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author | marha <marha@users.sourceforge.net> | 2010-11-22 19:42:40 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2010-11-22 19:42:40 +0000 |
commit | 85ef9930f56bf15181f9a0b238f03d55303cf411 (patch) | |
tree | 63b43286956ebd1c35c96e9b3d5305aabdf71a0f /mesalib/src/mesa/shader/prog_statevars.c | |
parent | 94810d19989336862251dbf69c3f3acb18a9b06d (diff) | |
download | vcxsrv-85ef9930f56bf15181f9a0b238f03d55303cf411.tar.gz vcxsrv-85ef9930f56bf15181f9a0b238f03d55303cf411.tar.bz2 vcxsrv-85ef9930f56bf15181f9a0b238f03d55303cf411.zip |
Updated to mesalib 7.9
Diffstat (limited to 'mesalib/src/mesa/shader/prog_statevars.c')
-rw-r--r-- | mesalib/src/mesa/shader/prog_statevars.c | 1187 |
1 files changed, 0 insertions, 1187 deletions
diff --git a/mesalib/src/mesa/shader/prog_statevars.c b/mesalib/src/mesa/shader/prog_statevars.c deleted file mode 100644 index ead3ece95..000000000 --- a/mesalib/src/mesa/shader/prog_statevars.c +++ /dev/null @@ -1,1187 +0,0 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * Copyright (C) 1999-2007 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 prog_statevars.c - * Program state variable management. - * \author Brian Paul - */ - - -#include "main/glheader.h" -#include "main/context.h" -#include "main/imports.h" -#include "main/macros.h" -#include "main/mtypes.h" -#include "prog_statevars.h" -#include "prog_parameter.h" - - -/** - * Use the list of tokens in the state[] array to find global GL state - * and return it in <value>. Usually, four values are returned in <value> - * but matrix queries may return as many as 16 values. - * This function is used for ARB vertex/fragment programs. - * The program parser will produce the state[] values. - */ -static void -_mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], - GLfloat *value) -{ - switch (state[0]) { - case STATE_MATERIAL: - { - /* state[1] is either 0=front or 1=back side */ - const GLuint face = (GLuint) state[1]; - const struct gl_material *mat = &ctx->Light.Material; - ASSERT(face == 0 || face == 1); - /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */ - ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT); - /* XXX we could get rid of this switch entirely with a little - * work in arbprogparse.c's parse_state_single_item(). - */ - /* state[2] is the material attribute */ - switch (state[2]) { - case STATE_AMBIENT: - COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]); - return; - case STATE_DIFFUSE: - COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]); - return; - case STATE_SPECULAR: - COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]); - return; - case STATE_EMISSION: - COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]); - return; - case STATE_SHININESS: - value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0]; - value[1] = 0.0F; - value[2] = 0.0F; - value[3] = 1.0F; - return; - default: - _mesa_problem(ctx, "Invalid material state in fetch_state"); - return; - } - } - case STATE_LIGHT: - { - /* state[1] is the light number */ - const GLuint ln = (GLuint) state[1]; - /* state[2] is the light attribute */ - switch (state[2]) { - case STATE_AMBIENT: - COPY_4V(value, ctx->Light.Light[ln].Ambient); - return; - case STATE_DIFFUSE: - COPY_4V(value, ctx->Light.Light[ln].Diffuse); - return; - case STATE_SPECULAR: - COPY_4V(value, ctx->Light.Light[ln].Specular); - return; - case STATE_POSITION: - COPY_4V(value, ctx->Light.Light[ln].EyePosition); - return; - case STATE_ATTENUATION: - value[0] = ctx->Light.Light[ln].ConstantAttenuation; - value[1] = ctx->Light.Light[ln].LinearAttenuation; - value[2] = ctx->Light.Light[ln].QuadraticAttenuation; - value[3] = ctx->Light.Light[ln].SpotExponent; - return; - case STATE_SPOT_DIRECTION: - COPY_3V(value, ctx->Light.Light[ln].SpotDirection); - value[3] = ctx->Light.Light[ln]._CosCutoff; - return; - case STATE_SPOT_CUTOFF: - value[0] = ctx->Light.Light[ln].SpotCutoff; - return; - case STATE_HALF_VECTOR: - { - static const GLfloat eye_z[] = {0, 0, 1}; - GLfloat p[3]; - /* Compute infinite half angle vector: - * halfVector = normalize(normalize(lightPos) + (0, 0, 1)) - * light.EyePosition.w should be 0 for infinite lights. - */ - COPY_3V(p, ctx->Light.Light[ln].EyePosition); - NORMALIZE_3FV(p); - ADD_3V(value, p, eye_z); - NORMALIZE_3FV(value); - value[3] = 1.0; - } - return; - default: - _mesa_problem(ctx, "Invalid light state in fetch_state"); - return; - } - } - case STATE_LIGHTMODEL_AMBIENT: - COPY_4V(value, ctx->Light.Model.Ambient); - return; - case STATE_LIGHTMODEL_SCENECOLOR: - if (state[1] == 0) { - /* front */ - GLint i; - for (i = 0; i < 3; i++) { - value[i] = ctx->Light.Model.Ambient[i] - * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i] - + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i]; - } - value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; - } - else { - /* back */ - GLint i; - for (i = 0; i < 3; i++) { - value[i] = ctx->Light.Model.Ambient[i] - * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i] - + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i]; - } - value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; - } - return; - case STATE_LIGHTPROD: - { - const GLuint ln = (GLuint) state[1]; - const GLuint face = (GLuint) state[2]; - GLint i; - ASSERT(face == 0 || face == 1); - switch (state[3]) { - case STATE_AMBIENT: - for (i = 0; i < 3; i++) { - value[i] = ctx->Light.Light[ln].Ambient[i] * - ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i]; - } - /* [3] = material alpha */ - value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3]; - return; - case STATE_DIFFUSE: - for (i = 0; i < 3; i++) { - value[i] = ctx->Light.Light[ln].Diffuse[i] * - ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i]; - } - /* [3] = material alpha */ - value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; - return; - case STATE_SPECULAR: - for (i = 0; i < 3; i++) { - value[i] = ctx->Light.Light[ln].Specular[i] * - ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i]; - } - /* [3] = material alpha */ - value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3]; - return; - default: - _mesa_problem(ctx, "Invalid lightprod state in fetch_state"); - return; - } - } - case STATE_TEXGEN: - { - /* state[1] is the texture unit */ - const GLuint unit = (GLuint) state[1]; - /* state[2] is the texgen attribute */ - switch (state[2]) { - case STATE_TEXGEN_EYE_S: - COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane); - return; - case STATE_TEXGEN_EYE_T: - COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane); - return; - case STATE_TEXGEN_EYE_R: - COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane); - return; - case STATE_TEXGEN_EYE_Q: - COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane); - return; - case STATE_TEXGEN_OBJECT_S: - COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane); - return; - case STATE_TEXGEN_OBJECT_T: - COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane); - return; - case STATE_TEXGEN_OBJECT_R: - COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane); - return; - case STATE_TEXGEN_OBJECT_Q: - COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane); - return; - default: - _mesa_problem(ctx, "Invalid texgen state in fetch_state"); - return; - } - } - case STATE_TEXENV_COLOR: - { - /* state[1] is the texture unit */ - const GLuint unit = (GLuint) state[1]; - COPY_4V(value, ctx->Texture.Unit[unit].EnvColor); - } - return; - case STATE_FOG_COLOR: - COPY_4V(value, ctx->Fog.Color); - return; - case STATE_FOG_PARAMS: - value[0] = ctx->Fog.Density; - value[1] = ctx->Fog.Start; - value[2] = ctx->Fog.End; - value[3] = (ctx->Fog.End == ctx->Fog.Start) - ? 