static void make_state_key( GLcontext *ctx, struct state_key *key ) { const struct gl_fragment_program *fp; GLuint i; memset(key, 0, sizeof(struct state_key)); fp = ctx->FragmentProgram._Current; /* This now relies on texenvprogram.c being active: */ assert(fp); key->need_eye_coords = ctx->_NeedEyeCoords; key->fragprog_inputs_read = fp->Base.InputsRead; key->varying_vp_inputs = ctx->varying_vp_inputs; if (ctx->RenderMode == GL_FEEDBACK) { /* make sure the vertprog emits color and tex0 */ key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0); } key->separate_specular = (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR); if (ctx->Light.Enabled) { key->light_global_enabled = 1; if (ctx->Light.Model.LocalViewer) key->light_local_viewer = 1; if (ctx->Light.Model.TwoSide) key->light_twoside = 1; if (ctx->Light.ColorMaterialEnabled) { key->light_color_material_mask = ctx->Light.ColorMaterialBitmask; } for (i = 0; i < MAX_LIGHTS; i++) { struct gl_light *light = &ctx->Light.Light[i]; if (light->Enabled) { key->unit[i].light_enabled = 1; if (light->EyePosition[3] == 0.0) key->unit[i].light_eyepos3_is_zero = 1; if (light->SpotCutoff == 180.0) key->unit[i].light_spotcutoff_is_180 = 1; if (light->ConstantAttenuation != 1.0 || light->LinearAttenuation != 0.0 || light->QuadraticAttenuation != 0.0) key->unit[i].light_attenuated = 1; } } if (check_active_shininess(ctx, key, 0)) { key->material_shininess_is_zero = 0; } else if (key->light_twoside && check_active_shininess(ctx, key, 1)) { key->material_shininess_is_zero = 0; } else { key->material_shininess_is_zero = 1; } } if (ctx->Transform.Normalize) key->normalize = 1; if (ctx->Transform.RescaleNormals) key->rescale_normals = 1; if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) key->fog_source_is_depth = 1; if (ctx->Point._Attenuated) key->point_attenuated = 1; #if FEATURE_point_size_array if (ctx->Array.ArrayObj->PointSize.Enabled) key->point_array = 1; #endif if (ctx->Texture._TexGenEnabled || ctx->Texture._TexMatEnabled || ctx->Texture._EnabledUnits) key->texture_enabled_global = 1; for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; if (texUnit->_ReallyEnabled) key->unit[i].texunit_really_enabled = 1; if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) key->unit[i].texmat_enabled = 1; if (texUnit->TexGenEnabled) { key->unit[i].texgen_enabled = 1; key->unit[i].texgen_mode0 = translate_texgen( texUnit->TexGenEnabled & (1<<0), texUnit->GenS.Mode ); key->unit[i].texgen_mode1 = translate_texgen( texUnit->TexGenEnabled & (1<<1), texUnit->GenT.Mode ); key->unit[i].texgen_mode2 = translate_texgen( texUnit->TexGenEnabled & (1<<2), texUnit->GenR.Mode ); key->unit[i].texgen_mode3 = translate_texgen( texUnit->TexGenEnabled & (1<<3), texUnit->GenQ.Mode ); } } }
static void make_state_key( struct gl_context *ctx, struct state_key *key ) { const struct gl_program *fp = ctx->FragmentProgram._Current; GLbitfield mask; memset(key, 0, sizeof(struct state_key)); /* This now relies on texenvprogram.c being active: */ assert(fp); key->need_eye_coords = ctx->_NeedEyeCoords; key->fragprog_inputs_read = fp->info.inputs_read; key->varying_vp_inputs = ctx->varying_vp_inputs; if (ctx->RenderMode == GL_FEEDBACK) { /* make sure the vertprog emits color and tex0 */ key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0); } key->separate_specular = (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR); if (ctx->Light.Enabled) { key->light_global_enabled = 1; if (ctx->Light.Model.LocalViewer) key->light_local_viewer = 1; if (ctx->Light.Model.TwoSide) key->light_twoside = 1; if (ctx->Light.ColorMaterialEnabled) { key->light_color_material_mask = ctx->Light._ColorMaterialBitmask; } mask = ctx->Light._EnabledLights; while (mask) { const int i = u_bit_scan(&mask); struct gl_light *light = &ctx->Light.Light[i]; key->unit[i].light_enabled = 1; if (light->EyePosition[3] == 0.0F) key->unit[i].light_eyepos3_is_zero = 1; if (light->SpotCutoff == 180.0F) key->unit[i].light_spotcutoff_is_180 = 1; if (light->ConstantAttenuation != 1.0F || light->LinearAttenuation != 0.0F || light->QuadraticAttenuation != 0.0F) key->unit[i].light_attenuated = 1; } if (check_active_shininess(ctx, key, 0)) { key->material_shininess_is_zero = 0; } else if (key->light_twoside && check_active_shininess(ctx, key, 1)) { key->material_shininess_is_zero = 0; } else { key->material_shininess_is_zero = 1; } } if (ctx->Transform.Normalize) key->normalize = 1; if (ctx->Transform.RescaleNormals) key->rescale_normals = 1; if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) { key->fog_source_is_depth = 1; key->fog_distance_mode = translate_fog_distance_mode(ctx->Fog.FogDistanceMode); } if (ctx->Point._Attenuated) key->point_attenuated = 1; if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled) key->point_array = 1; if (ctx->Texture._TexGenEnabled || ctx->Texture._TexMatEnabled || ctx->Texture._MaxEnabledTexImageUnit != -1) key->texture_enabled_global = 1; mask = ctx->Texture._EnabledCoordUnits | ctx->Texture._TexGenEnabled | ctx->Texture._TexMatEnabled | ctx->Point.CoordReplace; while (mask) { const int i = u_bit_scan(&mask); struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; if (texUnit->_Current) key->unit[i].texunit_really_enabled = 1; if (ctx->Point.PointSprite) if (ctx->Point.CoordReplace & (1u << i)) key->unit[i].coord_replace = 1; if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) key->unit[i].texmat_enabled = 1; if (texUnit->TexGenEnabled) { key->unit[i].texgen_enabled = 1; key->unit[i].texgen_mode0 = translate_texgen( texUnit->TexGenEnabled & (1<<0), texUnit->GenS.Mode ); key->unit[i].texgen_mode1 = translate_texgen( texUnit->TexGenEnabled & (1<<1), texUnit->GenT.Mode ); key->unit[i].texgen_mode2 = translate_texgen( texUnit->TexGenEnabled & (1<<2), texUnit->GenR.Mode ); key->unit[i].texgen_mode3 = translate_texgen( texUnit->TexGenEnabled & (1<<3), texUnit->GenQ.Mode ); } } }