/** * Compute derived GL state. * If __GLcontextRec::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( GLcontext *ctx ) { GLbitfield new_state = ctx->NewState; GLbitfield prog_flags = _NEW_PROGRAM; GLbitfield new_prog_state = 0x0; if (new_state == _NEW_CURRENT_ATTRIB) goto out; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); /* Determine which state flags effect vertex/fragment program state */ if (ctx->FragmentProgram._MaintainTexEnvProgram) { prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR | _NEW_ARRAY); } if (ctx->VertexProgram._MaintainTnlProgram) { prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | _NEW_FOG | _NEW_LIGHT | _MESA_NEW_NEED_EYE_COORDS); } /* * Now update derived state info */ if (new_state & prog_flags) update_program_enables( ctx ); if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) _mesa_update_modelview_project( ctx, new_state ); if (new_state & (_NEW_PROGRAM|_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 FEATURE_pixel_transfer if (new_state & _MESA_NEW_TRANSFER_STATE) _mesa_update_pixel( ctx, new_state ); #endif if (new_state & _DD_NEW_SEPARATE_SPECULAR) update_separate_specular( ctx ); if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) update_arrays( ctx ); if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) update_viewport_matrix(ctx); if (new_state & _NEW_MULTISAMPLE) update_multisample( ctx ); if (new_state & _NEW_COLOR) update_color( 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 & 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 ); } out: new_prog_state |= update_program_constants(ctx); /* * 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 | new_prog_state; ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.NewState = 0; }
/** * 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; /* Determine which state flags effect vertex/fragment program state */ if (ctx->FragmentProgram._MaintainTexEnvProgram) { prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG | _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP | _NEW_COLOR | _NEW_TEXTURE_STATE); } if (ctx->VertexProgram._MaintainTnlProgram) { 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; vbo_exec_invalidate_state(ctx); /* * 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; }
/* * If ctx->NewState is non-zero then this function MUST be called before * rendering any primitive. Basically, function pointers and miscellaneous * flags are updated to reflect the current state of the state machine. * * The above constraint is now maintained largely by the two Exec * dispatch tables, which trigger the appropriate flush on transition * between State and Geometry modes. * * Special care is taken with the derived value _NeedEyeCoords. This * is a bitflag which is updated with information from a number of * attribute groups (MODELVIEW, LIGHT, TEXTURE). A lot of derived * state references this value, and must be treated with care to * ensure that updates are done correctly. All state dependent on * _NeedEyeCoords is calculated from within _mesa_update_tnl_spaces(), * and from nowhere else. */ void _mesa_update_state( GLcontext *ctx ) { const GLuint new_state = ctx->NewState; const GLuint oldneedeyecoords = ctx->_NeedEyeCoords; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); if (new_state & _NEW_MODELVIEW) _math_matrix_analyse( &ctx->ModelView ); if (new_state & _NEW_PROJECTION) update_projection( ctx ); if (new_state & _NEW_TEXTURE_MATRIX) update_texture_matrices( ctx ); if (new_state & _NEW_COLOR_MATRIX) _math_matrix_analyse( &ctx->ColorMatrix ); /* References ColorMatrix.type (derived above). */ if (new_state & _IMAGE_NEW_TRANSFER_STATE) update_image_transfer_state(ctx); /* Contributes to NeedEyeCoords, NeedNormals. */ if (new_state & _NEW_TEXTURE) update_texture_state( ctx ); if (new_state & (_NEW_BUFFERS|_NEW_SCISSOR)) update_drawbuffer( ctx ); if (new_state & _NEW_POLYGON) update_polygon( ctx ); /* Contributes to NeedEyeCoords, NeedNormals. */ if (new_state & _NEW_LIGHT) _mesa_update_lighting( ctx ); /* We can light in object space if the modelview matrix preserves * lengths