1.0f : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start)); - return; - case STATE_CLIPPLANE: - { - const GLuint plane = (GLuint) state[1]; - COPY_4V(value, ctx->Transform.EyeUserPlane[plane]); - } - return; - case STATE_POINT_SIZE: - value[0] = ctx->Point.Size; - value[1] = ctx->Point.MinSize; - value[2] = ctx->Point.MaxSize; - value[3] = ctx->Point.Threshold; - return; - case STATE_POINT_ATTENUATION: - value[0] = ctx->Point.Params[0]; - value[1] = ctx->Point.Params[1]; - value[2] = ctx->Point.Params[2]; - value[3] = 1.0F; - return; - case STATE_MODELVIEW_MATRIX: - case STATE_PROJECTION_MATRIX: - case STATE_MVP_MATRIX: - case STATE_TEXTURE_MATRIX: - case STATE_PROGRAM_MATRIX: - case STATE_COLOR_MATRIX: - { - /* state[0] = modelview, projection, texture, etc. */ - /* state[1] = which texture matrix or program matrix */ - /* state[2] = first row to fetch */ - /* state[3] = last row to fetch */ - /* state[4] = transpose, inverse or invtrans */ - const GLmatrix *matrix; - const gl_state_index mat = state[0]; - const GLuint index = (GLuint) state[1]; - const GLuint firstRow = (GLuint) state[2]; - const GLuint lastRow = (GLuint) state[3]; - const gl_state_index modifier = state[4]; - const GLfloat *m; - GLuint row, i; - ASSERT(firstRow >= 0); - ASSERT(firstRow < 4); - ASSERT(lastRow >= 0); - ASSERT(lastRow < 4); - if (mat == STATE_MODELVIEW_MATRIX) { - matrix = ctx->ModelviewMatrixStack.Top; - } - else if (mat == STATE_PROJECTION_MATRIX) { - matrix = ctx->ProjectionMatrixStack.Top; - } - else if (mat == STATE_MVP_MATRIX) { - matrix = &ctx->_ModelProjectMatrix; - } - else if (mat == STATE_TEXTURE_MATRIX) { - ASSERT(index < Elements(ctx->TextureMatrixStack)); - matrix = ctx->TextureMatrixStack[index].Top; - } - else if (mat == STATE_PROGRAM_MATRIX) { - ASSERT(index < Elements(ctx->ProgramMatrixStack)); - matrix = ctx->ProgramMatrixStack[index].Top; - } - else if (mat == STATE_COLOR_MATRIX) { - matrix = ctx->ColorMatrixStack.Top; - } - else { - _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()"); - return; - } - if (modifier == STATE_MATRIX_INVERSE || - modifier == STATE_MATRIX_INVTRANS) { - /* Be sure inverse is up to date: - */ - _math_matrix_alloc_inv( (GLmatrix *) matrix ); - _math_matrix_analyse( (GLmatrix*) matrix ); - m = matrix->inv; - } - else { - m = matrix->m; - } - if (modifier == STATE_MATRIX_TRANSPOSE || - modifier == STATE_MATRIX_INVTRANS) { - for (i = 0, row = firstRow; row <= lastRow; row++) { - value[i++] = m[row * 4 + 0]; - value[i++] = m[row * 4 + 1]; - value[i++] = m[row * 4 + 2]; - value[i++] = m[row * 4 + 3]; - } - } - else { - for (i = 0, row = firstRow; row <= lastRow; row++) { - value[i++] = m[row + 0]; - value[i++] = m[row + 4]; - value[i++] = m[row + 8]; - value[i++] = m[row + 12]; - } - } - } - return; - case STATE_DEPTH_RANGE: - value[0] = ctx->Viewport.Near; /* near */ - value[1] = ctx->Viewport.Far; /* far */ - value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */ - value[3] = 1.0; - return; - case STATE_FRAGMENT_PROGRAM: - { - /* state[1] = {STATE_ENV, STATE_LOCAL} */ - /* state[2] = parameter index */ - const int idx = (int) state[2]; - switch (state[1]) { - case STATE_ENV: - COPY_4V(value, ctx->FragmentProgram.Parameters[idx]); - return; - case STATE_LOCAL: - COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]); - return; - default: - _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); - return; - } - } - return; - - case STATE_VERTEX_PROGRAM: - { - /* state[1] = {STATE_ENV, STATE_LOCAL} */ - /* state[2] = parameter index */ - const int idx = (int) state[2]; - switch (state[1]) { - case STATE_ENV: - COPY_4V(value, ctx->VertexProgram.Parameters[idx]); - return; - case STATE_LOCAL: - COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]); - return; - default: - _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); - return; - } - } - return; - - case STATE_NORMAL_SCALE: - ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1); - return; - - case STATE_INTERNAL: - switch (state[1]) { - case STATE_CURRENT_ATTRIB: - { - const GLuint idx = (GLuint) state[2]; - COPY_4V(value, ctx->Current.Attrib[idx]); - } - return; - - case STATE_NORMAL_SCALE: - ASSIGN_4V(value, - ctx->_ModelViewInvScale, - ctx->_ModelViewInvScale, - ctx->_ModelViewInvScale, - 1); - return; - - case STATE_TEXRECT_SCALE: - /* Value = { 1/texWidth, 1/texHeight, 0, 1 }. - * Used to convert unnormalized texcoords to normalized texcoords. - */ - { - const int unit = (int) state[2]; - const struct gl_texture_object *texObj - = ctx->Texture.Unit[unit]._Current; - if (texObj) { - struct gl_texture_image *texImage = texObj->Image[0][0]; - ASSIGN_4V(value, - (GLfloat) (1.0 / texImage->Width), - (GLfloat) (1.0 / texImage->Height), - 0.0f, 1.0f); - } - } - return; - - case STATE_FOG_PARAMS_OPTIMIZED: - /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog) - * might be more expensive than EX2 on some hw, plus it needs - * another constant (e) anyway. Linear fog can now be done with a - * single MAD. - * linear: fogcoord * -1/(end-start) + end/(end-start) - * exp: 2^-(density/ln(2) * fogcoord) - * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2) - */ - value[0] = (ctx->Fog.End == ctx->Fog.Start) - ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start)); - value[1] = ctx->Fog.End * -value[0]; - value[2] = (GLfloat)(ctx->Fog.Density * ONE_DIV_LN2); - value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2); - return; - - case STATE_POINT_SIZE_CLAMPED: - { - /* this includes implementation dependent limits, to avoid - * another potentially necessary clamp. - * Note: for sprites, point smooth (point AA) is ignored - * and we'll clamp to MinPointSizeAA and MaxPointSize, because we - * expect drivers will want to say their minimum for AA size is 0.0 - * but for non-AA it's 1.0 (because normal points with size below 1.0 - * need to get rounded up to 1.0, hence never disappear). GL does - * not specify max clamp size for sprites, other than it needs to be - * at least as large as max AA size, hence use non-AA size there. - */ - GLfloat minImplSize; - GLfloat maxImplSize; - if (ctx->Point.PointSprite) { - minImplSize = ctx->Const.MinPointSizeAA; - maxImplSize = ctx->Const.MaxPointSize; - } - else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) { - minImplSize = ctx->Const.MinPointSizeAA; - maxImplSize = ctx->Const.MaxPointSizeAA; - } - else { - minImplSize = ctx->Const.MinPointSize; - maxImplSize = ctx->Const.MaxPointSize; - } - value[0] = ctx->Point.Size; - value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize; - value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize; - value[3] = ctx->Point.Threshold; - } - return; - case STATE_POINT_SIZE_IMPL_CLAMP: - { - /* for implementation clamp only in vs */ - GLfloat minImplSize; - GLfloat maxImplSize; - if (ctx->Point.PointSprite) { - minImplSize = ctx->Const.MinPointSizeAA; - maxImplSize = ctx->Const.MaxPointSize; - } - else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) { - minImplSize = ctx->Const.MinPointSizeAA; - maxImplSize = ctx->Const.MaxPointSizeAA; - } - else { - minImplSize = ctx->Const.MinPointSize; - maxImplSize = ctx->Const.MaxPointSize; - } - value[0] = ctx->Point.Size; - value[1] = minImplSize; - value[2] = maxImplSize; - value[3] = ctx->Point.Threshold; - } - return; - case STATE_LIGHT_SPOT_DIR_NORMALIZED: - { - /* here, state[2] is the light number */ - /* pre-normalize spot dir */ - const GLuint ln = (GLuint) state[2]; - COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection); - value[3] = ctx->Light.Light[ln]._CosCutoff; - } - return; - - case STATE_LIGHT_POSITION: - { - const GLuint ln = (GLuint) state[2]; - COPY_4V(value, ctx->Light.Light[ln]._Position); - } - return; - - case STATE_LIGHT_POSITION_NORMALIZED: - { - const GLuint ln = (GLuint) state[2]; - COPY_4V(value, ctx->Light.Light[ln]._Position); - NORMALIZE_3FV( value ); - } - return; - - case STATE_LIGHT_HALF_VECTOR: - { - const GLuint ln = (GLuint) state[2]; - GLfloat p[3]; - /* Compute infinite half angle vector: - * halfVector = normalize(normalize(lightPos) + (0, 0, 1)) - * light.EyePosition.w should be 0 for infinite lights. - */ - COPY_3V(p, ctx->Light.Light[ln]._Position); - NORMALIZE_3FV(p); - ADD_3V(value, p, ctx->_EyeZDir); - NORMALIZE_3FV(value); - value[3] = 1.0; - } - return; - - case STATE_PT_SCALE: - value[0] = ctx->Pixel.RedScale; - value[1] = ctx->Pixel.GreenScale; - value[2] = ctx->Pixel.BlueScale; - value[3] = ctx->Pixel.AlphaScale; - return; - - case STATE_PT_BIAS: - value[0] = ctx->Pixel.RedBias; - value[1] = ctx->Pixel.GreenBias; - value[2] = ctx->Pixel.BlueBias; - value[3] = ctx->Pixel.AlphaBias; - return; - - case STATE_PCM_SCALE: - COPY_4V(value, ctx->Pixel.PostColorMatrixScale); - return; - - case STATE_PCM_BIAS: - COPY_4V(value, ctx->Pixel.PostColorMatrixBias); - return; - - case STATE_SHADOW_AMBIENT: - { - const int unit = (int) state[2]; - const struct gl_texture_object *texObj - = ctx->Texture.Unit[unit]._Current; - if (texObj) { - value[0] = - value[1] = - value[2] = - value[3] = texObj->CompareFailValue; - } - } - return; - - case STATE_FB_SIZE: - value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1); - value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1); - value[2] = 0.0F; - value[3] = 0.0F; - return; - - case STATE_ROT_MATRIX_0: - { - const int unit = (int) state[2]; - GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix; - value[0] = rotMat22[0]; - value[1] = rotMat22[2]; - value[2] = 0.0; - value[3] = 0.0; - } - return; - - case STATE_ROT_MATRIX_1: - { - const int unit = (int) state[2]; - GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix; - value[0] = rotMat22[1]; - value[1] = rotMat22[3]; - value[2] = 0.0; - value[3] = 0.0; - } - return; - - /* XXX: make sure new tokens added here are also handled in the - * _mesa_program_state_flags() switch, below. - */ - default: - /* Unknown state indexes are silently ignored here. - * Drivers may do something special. - */ - return; - } - return; - - default: - _mesa_problem(ctx, "Invalid state in _mesa_fetch_state"); - return; - } -} - - -/** - * Return a bitmask of the Mesa state flags (_NEW_* values) which would - * indicate that the given context state may have changed. - * The bitmask is used during validation to determine if we need to update - * vertex/fragment program parameters (like "state.material.color") when - * some GL state has changed. - */ -GLbitfield -_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH]) -{ - switch (state[0]) { - case STATE_MATERIAL: - case STATE_LIGHT: - case STATE_LIGHTMODEL_AMBIENT: - case STATE_LIGHTMODEL_SCENECOLOR: - case STATE_LIGHTPROD: - return _NEW_LIGHT; - - case STATE_TEXGEN: - case STATE_TEXENV_COLOR: - return _NEW_TEXTURE; - - case STATE_FOG_COLOR: - case STATE_FOG_PARAMS: - return _NEW_FOG; - - case STATE_CLIPPLANE: - return _NEW_TRANSFORM; - - case STATE_POINT_SIZE: - case STATE_POINT_ATTENUATION: - return _NEW_POINT; - - case STATE_MODELVIEW_MATRIX: - return _NEW_MODELVIEW; - case STATE_PROJECTION_MATRIX: - return _NEW_PROJECTION; - case STATE_MVP_MATRIX: - return _NEW_MODELVIEW | _NEW_PROJECTION; - case STATE_TEXTURE_MATRIX: - return _NEW_TEXTURE_MATRIX; - case STATE_PROGRAM_MATRIX: - return _NEW_TRACK_MATRIX; - case STATE_COLOR_MATRIX: - return _NEW_COLOR_MATRIX; - - case STATE_DEPTH_RANGE: - return _NEW_VIEWPORT; - - case STATE_FRAGMENT_PROGRAM: - case STATE_VERTEX_PROGRAM: - return _NEW_PROGRAM; - - case STATE_NORMAL_SCALE: - return _NEW_MODELVIEW; - - case STATE_INTERNAL: - switch (state[1]) { - case STATE_CURRENT_ATTRIB: - return _NEW_CURRENT_ATTRIB; - - case STATE_NORMAL_SCALE: - return _NEW_MODELVIEW; - - case STATE_TEXRECT_SCALE: - case STATE_SHADOW_AMBIENT: - case STATE_ROT_MATRIX_0: - case STATE_ROT_MATRIX_1: - return _NEW_TEXTURE; - case STATE_FOG_PARAMS_OPTIMIZED: - return _NEW_FOG; - case STATE_POINT_SIZE_CLAMPED: - case STATE_POINT_SIZE_IMPL_CLAMP: - return _NEW_POINT | _NEW_MULTISAMPLE; - case