
| ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage]; |
| else |
| return _NEW_PROGRAM_CONSTANTS; |
| } |
| } |
| return 0; |
| } |
| |
| |
| /** |
| * This updates fixed-func state constants such as gl_ModelViewMatrix. |
| * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. |
| */ |
| static GLbitfield |
| update_program_constants(struct gl_context *ctx) |
| { |
| GLbitfield new_state = |
| update_single_program_constants(ctx, ctx->VertexProgram._Current, |
| MESA_SHADER_VERTEX) | |
| update_single_program_constants(ctx, ctx->FragmentProgram._Current, |
| MESA_SHADER_FRAGMENT); |
| |
| if (ctx->API == API_OPENGL_COMPAT && |
| ctx->Const.GLSLVersionCompat >= 150) { |
| new_state |= |
| update_single_program_constants(ctx, ctx->GeometryProgram._Current, |
| MESA_SHADER_GEOMETRY); |
| |
| if (_mesa_has_ARB_tessellation_shader(ctx)) { |
| new_state |= |
| update_single_program_constants(ctx, ctx->TessCtrlProgram._Current, |
| MESA_SHADER_TESS_CTRL) | |
| update_single_program_constants(ctx, ctx->TessEvalProgram._Current, |
| MESA_SHADER_TESS_EVAL); |
| } |
| } |
| |
| return new_state; |
| } |
| |
| |
| static void |
| update_fixed_func_program_usage(struct gl_context *ctx) |
| { |
| ctx->FragmentProgram._UsesTexEnvProgram = |
| ctx->FragmentProgram._MaintainTexEnvProgram && |
| !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/ |
| !_mesa_arb_fragment_program_enabled(ctx) && |
| !(_mesa_ati_fragment_shader_enabled(ctx) && |
| ctx->ATIFragmentShader.Current->Program); |
| |
| ctx->VertexProgram._UsesTnlProgram = |
| ctx->VertexProgram._MaintainTnlProgram && |
| !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */ |
| !_mesa_arb_vertex_program_enabled(ctx); |
| } |
| |
| |
| /** |
| * Compute derived GL state. |
| * If __struct gl_contextRec::NewState is non-zero then this function \b must |
| * be called before rendering anything. |
| * |
| * Calls dd_function_table::UpdateState to perform any internal state |
| * management necessary. |
| * |
| * \sa _mesa_update_modelview_project(), _mesa_update_texture(), |
| * _mesa_update_buffer_bounds(), |
| * _mesa_update_lighting() and _mesa_update_tnl_spaces(). |
| */ |
| void |
| _mesa_update_state_locked( struct gl_context *ctx ) |
| { |
| GLbitfield new_state = ctx->NewState; |
| GLbitfield new_prog_state = 0x0; |
| const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE); |
| |
| /* we can skip a bunch of state validation checks if the dirty |
| * state matches one or more bits in 'computed_states'. |
| */ |
| if ((new_state & computed_states) == 0) |
| goto out; |
| |
| if (MESA_VERBOSE & VERBOSE_STATE) |
| _mesa_print_state("_mesa_update_state", new_state); |
| |
| if (new_state & _NEW_BUFFERS) |
| _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer); |
| |
| /* Handle Core and Compatibility contexts separately. */ |
| if (ctx->API == API_OPENGL_COMPAT || |
| ctx->API == API_OPENGLES) { |
| GLbitfield prog_flags = _NEW_PROGRAM; |
| |
| if (new_state & _NEW_PROGRAM) |
| update_fixed_func_program_usage(ctx); |
| |
| /* Determine which states affect fixed-func vertex/fragment program. */ |
| if (ctx->FragmentProgram._UsesTexEnvProgram) { |
| prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG | |
| _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | |
| _NEW_RENDERMODE | _NEW_COLOR | _NEW_TEXTURE_STATE); |
| } |
| |
| if (ctx->VertexProgram._UsesTnlProgram) { |
| prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT | |
| _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | |
| _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE | |
| _MESA_NEW_NEED_EYE_COORDS); |
| } |
| |
| /* |
| * Now update derived state info |
| */ |
| if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) |
| _mesa_update_modelview_project( ctx, new_state ); |
| |
| if (new_state & _NEW_TEXTURE_MATRIX) |
| _mesa_update_texture_matrices(ctx); |
| |
| if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM)) |
| _mesa_update_texture_state(ctx); |
| |
| if (new_state & _NEW_LIGHT) |
| _mesa_update_lighting(ctx); |
| |
| if (new_state & _NEW_PIXEL) |
| _mesa_update_pixel( ctx ); |
| |
| /* ctx->_NeedEyeCoords is now up to date. |
| * |
| * If the truth value of this variable has changed, update for the |
| * new lighting space and recompute the positions of lights and the |
| * normal transform. |
| * |
| * If the lighting space hasn't changed, may still need to recompute |
| * light positions & normal transforms for other reasons. |
| */ |
| if (new_state & _MESA_NEW_NEED_EYE_COORDS) |
| _mesa_update_tnl_spaces( ctx, new_state ); |
| |
| if (new_state & prog_flags) { |
| /* When we generate programs from fixed-function vertex/fragment state |
| * this call may generate/bind a new program. If so, we need to |
| * propogate the _NEW_PROGRAM flag to the driver. |
| */ |
| new_prog_state |= update_program(ctx); |
| } |
| } else { |
| /* GL Core and GLES 2/3 contexts */ |
| if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM)) |
| _mesa_update_texture_state(ctx); |
| |
| if (new_state & _NEW_PROGRAM) |
| update_program(ctx); |
| } |
| |
| out: |
| new_prog_state |= update_program_constants(ctx); |
| |
| ctx->NewState |= new_prog_state; |
| |
