541 lines
17 KiB
C
541 lines
17 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) 1999-2008 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 state.c
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* State management.
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*
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* This file manages recalculation of derived values in GLcontext.
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*/
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#include "glheader.h"
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#include "mtypes.h"
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#include "context.h"
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#include "debug.h"
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#include "macros.h"
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#include "ffvertex_prog.h"
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#include "framebuffer.h"
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#include "light.h"
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#include "matrix.h"
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#if FEATURE_pixel_transfer
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#include "pixel.h"
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#endif
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#include "shader/program.h"
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#include "state.h"
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#include "stencil.h"
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#include "texenvprogram.h"
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#include "texobj.h"
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#include "texstate.h"
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static void
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update_separate_specular(GLcontext *ctx)
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{
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if (NEED_SECONDARY_COLOR(ctx))
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ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
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else
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ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
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}
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/**
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* Update state dependent on vertex arrays.
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*/
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static void
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update_arrays( GLcontext *ctx )
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{
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GLuint i, min;
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/* find min of _MaxElement values for all enabled arrays */
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/* 0 */
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if (ctx->VertexProgram._Current
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
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min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
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}
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else if (ctx->Array.ArrayObj->Vertex.Enabled) {
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min = ctx->Array.ArrayObj->Vertex._MaxElement;
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}
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else {
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/* can't draw anything without vertex positions! */
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min = 0;
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}
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/* 1 */
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement);
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}
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/* no conventional vertex weight array */
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/* 2 */
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement);
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}
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else if (ctx->Array.ArrayObj->Normal.Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement);
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}
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/* 3 */
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement);
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}
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else if (ctx->Array.ArrayObj->Color.Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement);
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}
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/* 4 */
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement);
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}
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else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement);
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}
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/* 5 */
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement);
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}
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else if (ctx->Array.ArrayObj->FogCoord.Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement);
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}
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/* 6 */
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement);
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}
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else if (ctx->Array.ArrayObj->Index.Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement);
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}
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/* 7 */
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement);
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}
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/* 8..15 */
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for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
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}
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else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
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&& ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement);
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}
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}
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/* 16..31 */
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if (ctx->VertexProgram._Current) {
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for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
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if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement);
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}
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}
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}
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if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
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min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement);
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}
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/* _MaxElement is one past the last legal array element */
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ctx->Array._MaxElement = min;
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}
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static void
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update_program(GLcontext *ctx)
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{
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const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
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const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
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const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
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/* These _Enabled flags indicate if the program is enabled AND valid. */
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ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
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&& ctx->VertexProgram.Current->Base.Instructions;
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ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
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&& ctx->FragmentProgram.Current->Base.Instructions;
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ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
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&& ctx->ATIFragmentShader.Current->Instructions[0];
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/*
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* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
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* pointers to the programs that should be used for rendering. If either
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* is NULL, use fixed-function code paths.
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*
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* These programs may come from several sources. The priority is as
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* follows:
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* 1. OpenGL 2.0/ARB vertex/fragment shaders
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* 2. ARB/NV vertex/fragment programs
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* 3. Programs derived from fixed-function state.
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*
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* Note: it's possible for a vertex shader to get used with a fragment
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* program (and vice versa) here, but in practice that shouldn't ever
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* come up, or matter.
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*/
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if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
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/* Use shader programs */
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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shProg->FragmentProgram);
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}
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else if (ctx->FragmentProgram._Enabled) {
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/* use user-defined vertex program */
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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ctx->FragmentProgram.Current);
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}
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else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
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/* Use fragment program generated from fixed-function state.
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*/
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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_mesa_get_fixed_func_fragment_program(ctx));
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
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ctx->FragmentProgram._Current);
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}
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else {
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/* no fragment program */
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
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}
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/* Examine vertex program after fragment program as
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* _mesa_get_fixed_func_vertex_program() needs to know active
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* fragprog inputs.
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*/
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if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
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/* Use shader programs */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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shProg->VertexProgram);
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}
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else if (ctx->VertexProgram._Enabled) {
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/* use user-defined vertex program */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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ctx->VertexProgram.Current);
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}
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else if (ctx->VertexProgram._MaintainTnlProgram) {
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/* Use vertex program generated from fixed-function state.
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*/
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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_mesa_get_fixed_func_vertex_program(ctx));
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
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ctx->VertexProgram._Current);
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}
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else {
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/* no vertex program */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
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}
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/* XXX: get rid of _Active flag.
