Пример #1
0
/**
 * 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;
}
Пример #2
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;
}
Пример #3
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
   }
}
Пример #4
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 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;
}