
add new entrypoints, new texture format, etc translate in texenvprogram.c for drivers using the mesa-generated tex env fragment program also handled in swrast, but not tested (cannot work due to negative texel results not handled correctly)
1087 lines
33 KiB
C
1087 lines
33 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file prog_statevars.c
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* Program state variable management.
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* \author Brian Paul
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*/
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#include "main/glheader.h"
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#include "main/context.h"
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#include "main/hash.h"
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#include "main/imports.h"
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#include "main/macros.h"
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#include "main/mtypes.h"
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#include "prog_statevars.h"
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#include "prog_parameter.h"
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/**
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* Use the list of tokens in the state[] array to find global GL state
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* and return it in <value>. Usually, four values are returned in <value>
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* but matrix queries may return as many as 16 values.
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* This function is used for ARB vertex/fragment programs.
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* The program parser will produce the state[] values.
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*/
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static void
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_mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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GLfloat *value)
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{
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switch (state[0]) {
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case STATE_MATERIAL:
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{
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/* state[1] is either 0=front or 1=back side */
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const GLuint face = (GLuint) state[1];
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const struct gl_material *mat = &ctx->Light.Material;
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ASSERT(face == 0 || face == 1);
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/* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
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ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
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/* XXX we could get rid of this switch entirely with a little
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* work in arbprogparse.c's parse_state_single_item().
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*/
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/* state[2] is the material attribute */
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switch (state[2]) {
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case STATE_AMBIENT:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
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return;
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case STATE_DIFFUSE:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
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return;
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case STATE_SPECULAR:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
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return;
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case STATE_EMISSION:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
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return;
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case STATE_SHININESS:
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value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
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value[1] = 0.0F;
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value[2] = 0.0F;
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value[3] = 1.0F;
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return;
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default:
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_mesa_problem(ctx, "Invalid material state in fetch_state");
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return;
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}
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}
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case STATE_LIGHT:
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{
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/* state[1] is the light number */
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const GLuint ln = (GLuint) state[1];
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/* state[2] is the light attribute */
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switch (state[2]) {
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case STATE_AMBIENT:
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COPY_4V(value, ctx->Light.Light[ln].Ambient);
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return;
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case STATE_DIFFUSE:
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COPY_4V(value, ctx->Light.Light[ln].Diffuse);
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return;
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case STATE_SPECULAR:
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COPY_4V(value, ctx->Light.Light[ln].Specular);
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return;
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case STATE_POSITION:
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COPY_4V(value, ctx->Light.Light[ln].EyePosition);
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return;
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case STATE_ATTENUATION:
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value[0] = ctx->Light.Light[ln].ConstantAttenuation;
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value[1] = ctx->Light.Light[ln].LinearAttenuation;
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value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
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value[3] = ctx->Light.Light[ln].SpotExponent;
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return;
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case STATE_SPOT_DIRECTION:
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COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
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value[3] = ctx->Light.Light[ln]._CosCutoff;
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return;
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case STATE_SPOT_CUTOFF:
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value[0] = ctx->Light.Light[ln].SpotCutoff;
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return;
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case STATE_HALF_VECTOR:
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{
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static const GLfloat eye_z[] = {0, 0, 1};
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GLfloat p[3];
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/* Compute infinite half angle vector:
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* halfVector = normalize(normalize(lightPos) + (0, 0, 1))
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* light.EyePosition.w should be 0 for infinite lights.