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*/
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#if 1
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ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
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if (ctx->FragmentProgram._MaintainTexEnvProgram &&
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!ctx->FragmentProgram._Enabled) {
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if (ctx->FragmentProgram._UseTexEnvProgram)
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ctx->FragmentProgram._Active = GL_TRUE;
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}
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#endif
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/* Let the driver know what's happening:
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*/
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if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
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ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
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(struct gl_program *) ctx->FragmentProgram._Current);
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}
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if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
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ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
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(struct gl_program *) ctx->VertexProgram._Current);
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}
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}
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static void
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update_viewport_matrix(GLcontext *ctx)
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{
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const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
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ASSERT(depthMax > 0);
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/* Compute scale and bias values. This is really driver-specific
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* and should be maintained elsewhere if at all.
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* NOTE: RasterPos uses this.
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*/
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_math_matrix_viewport(&ctx->Viewport._WindowMap,
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ctx->Viewport.X, ctx->Viewport.Y,
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ctx->Viewport.Width, ctx->Viewport.Height,
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ctx->Viewport.Near, ctx->Viewport.Far,
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depthMax);
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}
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/**
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* Update derived multisample state.
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*/
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static void
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update_multisample(GLcontext *ctx)
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{
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ctx->Multisample._Enabled = GL_FALSE;
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if (ctx->Multisample.Enabled &&
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ctx->DrawBuffer &&
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ctx->DrawBuffer->Visual.sampleBuffers)
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ctx->Multisample._Enabled = GL_TRUE;
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}
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/**
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* Update derived color/blend/logicop state.
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*/
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static void
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update_color(GLcontext *ctx)
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{
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/* This is needed to support 1.1's RGB logic ops AND
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* 1.0's blending logicops.
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*/
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ctx->Color._LogicOpEnabled = RGBA_LOGICOP_ENABLED(ctx);
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}
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/*
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* Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
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* in ctx->_TriangleCaps if needed.
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*/
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static void
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update_polygon(GLcontext *ctx)
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{
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ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
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if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
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ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
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if ( ctx->Polygon.OffsetPoint
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|| ctx->Polygon.OffsetLine
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|| ctx->Polygon.OffsetFill)
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ctx->_TriangleCaps |= DD_TRI_OFFSET;
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}
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/**
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* Update the ctx->_TriangleCaps bitfield.
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* XXX that bitfield should really go away someday!
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* This function must be called after other update_*() functions since
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* there are dependencies on some other derived values.
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*/
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#if 0
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static void
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update_tricaps(GLcontext *ctx, GLbitfield new_state)
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{
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ctx->_TriangleCaps = 0;
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/*
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* Points
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*/
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if (1/*new_state & _NEW_POINT*/) {
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if (ctx->Point.SmoothFlag)
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ctx->_TriangleCaps |= DD_POINT_SMOOTH;
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if (ctx->Point.Size != 1.0F)
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ctx->_TriangleCaps |= DD_POINT_SIZE;
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if (ctx->Point._Attenuated)
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ctx->_TriangleCaps |= DD_POINT_ATTEN;
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}
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/*
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* Lines
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*/
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if (1/*new_state & _NEW_LINE*/) {
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if (ctx->Line.SmoothFlag)
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ctx->_TriangleCaps |= DD_LINE_SMOOTH;
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if (ctx->Line.StippleFlag)
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ctx->_TriangleCaps |= DD_LINE_STIPPLE;
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if (ctx->Line.Width != 1.0)
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ctx->_TriangleCaps |= DD_LINE_WIDTH;
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}
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/*
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* Polygons
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*/
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if (1/*new_state & _NEW_POLYGON*/) {
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if (ctx->Polygon.SmoothFlag)
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ctx->_TriangleCaps |= DD_TRI_SMOOTH;
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if (ctx->Polygon.StippleFlag)
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ctx->_TriangleCaps |= DD_TRI_STIPPLE;
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if (ctx->Polygon.FrontMode != GL_FILL
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|| ctx->Polygon.BackMode != GL_FILL)
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ctx->_TriangleCaps |= DD_TRI_UNFILLED;
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if (ctx->Polygon.CullFlag
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&& ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
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ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
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if (ctx->Polygon.OffsetPoint ||
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ctx->Polygon.OffsetLine ||
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ctx->Polygon.OffsetFill)
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ctx->_TriangleCaps |= DD_TRI_OFFSET;
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}
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/*
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* Lighting and shading
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*/
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if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
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ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
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if (ctx->Light.ShadeModel == GL_FLAT)
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ctx->_TriangleCaps |= DD_FLATSHADE;
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if (NEED_SECONDARY_COLOR(ctx))
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ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
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/*
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* Stencil
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*/
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if (ctx->Stencil._TestTwoSide)
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ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
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}
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#endif
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/**
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* Compute derived GL state.
