
Let's flatten the tokens to generate optimal code for fetch_state. There was only one name conflict: STATE_NORMAL_SCALE was used both as internal and non-internal. Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8183>
1428 lines
47 KiB
C
1428 lines
47 KiB
C
/*
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* Mesa 3-D graphics library
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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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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* 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 <stdio.h>
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#include "main/glheader.h"
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#include "main/context.h"
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#include "main/blend.h"
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#include "main/macros.h"
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#include "main/mtypes.h"
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#include "main/fbobject.h"
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#include "prog_statevars.h"
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#include "prog_parameter.h"
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#include "main/samplerobj.h"
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#include "main/framebuffer.h"
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#define ONE_DIV_SQRT_LN2 (1.201122408786449815)
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static ALWAYS_INLINE void
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copy_matrix(float *value, const float *m, unsigned firstRow, unsigned lastRow)
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{
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unsigned i, row;
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assert(firstRow < 4);
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assert(lastRow < 4);
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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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static ALWAYS_INLINE void
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copy_matrix_transposed(float *value, const float *m, unsigned firstRow, unsigned lastRow)
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{
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assert(firstRow < 4);
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assert(lastRow < 4);
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memcpy(value, &m[firstRow * 4],
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(lastRow - firstRow + 1) * 4 * sizeof(GLfloat));
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}
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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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fetch_state(struct gl_context *ctx, const gl_state_index16 state[],
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gl_constant_value *val)
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{
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GLfloat *value = &val->f;
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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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unreachable("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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const unsigned index = state[2] - STATE_AMBIENT;
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assert(index < 8);
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if (index != STATE_SPOT_CUTOFF)
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COPY_4V(value, (float*)&ctx->Light.LightSource[ln] + index * 4);
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else
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value[0] = ctx->Light.LightSource[ln].SpotCutoff;
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return;
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}
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case STATE_LIGHT_ATTRIBS: {
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/* This must be exact because it must match the gl_LightSource layout
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* in GLSL.
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*/
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STATIC_ASSERT(sizeof(struct gl_light_uniforms) == 29 * 4);
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STATIC_ASSERT(ARRAY_SIZE(ctx->Light.LightSourceData) == 29 * MAX_LIGHTS);
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/* state[1] is the index of the first value */
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/* state[2] is the number of values */
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assert(state[1] + state[2] <= ARRAY_SIZE(ctx->Light.LightSourceData));
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memcpy(value, &ctx->Light.LightSourceData[state[1]],
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state[2] * sizeof(float));
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return;
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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.LightSource[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.LightSource[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.LightSource[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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unreachable("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.FixedFuncUnit[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.FixedFuncUnit[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.FixedFuncUnit[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.FixedFuncUnit[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.FixedFuncUnit[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.FixedFuncUnit[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.FixedFuncUnit[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.FixedFuncUnit[unit].GenQ.ObjectPlane);
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return;
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default:
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unreachable("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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if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
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COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].EnvColor);
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else
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COPY_4V(value, ctx->Texture.FixedFuncUnit[unit].EnvColorUnclamped);
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}
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return;
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case STATE_FOG_COLOR:
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if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
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COPY_4V(value, ctx->Fog.Color);
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else
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COPY_4V(value, ctx->Fog.ColorUnclamped);
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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] = 1.0f / (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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/* 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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case STATE_MODELVIEW_MATRIX: {
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const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
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copy_matrix(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_MODELVIEW_MATRIX_INVERSE: {
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const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
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copy_matrix(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_MODELVIEW_MATRIX_TRANSPOSE: {
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const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
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copy_matrix_transposed(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_MODELVIEW_MATRIX_INVTRANS: {
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const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
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copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_PROJECTION_MATRIX: {
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const GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
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copy_matrix(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_PROJECTION_MATRIX_INVERSE: {
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const GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
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copy_matrix(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_PROJECTION_MATRIX_TRANSPOSE: {
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const GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
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copy_matrix_transposed(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_PROJECTION_MATRIX_INVTRANS: {