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*/
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COPY_3V(p, ctx->Light.Light[ln].EyePosition);
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NORMALIZE_3FV(p);
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ADD_3V(value, p, eye_z);
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NORMALIZE_3FV(value);
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value[3] = 1.0;
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}
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return;
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default:
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_mesa_problem(ctx, "Invalid light state in fetch_state");
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return;
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}
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}
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case STATE_LIGHTMODEL_AMBIENT:
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COPY_4V(value, ctx->Light.Model.Ambient);
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return;
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case STATE_LIGHTMODEL_SCENECOLOR:
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if (state[1] == 0) {
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/* front */
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GLint i;
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.Model.Ambient[i]
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* ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
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+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
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}
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
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}
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else {
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/* back */
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GLint i;
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.Model.Ambient[i]
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* ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
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+ ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
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}
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
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}
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return;
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case STATE_LIGHTPROD:
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{
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const GLuint ln = (GLuint) state[1];
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const GLuint face = (GLuint) state[2];
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GLint i;
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ASSERT(face == 0 || face == 1);
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switch (state[3]) {
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case STATE_AMBIENT:
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.Light[ln].Ambient[i] *
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
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}
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/* [3] = material alpha */
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
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return;
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case STATE_DIFFUSE:
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.Light[ln].Diffuse[i] *
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
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}
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/* [3] = material alpha */
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
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return;
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case STATE_SPECULAR:
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.Light[ln].Specular[i] *
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
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}
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/* [3] = material alpha */
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
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return;
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default:
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_mesa_problem(ctx, "Invalid lightprod state in fetch_state");
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return;
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}
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}
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case STATE_TEXGEN:
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{
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/* state[1] is the texture unit */
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const GLuint unit = (GLuint) state[1];
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/* state[2] is the texgen attribute */
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switch (state[2]) {
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case STATE_TEXGEN_EYE_S:
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COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
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return;
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case STATE_TEXGEN_EYE_T:
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COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
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return;
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case STATE_TEXGEN_EYE_R:
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COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
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return;
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case STATE_TEXGEN_EYE_Q:
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COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
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return;
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case STATE_TEXGEN_OBJECT_S:
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COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
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return;
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case STATE_TEXGEN_OBJECT_T:
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COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
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return;
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case STATE_TEXGEN_OBJECT_R:
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COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
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return;
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case STATE_TEXGEN_OBJECT_Q:
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COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
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return;
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default:
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_mesa_problem(ctx, "Invalid texgen state in fetch_state");
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return;
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}
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}
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case STATE_TEXENV_COLOR:
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{
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/* state[1] is the texture unit */
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const GLuint unit = (GLuint) state[1];
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COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
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}
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return;
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case STATE_FOG_COLOR:
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COPY_4V(value, ctx->Fog.Color);
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return;
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case STATE_FOG_PARAMS:
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value[0] = ctx->Fog.Density;
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value[1] = ctx->Fog.Start;
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value[2] = ctx->Fog.End;
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value[3] = (ctx->Fog.End == ctx->Fog.Start)
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? 1.0f : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
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return;
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case STATE_CLIPPLANE:
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{
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const GLuint plane = (GLuint) state[1];
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COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
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}
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return;
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case STATE_POINT_SIZE:
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value[0] = ctx->Point.Size;
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value[1] = ctx->Point.MinSize;
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value[2] = ctx->Point.MaxSize;
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value[3] = ctx->Point.Threshold;
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return;
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case STATE_POINT_ATTENUATION:
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value[0] = ctx->Point.Params[0];
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value[1] = ctx->Point.Params[1];
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value[2] = ctx->Point.Params[2];
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value[3] = 1.0F;
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return;
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case STATE_MODELVIEW_MATRIX:
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case STATE_PROJECTION_MATRIX:
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case STATE_MVP_MATRIX:
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case STATE_TEXTURE_MATRIX:
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case STATE_PROGRAM_MATRIX:
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case STATE_COLOR_MATRIX:
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{
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/* state[0] = modelview, projection, texture, etc. */
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/* state[1] = which texture matrix or program matrix */
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/* state[2] = first row to fetch */