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* If __GLcontextRec::NewState is non-zero then this function \b must
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* be called before rendering anything.
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*
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* Calls dd_function_table::UpdateState to perform any internal state
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* management necessary.
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*
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* \sa _mesa_update_modelview_project(), _mesa_update_texture(),
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* _mesa_update_buffer_bounds(),
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* _mesa_update_lighting() and _mesa_update_tnl_spaces().
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*/
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void
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_mesa_update_state_locked( GLcontext *ctx )
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{
|
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GLbitfield new_state = ctx->NewState;
|
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GLbitfield prog_flags = _NEW_PROGRAM;
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if (MESA_VERBOSE & VERBOSE_STATE)
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_mesa_print_state("_mesa_update_state", new_state);
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if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
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_mesa_update_modelview_project( ctx, new_state );
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if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
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_mesa_update_texture( ctx, new_state );
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if (new_state & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL))
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_mesa_update_framebuffer(ctx);
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if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
|
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_mesa_update_draw_buffer_bounds( ctx );
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if (new_state & _NEW_POLYGON)
|
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update_polygon( ctx );
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if (new_state & _NEW_LIGHT)
|
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_mesa_update_lighting( ctx );
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if (new_state & _NEW_STENCIL)
|
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_mesa_update_stencil( ctx );
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|
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#if FEATURE_pixel_transfer
|
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if (new_state & _IMAGE_NEW_TRANSFER_STATE)
|
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_mesa_update_pixel( ctx, new_state );
|
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#endif
|
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if (new_state & _DD_NEW_SEPARATE_SPECULAR)
|
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update_separate_specular( ctx );
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|
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if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
|
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update_arrays( ctx );
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if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
|
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update_viewport_matrix(ctx);
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if (new_state & _NEW_MULTISAMPLE)
|
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update_multisample( ctx );
|
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|
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if (new_state & _NEW_COLOR)
|
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update_color( ctx );
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|
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#if 0
|
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if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
|
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| _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
|
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update_tricaps( ctx, new_state );
|
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#endif
|
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|
|
/* ctx->_NeedEyeCoords is now up to date.
|
|
*
|
|
* If the truth value of this variable has changed, update for the
|
|
* new lighting space and recompute the positions of lights and the
|
|
* normal transform.
|
|
*
|
|
* If the lighting space hasn't changed, may still need to recompute
|
|
* light positions & normal transforms for other reasons.
|
|
*/
|
|
if (new_state & _MESA_NEW_NEED_EYE_COORDS)
|
|
_mesa_update_tnl_spaces( ctx, new_state );
|
|
|
|
if (ctx->FragmentProgram._MaintainTexEnvProgram) {
|
|
prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
|
|
}
|
|
if (ctx->VertexProgram._MaintainTnlProgram) {
|
|
prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
|
|
_NEW_TRANSFORM | _NEW_POINT |
|
|
_NEW_FOG | _NEW_LIGHT |
|
|
_MESA_NEW_NEED_EYE_COORDS);
|
|
}
|
|
if (new_state & prog_flags)
|
|
update_program( ctx );
|
|
|
|
|
|
|
|
/*
|
|
* Give the driver a chance to act upon the new_state flags.
|
|
* The driver might plug in different span functions, for example.
|
|
* Also, this is where the driver can invalidate the state of any
|
|
* active modules (such as swrast_setup, swrast, tnl, etc).
|
|
*
|
|
* Set ctx->NewState to zero to avoid recursion if
|
|
* Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
|
|
*/
|
|
new_state = ctx->NewState;
|
|
ctx->NewState = 0;
|
|
ctx->Driver.UpdateState(ctx, new_state);
|
|
ctx->Array.NewState = 0;
|
|
}
|
|
|
|
|
|
/* This is the usual entrypoint for state updates:
|
|
*/
|
|
void
|
|
_mesa_update_state( GLcontext *ctx )
|
|
{
|
|
_mesa_lock_context_textures(ctx);
|
|
_mesa_update_state_locked(ctx);
|
|
_mesa_unlock_context_textures(ctx);
|
|
}
|