and relative angles. */ if (new_state & (_NEW_MODELVIEW|_NEW_LIGHT)) { ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT_MODELVIEW; if (ctx->Light.Enabled && !TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING)) ctx->_NeedEyeCoords |= NEED_EYE_LIGHT_MODELVIEW; } /* Keep ModelviewProject uptodate always to allow tnl * implementations that go model->clip even when eye is required. */ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) calculate_model_project_matrix(ctx); /* ctx->_NeedEyeCoords is now uptodate. * * 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 & (_NEW_MODELVIEW | _NEW_LIGHT | _MESA_NEW_NEED_EYE_COORDS)) update_tnl_spaces( ctx, oldneedeyecoords ); /* * Here the driver sets up all the ctx->Driver function pointers * to it's specific, private functions, and performs any * internal state management necessary, including invalidating * state of active modules. * * Set ctx->NewState to zero to avoid recursion if * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) */ ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.NewState = 0; /* At this point we can do some assertions to be sure the required * device driver function pointers are all initialized. */ ASSERT(ctx->Driver.GetString); ASSERT(ctx->Driver.UpdateState); ASSERT(ctx->Driver.Clear); ASSERT(ctx->Driver.SetDrawBuffer); ASSERT(ctx->Driver.GetBufferSize); if (ctx->Visual.accumRedBits > 0) { ASSERT(ctx->Driver.Accum); } ASSERT(ctx->Driver.DrawPixels); ASSERT(ctx->Driver.ReadPixels); ASSERT(ctx->Driver.CopyPixels); ASSERT(ctx->Driver.Bitmap); ASSERT(ctx->Driver.ResizeBuffers); ASSERT(ctx->Driver.TexImage1D); ASSERT(ctx->Driver.TexImage2D); ASSERT(ctx->Driver.TexImage3D); ASSERT(ctx->Driver.TexSubImage1D); ASSERT(ctx->Driver.TexSubImage2D); ASSERT(ctx->Driver.TexSubImage3D); ASSERT(ctx->Driver.CopyTexImage1D); ASSERT(ctx->Driver.CopyTexImage2D); ASSERT(ctx->Driver.CopyTexSubImage1D); ASSERT(ctx->Driver.CopyTexSubImage2D); ASSERT(ctx->Driver.CopyTexSubImage3D); if (ctx->Extensions.ARB_texture_compression) { ASSERT(ctx->Driver.BaseCompressedTexFormat); ASSERT(ctx->Driver.CompressedTextureSize); ASSERT(ctx->Driver.GetCompressedTexImage); #if 0 /* HW drivers need these, but not SW rasterizers */ ASSERT(ctx->Driver.CompressedTexImage1D); ASSERT(ctx->Driver.CompressedTexImage2D); ASSERT(ctx->Driver.CompressedTexImage3D); ASSERT(ctx->Driver.CompressedTexSubImage1D); ASSERT(ctx->Driver.CompressedTexSubImage2D); ASSERT(ctx->Driver.CompressedTexSubImage3D); #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; GLbitfield prog_flags = _NEW_PROGRAM; 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); /* Determine which state flags effect vertex/fragment program state */ if (ctx->FragmentProgram._MaintainTexEnvProgram) { prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP | _NEW_COLOR); } if (ctx->VertexProgram._MaintainTnlProgram) { prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | _NEW_FOG | _NEW_LIGHT | _MESA_NEW_NEED_EYE_COORDS); } /* * Now update derived state info */ if (new_state & prog_flags) update_program_enables( ctx ); if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) _mesa_update_modelview_project( ctx, new_state ); if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) _mesa_update_texture( ctx, new_state ); if (new_state & _NEW_POLYGON) update_frontbit( ctx ); if (new_state & _NEW_BUFFERS) _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer); if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer); if (new_state & _NEW_LIGHT) _mesa_update_lighting( ctx ); if (new_state & (_NEW_LIGHT | _NEW_PROGRAM)) update_twoside( ctx ); if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) _mesa_update_stencil( ctx ); if (new_state & _NEW_PIXEL) _mesa_update_pixel( ctx, new_state ); /* 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 ); } if (new_state & _NEW_ARRAY) _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO); out: new_prog_state |= update_program_constants(ctx); /* * 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 | new_prog_state; ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.VAO->NewArrays = 0x0; }