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const GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
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copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_MVP_MATRIX: {
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const GLmatrix *matrix = &ctx->_ModelProjectMatrix;
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copy_matrix(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_MVP_MATRIX_INVERSE: {
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const GLmatrix *matrix = &ctx->_ModelProjectMatrix;
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copy_matrix(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_MVP_MATRIX_TRANSPOSE: {
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const GLmatrix *matrix = &ctx->_ModelProjectMatrix;
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copy_matrix_transposed(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_MVP_MATRIX_INVTRANS: {
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const GLmatrix *matrix = &ctx->_ModelProjectMatrix;
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copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_TEXTURE_MATRIX: {
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const GLuint index = (GLuint) state[1];
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assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
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const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
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copy_matrix(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_TEXTURE_MATRIX_INVERSE: {
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const GLuint index = (GLuint) state[1];
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assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
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const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
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copy_matrix(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_TEXTURE_MATRIX_TRANSPOSE: {
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const GLuint index = (GLuint) state[1];
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assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
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const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
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copy_matrix_transposed(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_TEXTURE_MATRIX_INVTRANS: {
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const GLuint index = (GLuint) state[1];
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assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
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const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
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copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_PROGRAM_MATRIX: {
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const GLuint index = (GLuint) state[1];
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assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
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const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
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copy_matrix(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_PROGRAM_MATRIX_INVERSE: {
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const GLuint index = (GLuint) state[1];
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assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
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const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
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_math_matrix_analyse((GLmatrix*)matrix); /* Be sure inverse is up to date: */
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copy_matrix(value, matrix->inv, state[2], state[3]);
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return;
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}
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case STATE_PROGRAM_MATRIX_TRANSPOSE: {
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const GLuint index = (GLuint) state[1];
|
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assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
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const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
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copy_matrix_transposed(value, matrix->m, state[2], state[3]);
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return;
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}
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case STATE_PROGRAM_MATRIX_INVTRANS: {
|
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const GLuint index = (GLuint) state[1];
|
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assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
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const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
|
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_math_matrix_analyse((GLmatrix*)matrix); /* Be sure inverse is up to date: */
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copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
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return;
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}
|
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case STATE_NUM_SAMPLES:
|
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val[0].i = MAX2(1, _mesa_geometric_samples(ctx->DrawBuffer));
|
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return;
|
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case STATE_DEPTH_RANGE:
|
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value[0] = ctx->ViewportArray[0].Near; /* near */
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value[1] = ctx->ViewportArray[0].Far; /* far */
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value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].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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return;
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case STATE_LOCAL:
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if (!ctx->FragmentProgram.Current->arb.LocalParams) {
|
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ctx->FragmentProgram.Current->arb.LocalParams =
|
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rzalloc_array_size(ctx->FragmentProgram.Current,
|
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sizeof(float[4]),
|
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MAX_PROGRAM_LOCAL_PARAMS);
|
|
if (!ctx->FragmentProgram.Current->arb.LocalParams)
|
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return;
|
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}
|
|
|
|
COPY_4V(value,
|
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ctx->FragmentProgram.Current->arb.LocalParams[idx]);
|
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return;
|
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default:
|
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unreachable("Bad state switch in fetch_state()");
|
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return;
|
|
}
|
|
}
|
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return;
|
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|
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case STATE_VERTEX_PROGRAM:
|
|
{
|
|
/* state[1] = {STATE_ENV, STATE_LOCAL} */
|
|
/* state[2] = parameter index */
|
|
const int idx = (int) state[2];
|
|
switch (state[1]) {
|
|
case STATE_ENV:
|
|
COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
|
|
return;
|
|
case STATE_LOCAL:
|
|
if (!ctx->VertexProgram.Current->arb.LocalParams) {
|
|
ctx->VertexProgram.Current->arb.LocalParams =
|
|
rzalloc_array_size(ctx->VertexProgram.Current,
|
|
sizeof(float[4]),
|
|
MAX_PROGRAM_LOCAL_PARAMS);
|
|
if (!ctx->VertexProgram.Current->arb.LocalParams)
|
|
return;
|
|
}
|
|
|
|
COPY_4V(value,
|
|
ctx->VertexProgram.Current->arb.LocalParams[idx]);
|
|
return;
|
|
default:
|
|
unreachable("Bad state switch in fetch_state()");
|
|
return;
|
|
}
|
|
}
|
|
return;
|
|
|
|
case STATE_NORMAL_SCALE_EYESPACE:
|
|
ASSIGN_4V(value, ctx->_ModelViewInvScaleEyespace, 0, 0, 1);
|
|
return;
|
|
|
|
case STATE_CURRENT_ATTRIB:
|
|
{
|
|
const GLuint idx = (GLuint) state[1];
|
|
COPY_4V(value, ctx->Current.Attrib[idx]);
|
|
}
|
|
return;
|
|
|
|
case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
|
|
{
|
|
const GLuint idx = (GLuint) state[1];
|
|
if(ctx->Light._ClampVertexColor &&
|
|
(idx == VERT_ATTRIB_COLOR0 ||
|
|
idx == VERT_ATTRIB_COLOR1)) {
|
|
value[0] = SATURATE(ctx->Current.Attrib[idx][0]);
|
|
value[1] = SATURATE(ctx->Current.Attrib[idx][1]);
|
|
value[2] = SATURATE(ctx->Current.Attrib[idx][2]);
|
|
value[3] = SATURATE(ctx->Current.Attrib[idx][3]);
|
|
}
|
|
else
|
|
COPY_4V(value, ctx->Current.Attrib[idx]);
|
|
}
|
|
return;
|
|
|
|
case STATE_NORMAL_SCALE:
|
|
ASSIGN_4V(value,
|
|
ctx->_ModelViewInvScale,
|
|
ctx->_ModelViewInvScale,
|
|
ctx->_ModelViewInvScale,
|
|
1);
|
|
return;
|
|
|
|
case STATE_FOG_PARAMS_OPTIMIZED: {
|
|
/* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
|
|
* might be more expensive than EX2 on some hw, plus it needs
|
|
* another constant (e) anyway. Linear fog can now be done with a
|
|
* single MAD.
