Rewrite update_program() to use _mesa_get_fixed_func_fragment/vertex_program().

This commit is contained in:
Brian
2007-10-29 14:13:57 -06:00
parent f18d4e058e
commit 1553eba50c

View File

@@ -92,6 +92,7 @@
#include "shader/program.h"
#include "texenvprogram.h"
#endif
#include "tnl/t_vp_build.h"
#if FEATURE_ARB_shader_objects
#include "shaders.h"
#endif
@@ -938,13 +939,12 @@ update_arrays( GLcontext *ctx )
}
/**
* Update derived vertex/fragment program state.
*/
static void
update_program(GLcontext *ctx)
{
const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
/* These _Enabled flags indicate if the program is enabled AND valid. */
ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
@@ -956,64 +956,83 @@ update_program(GLcontext *ctx)
/*
* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
* pointers to the programs that should be enabled/used.
* pointers to the programs that should be enabled/used. These will only
* be NULL if we need to use the fixed-function code.
*
* These programs may come from several sources. The priority is as
* follows:
* 1. OpenGL 2.0/ARB vertex/fragment shaders
* 2. ARB/NV vertex/fragment programs
* 3. Programs derived from fixed-function state.
*
* Note: it's possible for a vertex shader to get used with a fragment
* program (and vice versa) here, but in practice that shouldn't ever
* come up, or matter.
*/
ctx->FragmentProgram._Current = NULL;
if (shProg && shProg->LinkStatus) {
/* Use shader programs */
/* XXX this isn't quite right, since we may have either a vertex
* _or_ fragment shader (not always both).
*/
ctx->VertexProgram._Current = shProg->VertexProgram;
/**
** Fragment program
**/
#if 1
/* XXX get rid of this someday? */
ctx->FragmentProgram._Active = GL_FALSE;
#endif
if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
/* user-defined fragment shader */
ctx->FragmentProgram._Current = shProg->FragmentProgram;
}
else {
if (ctx->VertexProgram._Enabled) {
/* use user-defined vertex program */
ctx->VertexProgram._Current = ctx->VertexProgram.Current;
}
else if (ctx->VertexProgram._MaintainTnlProgram) {
/* Use vertex program generated from fixed-function state.
* The _Current pointer will get set in
* _tnl_UpdateFixedFunctionProgram() later if appropriate.
*/
ctx->VertexProgram._Current = NULL;
}
else {
/* no vertex program */
ctx->VertexProgram._Current = NULL;
}
else if (ctx->FragmentProgram._Enabled) {
/* use user-defined fragment program */
ctx->FragmentProgram._Current = ctx->FragmentProgram.Current;
}
else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
/* fragment program generated from fixed-function state */
ctx->FragmentProgram._Current = _mesa_get_fixed_func_fragment_program(ctx);
ctx->FragmentProgram._TexEnvProgram = ctx->FragmentProgram._Current;
if (ctx->FragmentProgram._Enabled) {
/* use user-defined vertex program */
ctx->FragmentProgram._Current = ctx->FragmentProgram.Current;
}
else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
/* Use fragment program generated from fixed-function state.
* The _Current pointer will get set in _mesa_UpdateTexEnvProgram()
* later if appropriate.
*/
ctx->FragmentProgram._Current = NULL;
}
else {
/* no fragment program */
ctx->FragmentProgram._Current = NULL;
}
/* XXX get rid of this confusing stuff someday? */
ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
if (ctx->FragmentProgram._UseTexEnvProgram)
ctx->FragmentProgram._Active = GL_TRUE;
}
else {
/* no fragment program */
ctx->FragmentProgram._Current = NULL;
}
ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
if (ctx->FragmentProgram._MaintainTexEnvProgram &&
!ctx->FragmentProgram._Enabled) {
if (ctx->FragmentProgram._UseTexEnvProgram)
ctx->FragmentProgram._Active = GL_TRUE;
if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
(struct gl_program *) ctx->FragmentProgram._Current);
}
/**
** Vertex program
**/
#if 1
/* XXX get rid of this someday? */
ctx->VertexProgram._TnlProgram = NULL;
#endif
if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
/* user-defined vertex shader */
ctx->VertexProgram._Current = shProg->VertexProgram;
}
else if (ctx->VertexProgram._Enabled) {
/* use user-defined vertex program */
ctx->VertexProgram._Current = ctx->VertexProgram.Current;
}
else if (ctx->VertexProgram._MaintainTnlProgram) {
/* vertex program generated from fixed-function state */
ctx->VertexProgram._Current = _mesa_get_fixed_func_vertex_program(ctx);
ctx->VertexProgram._TnlProgram = ctx->VertexProgram._Current;
}
else {
/* no vertex program / used fixed-function code */
ctx->VertexProgram._Current = NULL;
}
if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
(struct gl_program *) ctx->VertexProgram._Current);
}
}
@@ -1140,13 +1159,11 @@ void
_mesa_update_state_locked( GLcontext *ctx )
{
GLbitfield new_state = ctx->NewState;
GLbitfield prog_flags = _NEW_PROGRAM;
if (MESA_VERBOSE & VERBOSE_STATE)
_mesa_print_state("_mesa_update_state", new_state);
if (new_state & _NEW_PROGRAM)
update_program( ctx );
if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
_mesa_update_modelview_project( ctx, new_state );
@@ -1182,9 +1199,14 @@ _mesa_update_state_locked( GLcontext *ctx )
update_tricaps( ctx, new_state );
if (ctx->FragmentProgram._MaintainTexEnvProgram) {
if (new_state & (_NEW_TEXTURE | _DD_NEW_SEPARATE_SPECULAR | _NEW_FOG))
_mesa_UpdateTexEnvProgram(ctx);
prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
}
if (ctx->VertexProgram._MaintainTnlProgram) {
prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _NEW_LIGHT);
}
if (new_state & prog_flags)
update_program( ctx );
/* ctx->_NeedEyeCoords is now up to date.
*