| /* |
| * Give the driver a chance to act upon the new_state flags. |
| * The driver might plug in different span functions, for example. |
| * Also, this is where the driver can invalidate the state of any |
| * active modules (such as swrast_setup, swrast, tnl, etc). |
| */ |
| ctx->Driver.UpdateState(ctx); |
| ctx->NewState = 0; |
| } |
| |
| |
| /* This is the usual entrypoint for state updates: |
| */ |
| void |
| _mesa_update_state( struct gl_context *ctx ) |
| { |
| _mesa_lock_context_textures(ctx); |
| _mesa_update_state_locked(ctx); |
| _mesa_unlock_context_textures(ctx); |
| } |
| |
| |
| |
| |
| /** |
| * Want to figure out which fragment program inputs are actually |
| * constant/current values from ctx->Current. These should be |
| * referenced as a tracked state variable rather than a fragment |
| * program input, to save the overhead of putting a constant value in |
| * every submitted vertex, transferring it to hardware, interpolating |
| * it across the triangle, etc... |
| * |
| * When there is a VP bound, just use vp->outputs. But when we're |
| * generating vp from fixed function state, basically want to |
| * calculate: |
| * |
| * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | |
| * potential_vp_outputs ) |
| * |
| * Where potential_vp_outputs is calculated by looking at enabled |
| * texgen, etc. |
| * |
| * The generated fragment program should then only declare inputs that |
| * may vary or otherwise differ from the ctx->Current values. |
| * Otherwise, the fp should track them as state values instead. |
| */ |
| static void |
| set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs) |
| { |
| /* |
| * The gl_context::varying_vp_inputs value is only used when in |
| * VP_MODE_FF mode. |
| */ |
| if (VP_MODE_FF != ctx->VertexProgram._VPMode) |
| return; |
| |
| /* Only fixed-func generated programs ever uses varying_vp_inputs. */ |
| if (!ctx->VertexProgram._MaintainTnlProgram && |
| !ctx->FragmentProgram._MaintainTexEnvProgram) |
| return; |
| |
| if (ctx->varying_vp_inputs != varying_inputs) { |
| ctx->varying_vp_inputs = varying_inputs; |
| ctx->NewState |= _NEW_VARYING_VP_INPUTS; |
| } |
| } |
| |
| |
| /** |
| * Used by drivers to tell core Mesa that the driver is going to |
| * install/ use its own vertex program. In particular, this will |
| * prevent generated fragment programs from using state vars instead |
| * of ordinary varyings/inputs. |
| */ |
| void |
| _mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) |
| { |
| if (ctx->VertexProgram._Overriden != flag) { |
| ctx->VertexProgram._Overriden = flag; |
| |
| /* Set one of the bits which will trigger fragment program |
| * regeneration: |
| */ |
| ctx->NewState |= _NEW_PROGRAM; |
| } |
| } |
| |
| |
| static void |
| set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m) |
| { |
| if (ctx->VertexProgram._VPMode == m) |
| return; |
| |
| /* On change we may get new maps into the current values */ |
| ctx->NewDriverState |= ctx->DriverFlags.NewArray; |
| |
| /* Finally memorize the value */ |
| ctx->VertexProgram._VPMode = m; |
| |
| /* Since we only track the varying inputs while being in fixed function |
| * vertex processing mode, we may need to recheck for the |
| * _NEW_VARYING_VP_INPUTS bit. |
| */ |
| set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs); |
| } |
| |
| |
| /** |
| * Update ctx->VertexProgram._VPMode. |
| * This is to distinguish whether we're running |
| * a vertex program/shader, |
| * a fixed-function TNL program or |
| * a fixed function vertex transformation without any program. |
| */ |
| void |
| _mesa_update_vertex_processing_mode(struct gl_context *ctx) |
| { |
| if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) |
| set_vertex_processing_mode(ctx, VP_MODE_SHADER); |
| else if (_mesa_arb_vertex_program_enabled(ctx)) |
| set_vertex_processing_mode(ctx, VP_MODE_SHADER); |
| else |
| set_vertex_processing_mode(ctx, VP_MODE_FF); |
| } |
| |
| |
| /** |
| * Set the _DrawVAO and the net enabled arrays. |
| * The vao->_Enabled bitmask is transformed due to position/generic0 |
| * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied |
| * to filter out arrays unwanted for the currently executed draw operation. |
| * For example, the generic attributes are masked out form the _DrawVAO's |
| * enabled arrays when a fixed function array draw is executed. |
| */ |
| void |
| _mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao, |
| GLbitfield filter) |
| { |
| struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO; |
| bool new_array = false; |
| if (*ptr != vao) { |
| _mesa_reference_vao_(ctx, ptr, vao); |
| |
| new_array = true; |
| } |
| |
| if (vao->NewArrays) { |
| _mesa_update_vao_derived_arrays(ctx, vao); |
| vao->NewArrays = 0; |
| |
| new_array = true; |
| } |
| |
| /* May shuffle the position and generic0 bits around, filter out unwanted */ |
| const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao); |
| if (ctx->Array._DrawVAOEnabledAttribs != enabled) |
| new_array = true; |
| |
| if (new_array) |
| ctx->NewDriverState |= ctx->DriverFlags.NewArray; |
| |
| ctx->Array._DrawVAOEnabledAttribs = enabled; |
| set_varying_vp_inputs(ctx, enabled); |
| } |