2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * \file prog_statevars.c
27 * Program state variable management.
32 #include "main/glheader.h"
33 #include "main/context.h"
34 #include "main/blend.h"
35 #include "main/imports.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "main/fbobject.h"
39 #include "prog_statevars.h"
40 #include "prog_parameter.h"
41 #include "main/samplerobj.h"
45 * Use the list of tokens in the state[] array to find global GL state
46 * and return it in <value>. Usually, four values are returned in <value>
47 * but matrix queries may return as many as 16 values.
48 * This function is used for ARB vertex/fragment programs.
49 * The program parser will produce the state[] values.
52 _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
58 /* state[1] is either 0=front or 1=back side */
59 const GLuint face = (GLuint) state[1];
60 const struct gl_material *mat = &ctx->Light.Material;
61 ASSERT(face == 0 || face == 1);
62 /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
63 ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
64 /* XXX we could get rid of this switch entirely with a little
65 * work in arbprogparse.c's parse_state_single_item().
67 /* state[2] is the material attribute */
70 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
73 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
76 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
79 COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
82 value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
88 _mesa_problem(ctx, "Invalid material state in fetch_state");
94 /* state[1] is the light number */
95 const GLuint ln = (GLuint) state[1];
96 /* state[2] is the light attribute */
99 COPY_4V(value, ctx->Light.Light[ln].Ambient);
102 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
105 COPY_4V(value, ctx->Light.Light[ln].Specular);
108 COPY_4V(value, ctx->Light.Light[ln].EyePosition);
110 case STATE_ATTENUATION:
111 value[0] = ctx->Light.Light[ln].ConstantAttenuation;
112 value[1] = ctx->Light.Light[ln].LinearAttenuation;
113 value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
114 value[3] = ctx->Light.Light[ln].SpotExponent;
116 case STATE_SPOT_DIRECTION:
117 COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
118 value[3] = ctx->Light.Light[ln]._CosCutoff;
120 case STATE_SPOT_CUTOFF:
121 value[0] = ctx->Light.Light[ln].SpotCutoff;
123 case STATE_HALF_VECTOR:
125 static const GLfloat eye_z[] = {0, 0, 1};
127 /* Compute infinite half angle vector:
128 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
129 * light.EyePosition.w should be 0 for infinite lights.
131 COPY_3V(p, ctx->Light.Light[ln].EyePosition);
133 ADD_3V(value, p, eye_z);
134 NORMALIZE_3FV(value);
139 _mesa_problem(ctx, "Invalid light state in fetch_state");
143 case STATE_LIGHTMODEL_AMBIENT:
144 COPY_4V(value, ctx->Light.Model.Ambient);
146 case STATE_LIGHTMODEL_SCENECOLOR:
150 for (i = 0; i < 3; i++) {
151 value[i] = ctx->Light.Model.Ambient[i]
152 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
153 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
155 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
160 for (i = 0; i < 3; i++) {
161 value[i] = ctx->Light.Model.Ambient[i]
162 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
163 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
165 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
168 case STATE_LIGHTPROD:
170 const GLuint ln = (GLuint) state[1];
171 const GLuint face = (GLuint) state[2];
173 ASSERT(face == 0 || face == 1);
176 for (i = 0; i < 3; i++) {
177 value[i] = ctx->Light.Light[ln].Ambient[i] *
178 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
180 /* [3] = material alpha */
181 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
184 for (i = 0; i < 3; i++) {
185 value[i] = ctx->Light.Light[ln].Diffuse[i] *
186 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
188 /* [3] = material alpha */
189 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
192 for (i = 0; i < 3; i++) {
193 value[i] = ctx->Light.Light[ln].Specular[i] *
194 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
196 /* [3] = material alpha */
197 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
200 _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
206 /* state[1] is the texture unit */