STATE_LIGHT_SPOT_DIR_NORMALIZED: - case STATE_LIGHT_POSITION: - case STATE_LIGHT_POSITION_NORMALIZED: - case STATE_LIGHT_HALF_VECTOR: - return _NEW_LIGHT; - - case STATE_PT_SCALE: - case STATE_PT_BIAS: - case STATE_PCM_SCALE: - case STATE_PCM_BIAS: - return _NEW_PIXEL; - - case STATE_FB_SIZE: - return _NEW_BUFFERS; - - default: - /* unknown state indexes are silently ignored and - * no flag set, since it is handled by the driver. - */ - return 0; - } - - default: - _mesa_problem(NULL, "unexpected state[0] in make_state_flags()"); - return 0; - } -} - - -static void -append(char *dst, const char *src) -{ - while (*dst) - dst++; - while (*src) - *dst++ = *src++; - *dst = 0; -} - - -/** - * Convert token 'k' to a string, append it onto 'dst' string. - */ -static void -append_token(char *dst, gl_state_index k) -{ - switch (k) { - case STATE_MATERIAL: - append(dst, "material"); - break; - case STATE_LIGHT: - append(dst, "light"); - break; - case STATE_LIGHTMODEL_AMBIENT: - append(dst, "lightmodel.ambient"); - break; - case STATE_LIGHTMODEL_SCENECOLOR: - break; - case STATE_LIGHTPROD: - append(dst, "lightprod"); - break; - case STATE_TEXGEN: - append(dst, "texgen"); - break; - case STATE_FOG_COLOR: - append(dst, "fog.color"); - break; - case STATE_FOG_PARAMS: - append(dst, "fog.params"); - break; - case STATE_CLIPPLANE: - append(dst, "clip"); - break; - case STATE_POINT_SIZE: - append(dst, "point.size"); - break; - case STATE_POINT_ATTENUATION: - append(dst, "point.attenuation"); - break; - case STATE_MODELVIEW_MATRIX: - append(dst, "matrix.modelview"); - break; - case STATE_PROJECTION_MATRIX: - append(dst, "matrix.projection"); - break; - case STATE_MVP_MATRIX: - append(dst, "matrix.mvp"); - break; - case STATE_TEXTURE_MATRIX: - append(dst, "matrix.texture"); - break; - case STATE_PROGRAM_MATRIX: - append(dst, "matrix.program"); - break; - case STATE_COLOR_MATRIX: - append(dst, "matrix.color"); - break; - case STATE_MATRIX_INVERSE: - append(dst, ".inverse"); - break; - case STATE_MATRIX_TRANSPOSE: - append(dst, ".transpose"); - break; - case STATE_MATRIX_INVTRANS: - append(dst, ".invtrans"); - break; - case STATE_AMBIENT: - append(dst, ".ambient"); - break; - case STATE_DIFFUSE: - append(dst, ".diffuse"); - break; - case STATE_SPECULAR: - append(dst, ".specular"); - break; - case STATE_EMISSION: - append(dst, ".emission"); - break; - case STATE_SHININESS: - append(dst, "lshininess"); - break; - case STATE_HALF_VECTOR: - append(dst, ".half"); - break; - case STATE_POSITION: - append(dst, ".position"); - break; - case STATE_ATTENUATION: - append(dst, ".attenuation"); - break; - case STATE_SPOT_DIRECTION: - append(dst, ".spot.direction"); - break; - case STATE_SPOT_CUTOFF: - append(dst, ".spot.cutoff"); - break; - case STATE_TEXGEN_EYE_S: - append(dst, ".eye.s"); - break; - case STATE_TEXGEN_EYE_T: - append(dst, ".eye.t"); - break; - case STATE_TEXGEN_EYE_R: - append(dst, ".eye.r"); - break; - case STATE_TEXGEN_EYE_Q: - append(dst, ".eye.q"); - break; - case STATE_TEXGEN_OBJECT_S: - append(dst, ".object.s"); - break; - case STATE_TEXGEN_OBJECT_T: - append(dst, ".object.t"); - break; - case STATE_TEXGEN_OBJECT_R: - append(dst, ".object.r"); - break; - case STATE_TEXGEN_OBJECT_Q: - append(dst, ".object.q"); - break; - case STATE_TEXENV_COLOR: - append(dst, "texenv"); - break; - case STATE_DEPTH_RANGE: - append(dst, "depth.range"); - break; - case STATE_VERTEX_PROGRAM: - case STATE_FRAGMENT_PROGRAM: - break; - case STATE_ENV: - append(dst, "env"); - break; - case STATE_LOCAL: - append(dst, "local"); - break; - /* BEGIN internal state vars */ - case STATE_INTERNAL: - append(dst, ".internal."); - break; - case STATE_CURRENT_ATTRIB: - append(dst, "current"); - break; - case STATE_NORMAL_SCALE: - append(dst, "normalScale"); - break; - case STATE_TEXRECT_SCALE: - append(dst, "texrectScale"); - break; - case STATE_FOG_PARAMS_OPTIMIZED: - append(dst, "fogParamsOptimized"); - break; - case