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/* state[3] = last row to fetch */
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/* state[4] = transpose, inverse or invtrans */
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const GLmatrix *matrix;
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const gl_state_index mat = state[0];
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const GLuint index = (GLuint) state[1];
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const GLuint firstRow = (GLuint) state[2];
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const GLuint lastRow = (GLuint) state[3];
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const gl_state_index modifier = state[4];
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const GLfloat *m;
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GLuint row, i;
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ASSERT(firstRow >= 0);
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ASSERT(firstRow < 4);
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ASSERT(lastRow >= 0);
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ASSERT(lastRow < 4);
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if (mat == STATE_MODELVIEW_MATRIX) {
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matrix = ctx->ModelviewMatrixStack.Top;
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}
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else if (mat == STATE_PROJECTION_MATRIX) {
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matrix = ctx->ProjectionMatrixStack.Top;
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}
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else if (mat == STATE_MVP_MATRIX) {
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matrix = &ctx->_ModelProjectMatrix;
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}
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else if (mat == STATE_TEXTURE_MATRIX) {
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matrix = ctx->TextureMatrixStack[index].Top;
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}
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else if (mat == STATE_PROGRAM_MATRIX) {
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matrix = ctx->ProgramMatrixStack[index].Top;
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}
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else if (mat == STATE_COLOR_MATRIX) {
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matrix = ctx->ColorMatrixStack.Top;
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}
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else {
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_mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
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return;
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}
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if (modifier == STATE_MATRIX_INVERSE ||
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modifier == STATE_MATRIX_INVTRANS) {
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/* Be sure inverse is up to date:
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*/
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_math_matrix_alloc_inv( (GLmatrix *) matrix );
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_math_matrix_analyse( (GLmatrix*) matrix );
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m = matrix->inv;
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}
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else {
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m = matrix->m;
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}
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if (modifier == STATE_MATRIX_TRANSPOSE ||
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modifier == STATE_MATRIX_INVTRANS) {
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for (i = 0, row = firstRow; row <= lastRow; row++) {
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value[i++] = m[row * 4 + 0];
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value[i++] = m[row * 4 + 1];
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value[i++] = m[row * 4 + 2];
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value[i++] = m[row * 4 + 3];
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}
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}
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else {
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for (i = 0, row = firstRow; row <= lastRow; row++) {
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value[i++] = m[row + 0];
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value[i++] = m[row + 4];
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value[i++] = m[row + 8];
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value[i++] = m[row + 12];
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}
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}
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}
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return;
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case STATE_DEPTH_RANGE:
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value[0] = ctx->Viewport.Near; /* near */
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value[1] = ctx->Viewport.Far; /* far */
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value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
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value[3] = 1.0;
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return;
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case STATE_FRAGMENT_PROGRAM:
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{
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/* state[1] = {STATE_ENV, STATE_LOCAL} */
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/* state[2] = parameter index */
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const int idx = (int) state[2];
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switch (state[1]) {
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case STATE_ENV:
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COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
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break;
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case STATE_LOCAL:
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COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
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break;
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default:
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_mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
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return;
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}
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}
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return;
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case STATE_VERTEX_PROGRAM:
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{
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/* state[1] = {STATE_ENV, STATE_LOCAL} */
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/* state[2] = parameter index */
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const int idx = (int) state[2];
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switch (state[1]) {
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case STATE_ENV:
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COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
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break;
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case STATE_LOCAL:
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COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
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break;
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default:
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_mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
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return;
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}
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}
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return;
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case STATE_NORMAL_SCALE:
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ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
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return;
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case STATE_INTERNAL:
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switch (state[1]) {
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case STATE_CURRENT_ATTRIB: {
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const GLuint idx = (GLuint) state[2];
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COPY_4V(value, ctx->Current.Attrib[idx]);
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return;
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}
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case STATE_NORMAL_SCALE:
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ASSIGN_4V(value,
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ctx->_ModelViewInvScale,
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ctx->_ModelViewInvScale,
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ctx->_ModelViewInvScale,
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1);
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return;
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case STATE_TEXRECT_SCALE:
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{
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const int unit = (int) state[2];
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const struct gl_texture_object *texObj
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= ctx->Texture.Unit[unit]._Current;
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if (texObj) {
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struct gl_texture_image *texImage = texObj->Image[0][0];
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ASSIGN_4V(value, (GLfloat) (1.0 / texImage->Width),
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(GLfloat)(1.0 / texImage->Height),
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0.0f, 1.0f);
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}
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}
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return;
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case STATE_FOG_PARAMS_OPTIMIZED:
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/* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
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* might be more expensive than EX2 on some hw, plus it needs
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* another constant (e) anyway. Linear fog can now be done with a
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* single MAD.