207 const GLuint unit = (GLuint) state[1];
208 /* state[2] is the texgen attribute */
210 case STATE_TEXGEN_EYE_S:
211 COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
213 case STATE_TEXGEN_EYE_T:
214 COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
216 case STATE_TEXGEN_EYE_R:
217 COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
219 case STATE_TEXGEN_EYE_Q:
220 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
222 case STATE_TEXGEN_OBJECT_S:
223 COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
225 case STATE_TEXGEN_OBJECT_T:
226 COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
228 case STATE_TEXGEN_OBJECT_R:
229 COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
231 case STATE_TEXGEN_OBJECT_Q:
232 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
235 _mesa_problem(ctx, "Invalid texgen state in fetch_state");
239 case STATE_TEXENV_COLOR:
241 /* state[1] is the texture unit */
242 const GLuint unit = (GLuint) state[1];
243 if (_mesa_get_clamp_fragment_color(ctx))
244 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
246 COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
249 case STATE_FOG_COLOR:
250 if (_mesa_get_clamp_fragment_color(ctx))
251 COPY_4V(value, ctx->Fog.Color);
253 COPY_4V(value, ctx->Fog.ColorUnclamped);
255 case STATE_FOG_PARAMS:
256 value[0] = ctx->Fog.Density;
257 value[1] = ctx->Fog.Start;
258 value[2] = ctx->Fog.End;
259 value[3] = (ctx->Fog.End == ctx->Fog.Start)
260 ? 1.0f : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
262 case STATE_CLIPPLANE:
264 const GLuint plane = (GLuint) state[1];
265 COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
268 case STATE_POINT_SIZE:
269 value[0] = ctx->Point.Size;
270 value[1] = ctx->Point.MinSize;
271 value[2] = ctx->Point.MaxSize;
272 value[3] = ctx->Point.Threshold;
274 case STATE_POINT_ATTENUATION:
275 value[0] = ctx->Point.Params[0];
276 value[1] = ctx->Point.Params[1];
277 value[2] = ctx->Point.Params[2];
280 case STATE_MODELVIEW_MATRIX:
281 case STATE_PROJECTION_MATRIX:
282 case STATE_MVP_MATRIX:
283 case STATE_TEXTURE_MATRIX:
284 case STATE_PROGRAM_MATRIX:
286 /* state[0] = modelview, projection, texture, etc. */
287 /* state[1] = which texture matrix or program matrix */
288 /* state[2] = first row to fetch */
289 /* state[3] = last row to fetch */
290 /* state[4] = transpose, inverse or invtrans */
291 const GLmatrix *matrix;
292 const gl_state_index mat = state[0];
293 const GLuint index = (GLuint) state[1];
294 const GLuint firstRow = (GLuint) state[2];
295 const GLuint lastRow = (GLuint) state[3];
296 const gl_state_index modifier = state[4];
299 ASSERT(firstRow >= 0);
300 ASSERT(firstRow < 4);
301 ASSERT(lastRow >= 0);
303 if (mat == STATE_MODELVIEW_MATRIX) {
304 matrix = ctx->ModelviewMatrixStack.Top;
306 else if (mat == STATE_PROJECTION_MATRIX) {
307 matrix = ctx->ProjectionMatrixStack.Top;
309 else if (mat == STATE_MVP_MATRIX) {
310 matrix = &ctx->_ModelProjectMatrix;
312 else if (mat == STATE_TEXTURE_MATRIX) {
313 ASSERT(index < Elements(ctx->TextureMatrixStack));
314 matrix = ctx->TextureMatrixStack[index].Top;
316 else if (mat == STATE_PROGRAM_MATRIX) {
317 ASSERT(index < Elements(ctx->ProgramMatrixStack));
318 matrix = ctx->ProgramMatrixStack[index].Top;
321 _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
324 if (modifier == STATE_MATRIX_INVERSE ||
325 modifier == STATE_MATRIX_INVTRANS) {
326 /* Be sure inverse is up to date:
328 _math_matrix_analyse( (GLmatrix*) matrix );
334 if (modifier == STATE_MATRIX_TRANSPOSE ||
335 modifier == STATE_MATRIX_INVTRANS) {
336 for (i = 0, row = firstRow; row <= lastRow; row++) {
337 value[i++] = m[row * 4 + 0];
338 value[i++] = m[row * 4 + 1];
339 value[i++] = m[row * 4 + 2];
340 value[i++] = m[row * 4 + 3];
344 for (i = 0, row = firstRow; row <= lastRow; row++) {
345 value[i++] = m[row + 0];
346 value[i++] = m[row + 4];
347 value[i++] = m[row + 8];
348 value[i++] = m[row + 12];
353 case STATE_DEPTH_RANGE:
354 value[0] = ctx->Viewport.Near; /* near */
355 value[1] = ctx->Viewport.Far; /* far */
356 value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
359 case STATE_FRAGMENT_PROGRAM:
361 /* state[1] = {STATE_ENV, STATE_LOCAL} */
362 /* state[2] = parameter index */
363 const int idx = (int) state[2];
366 COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
