/* * Mesa 3-D graphics library * Version: 7.3 * * 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 * BRIAN PAUL 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 /** * Helper for update_arrays(). * \return min(current min, array->_MaxElement). */ static GLuint update_min(GLuint min, struct gl_client_array *array) { _mesa_update_array_max_element(array); return MIN2(min, array->_MaxElement); } /** * Update ctx->Array._MaxElement (the max legal index into all enabled arrays). * Need to do this upon new array state or new buffer object state. */ static void update_arrays( struct gl_context *ctx ) { GLuint min = ~0; /* find min of _MaxElement values for all enabled arrays. * Note that the generic arrays always take precedence over * the legacy arrays. */ /* 0 */ if (ctx->Array.VertexAttrib[VERT_ATTRIB_POS].Enabled) { min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_POS]); } /* 2 */ if (ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL]); } /* 3 */ if (ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR].Enabled) { min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR]); } /* 5 */ if (ctx->Array.VertexAttrib[VERT_ATTRIB_FOG].Enabled) { min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_FOG]); } /* 6 */ if (ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX]); } /* 8 */ if (ctx->Array.VertexAttrib[VERT_ATTRIB_TEX].Enabled) { min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_TEX]); } if (ctx->Array.VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_EDGEFLAG]); } /* _MaxElement is one past the last legal array element */ ctx->Array._MaxElement = min; } static void update_viewport_matrix(struct gl_context *ctx) { const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; ASSERT(depthMax > 0); /* Compute scale and bias values. This is really driver-specific * and should be maintained elsewhere if at all. * NOTE: RasterPos uses this. */ _math_matrix_viewport(&ctx->Viewport._WindowMap, ctx->Viewport.X, ctx->Viewport.Y, ctx->Viewport.Width, ctx->Viewport.Height, ctx->Viewport.Near, ctx->Viewport.Far, depthMax); } /* * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET * in ctx->_TriangleCaps if needed. */ static void update_polygon(struct gl_context *ctx) { ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET); if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; if ( ctx->Polygon.OffsetPoint || ctx->Polygon.OffsetLine || ctx->Polygon.OffsetFill) ctx->_TriangleCaps |= DD_TRI_OFFSET; } /** * Update the ctx->_TriangleCaps bitfield. * XXX that bitfield should really go away someday! * This function must be called after other update_*() functions since * there are dependencies on some other derived values. */ #if 0 static void update_tricaps(struct gl_context *ctx, GLbitfield new_state) { ctx->_TriangleCaps = 0; /* * Points */ if (1/*new_state & _NEW_POINT*/) { if (ctx->Point.SmoothFlag) ctx->_TriangleCaps |= DD_POINT_SMOOTH; if (ctx->Point._Attenuated) ctx->_TriangleCaps |= DD_POINT_ATTEN; } /* * Lines */ if (1/*new_state & _NEW_LINE*/) { if (ctx->Line.SmoothFlag) ctx->_TriangleCaps |= DD_LINE_SMOOTH; if (ctx->Line.StippleFlag) ctx->_TriangleCaps |= DD_LINE_STIPPLE; } /* * Polygons */ if (1/*new_state & _NEW_POLYGON*/) { if (ctx->Polygon.SmoothFlag) ctx->_TriangleCaps |= DD_TRI_SMOOTH; if (ctx->Polygon.StippleFlag) ctx->_TriangleCaps |= DD_TRI_STIPPLE; if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) ctx->_TriangleCaps |= DD_TRI_UNFILLED; if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; if (ctx->Polygon.OffsetPoint || ctx->Polygon.OffsetLine || ctx->Polygon.OffsetFill) ctx->_TriangleCaps |= DD_TRI_OFFSET; } /* * Lighting and shading */ if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; if (ctx->Light.ShadeModel == GL_FLAT) ctx->_TriangleCaps |= DD_FLATSHADE; if (_mesa_need_secondary_color(ctx)) ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; } #endif /** * 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; if (new_state == _NEW_CURRENT_ATTRIB) goto out; /* * Now update derived state info */ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) _mesa_update_modelview_project( ctx, new_state ); if (new_state & (_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) _mesa_update_texture( ctx, new_state ); if (new_state & _NEW_BUFFERS) _mesa_update_framebuffer(ctx); if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) _mesa_update_draw_buffer_bounds( ctx ); if (new_state & _NEW_POLYGON) update_polygon( ctx ); if (new_state & _NEW_LIGHT) _mesa_update_lighting( ctx ); if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) _mesa_update_stencil( ctx ); if (new_state & _NEW_PIXEL) _mesa_update_pixel( ctx, new_state ); if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) update_viewport_matrix(ctx); #if 0 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) update_tricaps( ctx, new_state ); #endif /* 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 & (_NEW_ARRAY | _NEW_BUFFER_OBJECT)) update_arrays( ctx ); out: /* * 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). * * Set ctx->NewState to zero to avoid recursion if * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) */ new_state = ctx->NewState; ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.NewState = 0; if (!ctx->Array.RebindArrays) ctx->Array.RebindArrays = (new_state & _NEW_ARRAY) != 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); }