|
|
* linear: fogcoord * -1/(end-start) + end/(end-start)
|
|
* exp: 2^-(density/ln(2) * fogcoord)
|
|
* exp2: 2^-((density/(sqrt(ln(2))) * fogcoord)^2)
|
|
*/
|
|
float val = (ctx->Fog.End == ctx->Fog.Start)
|
|
? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
|
|
value[0] = val;
|
|
value[1] = ctx->Fog.End * -val;
|
|
value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
|
|
value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
|
|
return;
|
|
}
|
|
|
|
case STATE_POINT_SIZE_CLAMPED:
|
|
{
|
|
/* this includes implementation dependent limits, to avoid
|
|
* another potentially necessary clamp.
|
|
* Note: for sprites, point smooth (point AA) is ignored
|
|
* and we'll clamp to MinPointSizeAA and MaxPointSize, because we
|
|
* expect drivers will want to say their minimum for AA size is 0.0
|
|
* but for non-AA it's 1.0 (because normal points with size below 1.0
|
|
* need to get rounded up to 1.0, hence never disappear). GL does
|
|
* not specify max clamp size for sprites, other than it needs to be
|
|
* at least as large as max AA size, hence use non-AA size there.
|
|
*/
|
|
GLfloat minImplSize;
|
|
GLfloat maxImplSize;
|
|
if (ctx->Point.PointSprite) {
|
|
minImplSize = ctx->Const.MinPointSizeAA;
|
|
maxImplSize = ctx->Const.MaxPointSize;
|
|
}
|
|
else if (ctx->Point.SmoothFlag || _mesa_is_multisample_enabled(ctx)) {
|
|
minImplSize = ctx->Const.MinPointSizeAA;
|
|
maxImplSize = ctx->Const.MaxPointSizeAA;
|
|
}
|
|
else {
|
|
minImplSize = ctx->Const.MinPointSize;
|
|
maxImplSize = ctx->Const.MaxPointSize;
|
|
}
|
|
value[0] = ctx->Point.Size;
|
|
value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
|
|
value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
|
|
value[3] = ctx->Point.Threshold;
|
|
}
|
|
return;
|
|
case STATE_LIGHT_SPOT_DIR_NORMALIZED:
|
|
{
|
|
/* here, state[1] is the light number */
|
|
/* pre-normalize spot dir */
|
|
const GLuint ln = (GLuint) state[1];
|
|
COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
|
|
value[3] = ctx->Light.LightSource[ln]._CosCutoff;
|
|
}
|
|
return;
|
|
|
|
case STATE_LIGHT_POSITION:
|
|
{
|
|
const GLuint ln = (GLuint) state[1];
|
|
COPY_4V(value, ctx->Light.Light[ln]._Position);
|
|
}
|
|
return;
|
|
|
|
case STATE_LIGHT_POSITION_NORMALIZED:
|
|
{
|
|
const GLuint ln = (GLuint) state[1];
|
|
float p[4];
|
|
COPY_4V(p, ctx->Light.Light[ln]._Position);
|
|
NORMALIZE_3FV(p);
|
|
COPY_4V(value, p);
|
|
}
|
|
return;
|
|
|
|
case STATE_LIGHT_HALF_VECTOR:
|
|
{
|
|
const GLuint ln = (GLuint) state[1];
|
|
GLfloat p[3];
|
|
/* Compute infinite half angle vector:
|
|
* halfVector = normalize(normalize(lightPos) + (0, 0, 1))
|
|
* light.EyePosition.w should be 0 for infinite lights.