369 COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
372 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
378 case STATE_VERTEX_PROGRAM:
380 /* state[1] = {STATE_ENV, STATE_LOCAL} */
381 /* state[2] = parameter index */
382 const int idx = (int) state[2];
385 COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
388 COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
391 _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
397 case STATE_NORMAL_SCALE:
398 ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
403 case STATE_CURRENT_ATTRIB:
405 const GLuint idx = (GLuint) state[2];
406 COPY_4V(value, ctx->Current.Attrib[idx]);
410 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
412 const GLuint idx = (GLuint) state[2];
413 if(ctx->Light._ClampVertexColor &&
414 (idx == VERT_ATTRIB_COLOR0 ||
415 idx == VERT_ATTRIB_COLOR1)) {
416 value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
417 value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
418 value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
419 value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
422 COPY_4V(value, ctx->Current.Attrib[idx]);
426 case STATE_NORMAL_SCALE:
428 ctx->_ModelViewInvScale,
429 ctx->_ModelViewInvScale,
430 ctx->_ModelViewInvScale,
434 case STATE_TEXRECT_SCALE:
435 /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
436 * Used to convert unnormalized texcoords to normalized texcoords.
439 const int unit = (int) state[2];
440 const struct gl_texture_object *texObj
441 = ctx->Texture.Unit[unit]._Current;
443 struct gl_texture_image *texImage = texObj->Image[0][0];
445 (GLfloat) (1.0 / texImage->Width),
446 (GLfloat) (1.0 / texImage->Height),
452 case STATE_FOG_PARAMS_OPTIMIZED:
453 /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
454 * might be more expensive than EX2 on some hw, plus it needs
455 * another constant (e) anyway. Linear fog can now be done with a
457 * linear: fogcoord * -1/(end-start) + end/(end-start)
458 * exp: 2^-(density/ln(2) * fogcoord)
459 * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
461 value[0] = (ctx->Fog.End == ctx->Fog.Start)
462 ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
463 value[1] = ctx->Fog.End * -value[0];
464 value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
465 value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
468 case STATE_POINT_SIZE_CLAMPED:
470 /* this includes implementation dependent limits, to avoid
471 * another potentially necessary clamp.
472 * Note: for sprites, point smooth (point AA) is ignored
473 * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
474 * expect drivers will want to say their minimum for AA size is 0.0
475 * but for non-AA it's 1.0 (because normal points with size below 1.0
476 * need to get rounded up to 1.0, hence never disappear). GL does
477 * not specify max clamp size for sprites, other than it needs to be
478 * at least as large as max AA size, hence use non-AA size there.
482 if (ctx->Point.PointSprite) {
483 minImplSize = ctx->Const.MinPointSizeAA;
484 maxImplSize = ctx->Const.MaxPointSize;
486 else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
487 minImplSize = ctx->Const.MinPointSizeAA;
488 maxImplSize = ctx->Const.MaxPointSizeAA;
491 minImplSize = ctx->Const.MinPointSize;
492 maxImplSize = ctx->Const.MaxPointSize;
494 value[0] = ctx->Point.Size;
495 value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
496 value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
497 value[3] = ctx->Point.Threshold;
500 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
502 /* here, state[2] is the light number */
503 /* pre-normalize spot dir */
504 const GLuint ln = (GLuint) state[2];
505 COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
506 value[3] = ctx->Light.Light[ln]._CosCutoff;
510 case STATE_LIGHT_POSITION:
512 const GLuint ln = (GLuint) state[2];
513 COPY_4V(value, ctx->Light.Light[ln]._Position);
517 case STATE_LIGHT_POSITION_NORMALIZED:
519 const GLuint ln = (GLuint) state[2];
520 COPY_4V(value, ctx->Light.Light[ln]._Position);
521 NORMALIZE_3FV( value );
525 case STATE_LIGHT_HALF_VECTOR:
527 const GLuint ln = (GLuint) state[2];
529 /* Compute infinite half angle vector:
530 * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
531 * light.EyePosition.w should be 0 for infinite lights.