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* linear: fogcoord * -1/(end-start) + end/(end-start)
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* exp: 2^-(density/ln(2) * fogcoord)
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* exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
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*/
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value[0] = (ctx->Fog.End == ctx->Fog.Start)
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? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
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value[1] = ctx->Fog.End * -value[0];
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value[2] = (GLfloat)(ctx->Fog.Density * ONE_DIV_LN2);
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value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
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return;
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case STATE_LIGHT_SPOT_DIR_NORMALIZED: {
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/* here, state[2] is the light number */
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/* pre-normalize spot dir */
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const GLuint ln = (GLuint) state[2];
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COPY_3V(value, ctx->Light.Light[ln]._NormDirection);
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value[3] = ctx->Light.Light[ln]._CosCutoff;
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return;
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}
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case STATE_LIGHT_POSITION: {
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const GLuint ln = (GLuint) state[2];
|
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COPY_4V(value, ctx->Light.Light[ln]._Position);
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return;
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}
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case STATE_LIGHT_POSITION_NORMALIZED: {
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const GLuint ln = (GLuint) state[2];
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COPY_4V(value, ctx->Light.Light[ln]._Position);
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NORMALIZE_3FV( value );
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return;
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}
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|
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case STATE_LIGHT_HALF_VECTOR: {
|
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const GLuint ln = (GLuint) state[2];
|
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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;
|
|
break;
|
|
case STATE_PT_BIAS:
|
|
value[0] = ctx->Pixel.RedBias;
|
|
value[1] = ctx->Pixel.GreenBias;
|
|
value[2] = ctx->Pixel.BlueBias;
|
|
value[3] = ctx->Pixel.AlphaBias;
|
|
break;
|
|
case STATE_PCM_SCALE:
|
|
COPY_4V(value, ctx->Pixel.PostColorMatrixScale);
|
|
break;
|
|
case STATE_PCM_BIAS:
|
|
COPY_4V(value, ctx->Pixel.PostColorMatrixBias);
|
|
break;
|
|
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_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;
|
|
}
|
|
break;
|
|
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;
|
|
}
|
|
break;
|
|
|
|
/* 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
|
|
* should be handled by the driver.
|
|
*/
|
|
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_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;
|
|
|
|
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_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_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_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];
|
|
_mesa_sprintf(s, "[%d]", index);
|
|
append(dst, s);
|
|
}
|
|
|
|
/**
|
|
* Make a string from the given state vector.
|
|
* For example, return "state.matrix.texture[2].inverse".
|
|
* Use _mesa_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)
|
|
_mesa_sprintf(tmp, ".row[%d]", firstRow);
|
|
else
|
|
_mesa_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]);
|
|
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];
|
|
}
|
|
}
|
|
|
|
|
|
/**
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|
* As above, but transpose the matrix.
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|
*/
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|
static void
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|
load_transpose_matrix(GLfloat registers[][4], GLuint pos,
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|
const GLfloat mat[16])
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|
{
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|
MEMCPY(registers[pos], mat, 16 * sizeof(GLfloat));
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|
}
|
|
|
|
|
|
/**
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|
* Load current vertex program's parameter registers with tracked
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|
* matrices (if NV program). This only needs to be done per
|
|
* glBegin/glEnd, not per-vertex.
|
|
*/
|
|
void
|
|
_mesa_load_tracked_matrices(GLcontext *ctx)
|
|
{
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|
GLuint i;
|
|
|
|
for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
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|
/* point 'mat' at source matrix */
|
|
GLmatrix *mat;
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|
if (ctx->VertexProgram.TrackMatrix[i] == GL_MODELVIEW) {
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|
mat = ctx->ModelviewMatrixStack.Top;
|
|
}
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|
else if (ctx->VertexProgram.TrackMatrix[i] == GL_PROJECTION) {
|
|
mat = ctx->ProjectionMatrixStack.Top;
|
|
}
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|
else if (ctx->VertexProgram.TrackMatrix[i] == GL_TEXTURE) {
|
|
mat = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top;
|
|
}
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|
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 < MAX_PROGRAM_MATRICES);
|
|
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);
|
|
}
|
|
}
|
|
}
|