|
|
*/
|
|
COPY_3V(p, ctx->Light.Light[ln]._Position);
|
|
NORMALIZE_3FV(p);
|
|
ADD_3V(p, p, ctx->_EyeZDir);
|
|
NORMALIZE_3FV(p);
|
|
COPY_3V(value, p);
|
|
value[3] = 1.0;
|
|
}
|
|
return;
|
|
|
|
case STATE_PT_SCALE:
|
|
value[0] = ctx->Pixel.RedScale;
|
|
value[1] = ctx->Pixel.GreenScale;
|
|
value[2] = ctx->Pixel.BlueScale;
|
|
value[3] = ctx->Pixel.AlphaScale;
|
|
return;
|
|
|
|
case STATE_PT_BIAS:
|
|
value[0] = ctx->Pixel.RedBias;
|
|
value[1] = ctx->Pixel.GreenBias;
|
|
value[2] = ctx->Pixel.BlueBias;
|
|
value[3] = ctx->Pixel.AlphaBias;
|
|
return;
|
|
|
|
case STATE_FB_SIZE:
|
|
value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
|
|
value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
|
|
value[2] = 0.0F;
|
|
value[3] = 0.0F;
|
|
return;
|
|
|
|
case STATE_FB_WPOS_Y_TRANSFORM:
|
|
/* A driver may negate this conditional by using ZW swizzle
|
|
* instead of XY (based on e.g. some other state). */
|
|
if (!ctx->DrawBuffer->FlipY) {
|
|
/* Identity (XY) followed by flipping Y upside down (ZW). */
|
|
value[0] = 1.0F;
|
|
value[1] = 0.0F;
|
|
value[2] = -1.0F;
|
|
value[3] = _mesa_geometric_height(ctx->DrawBuffer);
|
|
} else {
|
|
/* Flipping Y upside down (XY) followed by identity (ZW). */
|
|
value[0] = -1.0F;
|
|
value[1] = _mesa_geometric_height(ctx->DrawBuffer);
|
|
value[2] = 1.0F;
|
|
value[3] = 0.0F;
|
|
}
|
|
return;
|
|
|
|
case STATE_FB_PNTC_Y_TRANSFORM:
|
|
{
|
|
bool flip_y = (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) ^
|
|
(ctx->DrawBuffer->FlipY);
|
|
|
|
value[0] = flip_y ? -1.0F : 1.0F;
|
|
value[1] = flip_y ? 1.0F : 0.0F;
|
|
value[2] = 0.0F;
|
|
value[3] = 0.0F;
|
|
}
|
|
return;
|
|
|
|
case STATE_TCS_PATCH_VERTICES_IN:
|
|
val[0].i = ctx->TessCtrlProgram.patch_vertices;
|
|
return;
|
|
|
|
case STATE_TES_PATCH_VERTICES_IN:
|
|
if (ctx->TessCtrlProgram._Current)
|
|
val[0].i = ctx->TessCtrlProgram._Current->info.tess.tcs_vertices_out;
|
|
else
|
|
val[0].i = ctx->TessCtrlProgram.patch_vertices;
|
|
return;
|
|
|
|
case STATE_ADVANCED_BLENDING_MODE:
|
|
val[0].i = _mesa_get_advanced_blend_sh_constant(
|
|
ctx->Color.BlendEnabled, ctx->Color._AdvancedBlendMode);
|
|
return;
|
|
|
|
case STATE_ALPHA_REF:
|
|
value[0] = ctx->Color.AlphaRefUnclamped;
|
|
return;
|
|
|
|
case STATE_CLIP_INTERNAL:
|
|
{
|
|
const GLuint plane = (GLuint) state[1];
|
|
COPY_4V(value, ctx->Transform._ClipUserPlane[plane]);
|
|
}
|
|
return;
|
|
|
|
case STATE_INTERNAL_DRIVER:
|
|
/* Internal driver state */
|
|
return;
|
|
|
|
case STATE_NOT_STATE_VAR:
|
|
/* Most likely PROGRAM_CONSTANT. This only happens in rare cases, e.g.
|
|
* ARB_vp with ARL, which can't sort parameters by type.