533 COPY_3V(p, ctx->Light.Light[ln]._Position);
535 ADD_3V(value, p, ctx->_EyeZDir);
536 NORMALIZE_3FV(value);
542 value[0] = ctx->Pixel.RedScale;
543 value[1] = ctx->Pixel.GreenScale;
544 value[2] = ctx->Pixel.BlueScale;
545 value[3] = ctx->Pixel.AlphaScale;
549 value[0] = ctx->Pixel.RedBias;
550 value[1] = ctx->Pixel.GreenBias;
551 value[2] = ctx->Pixel.BlueBias;
552 value[3] = ctx->Pixel.AlphaBias;
556 value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
557 value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
562 case STATE_FB_WPOS_Y_TRANSFORM:
563 /* A driver may negate this conditional by using ZW swizzle
564 * instead of XY (based on e.g. some other state). */
565 if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
566 /* Identity (XY) followed by flipping Y upside down (ZW). */
570 value[3] = (GLfloat) ctx->DrawBuffer->Height;
572 /* Flipping Y upside down (XY) followed by identity (ZW). */
574 value[1] = (GLfloat) ctx->DrawBuffer->Height;
580 case STATE_ROT_MATRIX_0:
582 const int unit = (int) state[2];
583 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
584 value[0] = rotMat22[0];
585 value[1] = rotMat22[2];
591 case STATE_ROT_MATRIX_1:
593 const int unit = (int) state[2];
594 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
595 value[0] = rotMat22[1];
596 value[1] = rotMat22[3];
602 /* XXX: make sure new tokens added here are also handled in the
603 * _mesa_program_state_flags() switch, below.
606 /* Unknown state indexes are silently ignored here.
607 * Drivers may do something special.
614 _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
621 * Return a bitmask of the Mesa state flags (_NEW_* values) which would
622 * indicate that the given context state may have changed.
623 * The bitmask is used during validation to determine if we need to update
624 * vertex/fragment program parameters (like "state.material.color") when
625 * some GL state has changed.
628 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
632 case STATE_LIGHTPROD:
633 case STATE_LIGHTMODEL_SCENECOLOR:
634 /* these can be effected by glColor when colormaterial mode is used */
635 return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
638 case STATE_LIGHTMODEL_AMBIENT:
643 case STATE_TEXENV_COLOR:
644 return _NEW_TEXTURE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
646 case STATE_FOG_COLOR:
647 return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
648 case STATE_FOG_PARAMS:
651 case STATE_CLIPPLANE:
652 return _NEW_TRANSFORM;
654 case STATE_POINT_SIZE:
655 case STATE_POINT_ATTENUATION:
658 case STATE_MODELVIEW_MATRIX:
659 return _NEW_MODELVIEW;
660 case STATE_PROJECTION_MATRIX:
661 return _NEW_PROJECTION;
662 case STATE_MVP_MATRIX:
663 return _NEW_MODELVIEW | _NEW_PROJECTION;
664 case STATE_TEXTURE_MATRIX:
665 return _NEW_TEXTURE_MATRIX;
666 case STATE_PROGRAM_MATRIX:
667 return _NEW_TRACK_MATRIX;
669 case STATE_DEPTH_RANGE:
670 return _NEW_VIEWPORT;
672 case STATE_FRAGMENT_PROGRAM:
673 case STATE_VERTEX_PROGRAM:
676 case STATE_NORMAL_SCALE:
677 return _NEW_MODELVIEW;
681 case STATE_CURRENT_ATTRIB:
682 return _NEW_CURRENT_ATTRIB;
683 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
684 return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
686 case STATE_NORMAL_SCALE:
687 return _NEW_MODELVIEW;
689 case STATE_TEXRECT_SCALE:
690 case STATE_ROT_MATRIX_0:
691 case STATE_ROT_MATRIX_1:
693 case STATE_FOG_PARAMS_OPTIMIZED:
695 case STATE_POINT_SIZE_CLAMPED:
696 return _NEW_POINT | _NEW_MULTISAMPLE;
697 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
698 case STATE_LIGHT_POSITION:
699 case STATE_LIGHT_POSITION_NORMALIZED:
700 case STATE_LIGHT_HALF_VECTOR:
708 case STATE_FB_WPOS_Y_TRANSFORM:
712 /* unknown state indexes are silently ignored and
713 * no flag set, since it is handled by the driver.
719 _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
726 append(char *dst, const char *src)
737 * Convert token 'k' to a string, append it onto 'dst' string.