STATE_POINT_SIZE_CLAMPED: - append(dst, "pointSizeClamped"); - break; - case STATE_POINT_SIZE_IMPL_CLAMP: - append(dst, "pointSizeImplClamp"); - break; - case STATE_LIGHT_SPOT_DIR_NORMALIZED: - append(dst, "lightSpotDirNormalized"); - break; - case STATE_LIGHT_POSITION: - append(dst, "lightPosition"); - break; - case STATE_LIGHT_POSITION_NORMALIZED: - append(dst, "light.position.normalized"); - break; - case STATE_LIGHT_HALF_VECTOR: - append(dst, "lightHalfVector"); - break; - case STATE_PT_SCALE: - append(dst, "PTscale"); - break; - case STATE_PT_BIAS: - append(dst, "PTbias"); - break; - case STATE_PCM_SCALE: - append(dst, "PCMscale"); - break; - case STATE_PCM_BIAS: - append(dst, "PCMbias"); - break; - case STATE_SHADOW_AMBIENT: - append(dst, "CompareFailValue"); - break; - case STATE_FB_SIZE: - append(dst, "FbSize"); - break; - case STATE_ROT_MATRIX_0: - append(dst, "rotMatrixRow0"); - break; - case STATE_ROT_MATRIX_1: - append(dst, "rotMatrixRow1"); - break; - default: - /* probably STATE_INTERNAL_DRIVER+i (driver private state) */ - append(dst, "driverState"); - } -} - -static void -append_face(char *dst, GLint face) -{ - if (face == 0) - append(dst, "front."); - else - append(dst, "back."); -} - -static void -append_index(char *dst, GLint index) -{ - char s[20]; - sprintf(s, "[%d]", index); - append(dst, s); -} - -/** - * Make a string from the given state vector. - * For example, return "state.matrix.texture[2].inverse". - * Use free() to deallocate the string. - */ -char * -_mesa_program_state_string(const gl_state_index state[STATE_LENGTH]) -{ - char str[1000] = ""; - char tmp[30]; - - append(str, "state."); - append_token(str, state[0]); - - switch (state[0]) { - case STATE_MATERIAL: - append_face(str, state[1]); - append_token(str, state[2]); - break; - case STATE_LIGHT: - append_index(str, state[1]); /* light number [i]. */ - append_token(str, state[2]); /* coefficients */ - break; - case STATE_LIGHTMODEL_AMBIENT: - append(str, "lightmodel.ambient"); - break; - case STATE_LIGHTMODEL_SCENECOLOR: - if (state[1] == 0) { - append(str, "lightmodel.front.scenecolor"); - } - else { - append(str, "lightmodel.back.scenecolor"); - } - break; - case STATE_LIGHTPROD: - append_index(str, state[1]); /* light number [i]. */ - append_face(str, state[2]); - append_token(str, state[3]); - break; - case STATE_TEXGEN: - append_index(str, state[1]); /* tex unit [i] */ - append_token(str, state[2]); /* plane coef */ - break; - case STATE_TEXENV_COLOR: - append_index(str, state[1]); /* tex unit [i] */ - append(str, "color"); - break; - case STATE_CLIPPLANE: - append_index(str, state[1]); /* plane [i] */ - append(str, ".plane"); - break; - case STATE_MODELVIEW_MATRIX: - case STATE_PROJECTION_MATRIX: - case STATE_MVP_MATRIX: - case STATE_TEXTURE_MATRIX: - case STATE_PROGRAM_MATRIX: - case STATE_COLOR_MATRIX: - { - /* state[0] = modelview, projection, texture, etc. */ - /* state[1] = which texture matrix or program matrix */ - /* state[2] = first row to fetch */ - /* state[3] = last row to fetch */ - /* state[4] = transpose, inverse or invtrans */ - const gl_state_index mat = state[0]; - const GLuint index = (GLuint) state[1]; - const GLuint firstRow = (GLuint) state[2]; - const GLuint lastRow = (GLuint) state[3]; - const gl_state_index modifier = state[4]; - if (index || - mat == STATE_TEXTURE_MATRIX || - mat == STATE_PROGRAM_MATRIX) - append_index(str, index); - if (modifier) - append_token(str, modifier); - if (firstRow == lastRow) - sprintf(tmp, ".row[%d]", firstRow); - else - sprintf(tmp, ".row[%d..