740 append_token(char *dst, gl_state_index k)
744 append(dst, "material");
747 append(dst, "light");
749 case STATE_LIGHTMODEL_AMBIENT:
750 append(dst, "lightmodel.ambient");
752 case STATE_LIGHTMODEL_SCENECOLOR:
754 case STATE_LIGHTPROD:
755 append(dst, "lightprod");
758 append(dst, "texgen");
760 case STATE_FOG_COLOR:
761 append(dst, "fog.color");
763 case STATE_FOG_PARAMS:
764 append(dst, "fog.params");
766 case STATE_CLIPPLANE:
769 case STATE_POINT_SIZE:
770 append(dst, "point.size");
772 case STATE_POINT_ATTENUATION:
773 append(dst, "point.attenuation");
775 case STATE_MODELVIEW_MATRIX:
776 append(dst, "matrix.modelview");
778 case STATE_PROJECTION_MATRIX:
779 append(dst, "matrix.projection");
781 case STATE_MVP_MATRIX:
782 append(dst, "matrix.mvp");
784 case STATE_TEXTURE_MATRIX:
785 append(dst, "matrix.texture");
787 case STATE_PROGRAM_MATRIX:
788 append(dst, "matrix.program");
790 case STATE_MATRIX_INVERSE:
791 append(dst, ".inverse");
793 case STATE_MATRIX_TRANSPOSE:
794 append(dst, ".transpose");
796 case STATE_MATRIX_INVTRANS:
797 append(dst, ".invtrans");
800 append(dst, ".ambient");
803 append(dst, ".diffuse");
806 append(dst, ".specular");
809 append(dst, ".emission");
811 case STATE_SHININESS:
812 append(dst, "lshininess");
814 case STATE_HALF_VECTOR:
815 append(dst, ".half");
818 append(dst, ".position");
820 case STATE_ATTENUATION:
821 append(dst, ".attenuation");
823 case STATE_SPOT_DIRECTION:
824 append(dst, ".spot.direction");
826 case STATE_SPOT_CUTOFF:
827 append(dst, ".spot.cutoff");
829 case STATE_TEXGEN_EYE_S:
830 append(dst, ".eye.s");
832 case STATE_TEXGEN_EYE_T:
833 append(dst, ".eye.t");
835 case STATE_TEXGEN_EYE_R:
836 append(dst, ".eye.r");
838 case STATE_TEXGEN_EYE_Q:
839 append(dst, ".eye.q");
841 case STATE_TEXGEN_OBJECT_S:
842 append(dst, ".object.s");
844 case STATE_TEXGEN_OBJECT_T:
845 append(dst, ".object.t");
847 case STATE_TEXGEN_OBJECT_R:
848 append(dst, ".object.r");
850 case STATE_TEXGEN_OBJECT_Q:
851 append(dst, ".object.q");
853 case STATE_TEXENV_COLOR:
854 append(dst, "texenv");
856 case STATE_DEPTH_RANGE:
857 append(dst, "depth.range");
859 case STATE_VERTEX_PROGRAM:
860 case STATE_FRAGMENT_PROGRAM:
866 append(dst, "local");
868 /* BEGIN internal state vars */
870 append(dst, ".internal.");
872 case STATE_CURRENT_ATTRIB:
873 append(dst, "current");
875 case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
876 append(dst, "currentAttribMaybeVPClamped");
878 case STATE_NORMAL_SCALE:
879 append(dst, "normalScale");
881 case STATE_TEXRECT_SCALE:
882 append(dst, "texrectScale");
884 case STATE_FOG_PARAMS_OPTIMIZED:
885 append(dst, "fogParamsOptimized");
887 case STATE_POINT_SIZE_CLAMPED:
888 append(dst, "pointSizeClamped");
890 case STATE_LIGHT_SPOT_DIR_NORMALIZED:
891 append(dst, "lightSpotDirNormalized");
893 case STATE_LIGHT_POSITION:
894 append(dst, "lightPosition");
896 case STATE_LIGHT_POSITION_NORMALIZED:
897 append(dst, "light.position.normalized");
899 case STATE_LIGHT_HALF_VECTOR:
900 append(dst, "lightHalfVector");
903 append(dst, "PTscale");
906 append(dst, "PTbias");
909 append(dst, "FbSize");
911 case STATE_FB_WPOS_Y_TRANSFORM:
912 append(dst, "FbWposYTransform");
914 case STATE_ROT_MATRIX_0:
915 append(dst, "rotMatrixRow0");
917 case STATE_ROT_MATRIX_1:
918 append(dst, "rotMatrixRow1");
921 /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
922 append(dst, "driverState");
927 append_face(char *dst, GLint face)
930 append(dst, "front.");
932 append(dst, "back.");
936 append_index(char *dst, GLint index)
939 sprintf(s, "[%d]", index);
944 * Make a string from the given state vector.
945 * For example, return "state.matrix.texture[2].inverse".
946 * Use free() to deallocate the string.
949 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
954 append(str, "state.");
955 append_token(str, state[0]);
959 append_face(str, state[1]);
960 append_token(str, state[2]);
963 append_index(str, state[1]); /* light number [i]. */
964 append_token(str, state[2]); /* coefficients */
966 case STATE_LIGHTMODEL_AMBIENT:
967 append(str, "lightmodel.ambient");
969 case STATE_LIGHTMODEL_SCENECOLOR:
971 append(str, "lightmodel.front.scenecolor");
974 append(str, "lightmodel.back.scenecolor");
977 case STATE_LIGHTPROD:
978 append_index(str, state[1]); /* light number [i]. */
979 append_face(str, state[2]);
980 append_token(str, state[3]);
983 append_index(str, state[1]); /* tex unit [i] */
984 append_token(str, state[2]); /* plane coef */
986 case STATE_TEXENV_COLOR:
987 append_index(str, state[1]); /* tex unit [i] */
988 append(str, "color");
990 case STATE_CLIPPLANE:
991 append_index(str, state[1]); /* plane [i] */
992 append(str, ".plane");
994 case STATE_MODELVIEW_MATRIX:
995 case STATE_PROJECTION_MATRIX:
996 case STATE_MVP_MATRIX:
997 case STATE_TEXTURE_MATRIX:
998 case STATE_PROGRAM_MATRIX:
1000 /* state[0] = modelview, projection, texture, etc. */
1001 /* state[1] = which texture matrix or program matrix */
1002 /* state[2] = first row to fetch */
1003 /* state[3] = last row to fetch */
1004 /* state[4] = transpose, inverse or invtrans */
1005 const gl_state_index mat = state[0];
1006 const GLuint index = (GLuint) state[1];
1007 const GLuint firstRow = (GLuint) state[2];
1008 const GLuint lastRow = (GLuint) state[3];
1009 const gl_state_index modifier = state[4];
1011 mat == STATE_TEXTURE_MATRIX ||
1012 mat == STATE_PROGRAM_MATRIX)
1013 append_index(str, index);
1015 append_token(str, modifier);
1016 if (firstRow == lastRow)
1017 sprintf(tmp, ".row[%d]", firstRow);
1019 sprintf(tmp, ".row[%d..%d]", firstRow, lastRow);
1023 case STATE_POINT_SIZE:
1025 case STATE_POINT_ATTENUATION:
1027 case STATE_FOG_PARAMS:
1029 case STATE_FOG_COLOR:
1031 case STATE_DEPTH_RANGE:
1033 case STATE_FRAGMENT_PROGRAM:
1034 case STATE_VERTEX_PROGRAM:
1035 /* state[1] = {STATE_ENV, STATE_LOCAL} */
1036 /* state[2] = parameter index */
1037 append_token(str, state[1]);
1038 append_index(str, state[2]);
1040 case STATE_NORMAL_SCALE:
1042 case STATE_INTERNAL:
1043 append_token(str, state[1]);
1044 if (state[1] == STATE_CURRENT_ATTRIB)
1045 append_index(str, state[2]);
1048 _mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
1052 return _mesa_strdup(str);
1057 * Loop over all the parameters in a parameter list. If the parameter
1058 * is a GL state reference, look up the current value of that state
1059 * variable and put it into the parameter's Value[4] array.
1060 * Other parameter types never change or are explicitly set by the user
1061 * with glUniform() or glProgramParameter(), etc.
1062 * This would be called at glBegin time.
1065 _mesa_load_state_parameters(struct gl_context *ctx,
1066 struct gl_program_parameter_list *paramList)
1073 for (i = 0; i < paramList->NumParameters; i++) {
1074 if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
1075 _mesa_fetch_state(ctx,
1076 paramList->Parameters[i].StateIndexes,
1077 ¶mList->ParameterValues[i][0].f);