%d]", firstRow, lastRow); - append(str, tmp); - } - break; - case STATE_POINT_SIZE: - break; - case STATE_POINT_ATTENUATION: - break; - case STATE_FOG_PARAMS: - break; - case STATE_FOG_COLOR: - break; - case STATE_DEPTH_RANGE: - break; - case STATE_FRAGMENT_PROGRAM: - case STATE_VERTEX_PROGRAM: - /* state[1] = {STATE_ENV, STATE_LOCAL} */ - /* state[2] = parameter index */ - append_token(str, state[1]); - append_index(str, state[2]); - break; - case STATE_INTERNAL: - append_token(str, state[1]); - if (state[1] == STATE_CURRENT_ATTRIB) - append_index(str, state[2]); - break; - default: - _mesa_problem(NULL, "Invalid state in _mesa_program_state_string"); - break; - } - - return _mesa_strdup(str); -} - - -/** - * Loop over all the parameters in a parameter list. If the parameter - * is a GL state reference, look up the current value of that state - * variable and put it into the parameter's Value[4] array. - * This would be called at glBegin time when using a fragment program. - */ -void -_mesa_load_state_parameters(GLcontext *ctx, - struct gl_program_parameter_list *paramList) -{ - GLuint i; - - if (!paramList) - return; - - /*assert(ctx->Driver.NeedFlush == 0);*/ - - for (i = 0; i < paramList->NumParameters; i++) { - if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) { - _mesa_fetch_state(ctx, - (gl_state_index *) paramList->Parameters[i].StateIndexes, - paramList->ParameterValues[i]); - } - } -} - - -/** - * Copy the 16 elements of a matrix into four consecutive program - * registers starting at 'pos'. - */ -static void -load_matrix(GLfloat registers[][4], GLuint pos, const GLfloat mat[16]) -{ - GLuint i; - for (i = 0; i < 4; i++) { - registers[pos + i][0] = mat[0 + i]; - registers[pos + i][1] = mat[4 + i]; - registers[pos + i][2] = mat[8 + i]; - registers[pos + i][3] = mat[12 + i]; - } -} - - -/** - * As above, but transpose the matrix. - */ -static void -load_transpose_matrix(GLfloat registers[][4], GLuint pos, - const GLfloat mat[16]) -{ - memcpy(registers[pos], mat, 16 * sizeof(GLfloat)); -} - - -/** - * Load current vertex program's parameter registers with tracked - * matrices (if NV program). This only needs to be done per - * glBegin/glEnd, not per-vertex. - */ -void -_mesa_load_tracked_matrices(GLcontext *ctx) -{ - GLuint i; - - for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) { - /* point 'mat' at source matrix */ - GLmatrix *mat; - if (ctx->VertexProgram.TrackMatrix[i] == GL_MODELVIEW) { - mat = ctx->ModelviewMatrixStack.Top; - } - else if (ctx->VertexProgram.TrackMatrix[i] == GL_PROJECTION) { - mat = ctx->ProjectionMatrixStack.Top; - } - else if (ctx->VertexProgram.TrackMatrix[i] == GL_TEXTURE) { - GLuint unit = MIN2(ctx->Texture.CurrentUnit, - Elements(ctx->TextureMatrixStack) - 1); - mat = ctx->TextureMatrixStack[unit].Top; - } - else if (ctx->VertexProgram.TrackMatrix[i] == GL_COLOR) { - mat = ctx->ColorMatrixStack.Top; - } - else if (ctx->VertexProgram.TrackMatrix[i]==GL_MODELVIEW_PROJECTION_NV) { - /* XXX verify the combined matrix is up to date */ - mat = &ctx->_ModelProjectMatrix; - } - else if (ctx->VertexProgram.TrackMatrix[i] >= GL_MATRIX0_NV && - ctx->VertexProgram.TrackMatrix[i] <= GL_MATRIX7_NV) { - GLuint n = ctx->VertexProgram.TrackMatrix[i] - GL_MATRIX0_NV; - ASSERT(n < Elements(ctx->ProgramMatrixStack)); - mat = ctx->ProgramMatrixStack[n].Top; - } - else { - /* no matrix is tracked, but we leave the register values as-is */ - assert(ctx->VertexProgram.TrackMatrix[i] == GL_NONE); - continue; - } - - /* load the matrix values into sequential registers */ - if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_IDENTITY_NV) { - load_matrix(ctx->VertexProgram.Parameters, i*4, mat->m); - } - else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_INVERSE_NV) { - _math_matrix_analyse(mat); /* update the inverse */ - ASSERT(!_math_matrix_is_dirty(mat)); - load_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv); - } - else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_TRANSPOSE_NV) { - load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->m); - } - else { - assert(ctx->VertexProgram.TrackMatrixTransform[i] - == GL_INVERSE_TRANSPOSE_NV); - _math_matrix_analyse(mat); /* update the inverse */ - ASSERT(!_math_matrix_is_dirty(mat)); - load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv); - } - } -} |