|
|
*/
|
|
return;
|
|
|
|
default:
|
|
unreachable("Invalid state in _mesa_fetch_state");
|
|
return;
|
|
}
|
|
}
|
|
|
|
unsigned
|
|
_mesa_program_state_value_size(const gl_state_index16 state[STATE_LENGTH])
|
|
{
|
|
if (state[0] == STATE_LIGHT && state[2] == STATE_SPOT_CUTOFF)
|
|
return 1;
|
|
|
|
/* Everything else is packed into vec4s */
|
|
return 4;
|
|
}
|
|
|
|
/**
|
|
* 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_index16 state[STATE_LENGTH])
|
|
{
|
|
switch (state[0]) {
|
|
case STATE_MATERIAL:
|
|
case STATE_LIGHTPROD:
|
|
case STATE_LIGHTMODEL_SCENECOLOR:
|
|
/* these can be effected by glColor when colormaterial mode is used */
|
|
return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
|
|
|
|
case STATE_LIGHT:
|
|
case STATE_LIGHT_ATTRIBS:
|
|
case STATE_LIGHTMODEL_AMBIENT:
|
|
return _NEW_LIGHT;
|
|
|
|
case STATE_TEXGEN:
|
|
return _NEW_TEXTURE_STATE;
|
|
case STATE_TEXENV_COLOR:
|
|
return _NEW_TEXTURE_STATE | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
|
|
|
|
case STATE_FOG_COLOR:
|
|
return _NEW_FOG | _NEW_BUFFERS | _NEW_FRAG_CLAMP;
|
|
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:
|
|
case STATE_MODELVIEW_MATRIX_INVERSE:
|
|
case STATE_MODELVIEW_MATRIX_TRANSPOSE:
|
|
case STATE_MODELVIEW_MATRIX_INVTRANS:
|
|
return _NEW_MODELVIEW;
|
|
case STATE_PROJECTION_MATRIX:
|
|
case STATE_PROJECTION_MATRIX_INVERSE:
|
|
case STATE_PROJECTION_MATRIX_TRANSPOSE:
|
|
case STATE_PROJECTION_MATRIX_INVTRANS:
|
|
return _NEW_PROJECTION;
|
|
case STATE_MVP_MATRIX:
|
|
case STATE_MVP_MATRIX_INVERSE:
|
|
case STATE_MVP_MATRIX_TRANSPOSE:
|
|
case STATE_MVP_MATRIX_INVTRANS:
|
|
return _NEW_MODELVIEW | _NEW_PROJECTION;
|
|
case STATE_TEXTURE_MATRIX:
|
|
case STATE_TEXTURE_MATRIX_INVERSE:
|
|
case STATE_TEXTURE_MATRIX_TRANSPOSE:
|
|
case STATE_TEXTURE_MATRIX_INVTRANS:
|
|
return _NEW_TEXTURE_MATRIX;
|
|
case STATE_PROGRAM_MATRIX:
|
|
case STATE_PROGRAM_MATRIX_INVERSE:
|
|
case STATE_PROGRAM_MATRIX_TRANSPOSE:
|
|
case STATE_PROGRAM_MATRIX_INVTRANS:
|
|
return _NEW_TRACK_MATRIX;
|
|
|
|
case STATE_NUM_SAMPLES:
|
|
return _NEW_BUFFERS;
|
|
|
|
case STATE_DEPTH_RANGE:
|
|
return _NEW_VIEWPORT;
|
|
|
|
case STATE_FRAGMENT_PROGRAM:
|
|
case STATE_VERTEX_PROGRAM:
|
|
return _NEW_PROGRAM;
|
|
|
|
case STATE_NORMAL_SCALE_EYESPACE:
|
|
return _NEW_MODELVIEW;
|
|
|
|
case STATE_CURRENT_ATTRIB:
|
|
return _NEW_CURRENT_ATTRIB;
|
|
case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
|
|
return _NEW_CURRENT_ATTRIB | _NEW_LIGHT | _NEW_BUFFERS;
|
|
|
|
case STATE_NORMAL_SCALE:
|
|
return _NEW_MODELVIEW;
|
|
|
|
case STATE_FOG_PARAMS_OPTIMIZED:
|
|
return _NEW_FOG;
|
|
case STATE_POINT_SIZE_CLAMPED:
|
|
return _NEW_POINT | _NEW_MULTISAMPLE;
|
|
case STATE_LIGHT_SPOT_DIR_NORMALIZED:
|
|
case STATE_LIGHT_POSITION:
|
|
case STATE_LIGHT_POSITION_NORMALIZED:
|
|
case STATE_LIGHT_HALF_VECTOR:
|
|
return _NEW_LIGHT;
|
|
|
|
case STATE_PT_SCALE:
|
|
case STATE_PT_BIAS:
|
|
return _NEW_PIXEL;
|
|
|
|
case STATE_FB_SIZE:
|
|
case STATE_FB_WPOS_Y_TRANSFORM:
|
|
return _NEW_BUFFERS;
|
|
|
|
case STATE_FB_PNTC_Y_TRANSFORM:
|
|
return _NEW_BUFFERS | _NEW_POINT;
|
|
|
|
case STATE_ADVANCED_BLENDING_MODE:
|
|
return _NEW_COLOR;
|
|
|
|
case STATE_ALPHA_REF:
|
|
return _NEW_COLOR;
|
|
|
|
case STATE_CLIP_INTERNAL:
|
|
return _NEW_TRANSFORM | _NEW_PROJECTION;
|
|
|
|
case STATE_INTERNAL_DRIVER:
|
|
return 0; /* internal driver state */
|
|
|
|
case STATE_NOT_STATE_VAR:
|
|
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_LIGHT_ATTRIBS:
|
|
append(dst, "light.attribs");
|
|
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_MODELVIEW_MATRIX_INVERSE:
|
|
append(dst, "matrix.modelview.inverse.");
|
|
break;
|
|
case STATE_MODELVIEW_MATRIX_TRANSPOSE:
|
|
append(dst, "matrix.modelview.transpose.");
|
|
break;
|
|
case STATE_MODELVIEW_MATRIX_INVTRANS:
|
|
append(dst, "matrix.modelview.invtrans.");
|
|
break;
|
|
case STATE_PROJECTION_MATRIX:
|
|
append(dst, "matrix.projection.");
|
|
break;
|
|
case STATE_PROJECTION_MATRIX_INVERSE:
|
|
append(dst, "matrix.projection.inverse.");
|
|
break;
|
|
case STATE_PROJECTION_MATRIX_TRANSPOSE:
|
|
append(dst, "matrix.projection.transpose.");
|
|
break;
|
|
case STATE_PROJECTION_MATRIX_INVTRANS:
|
|
append(dst, "matrix.projection.invtrans.");
|
|
break;
|
|
case STATE_MVP_MATRIX:
|
|
append(dst, "matrix.mvp.");
|
|
break;
|
|
case STATE_MVP_MATRIX_INVERSE:
|
|
append(dst, "matrix.mvp.inverse.");
|
|
break;
|
|
case STATE_MVP_MATRIX_TRANSPOSE:
|
|
append(dst, "matrix.mvp.transpose.");
|
|
break;
|
|
case STATE_MVP_MATRIX_INVTRANS:
|
|
append(dst, "matrix.mvp.invtrans.");
|
|
break;
|
|
case STATE_TEXTURE_MATRIX:
|
|
append(dst, "matrix.texture");
|
|
break;
|
|
case STATE_TEXTURE_MATRIX_INVERSE:
|
|
append(dst, "matrix.texture.inverse");
|
|
break;
|
|
case STATE_TEXTURE_MATRIX_TRANSPOSE:
|
|
append(dst, "matrix.texture.transpose");
|
|
break;
|
|
case STATE_TEXTURE_MATRIX_INVTRANS:
|
|
append(dst, "matrix.texture.invtrans");
|
|
break;
|
|
case STATE_PROGRAM_MATRIX:
|
|
append(dst, "matrix.program");
|
|
break;
|
|
case STATE_PROGRAM_MATRIX_INVERSE:
|
|
append(dst, "matrix.program.inverse");
|
|
break;
|
|
case STATE_PROGRAM_MATRIX_TRANSPOSE:
|
|
append(dst, "matrix.program.transpose");
|
|
break;
|
|
case STATE_PROGRAM_MATRIX_INVTRANS:
|
|
append(dst, "matrix.program.invtrans");
|
|
break;
|
|
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, "shininess");
|
|
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_NUM_SAMPLES:
|
|
append(dst, "numsamples");
|
|
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;
|
|
case STATE_CURRENT_ATTRIB:
|
|
append(dst, "current");
|
|
break;
|
|
case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
|
|
append(dst, "currentAttribMaybeVPClamped");
|
|
break;
|
|
case STATE_NORMAL_SCALE_EYESPACE:
|
|
append(dst, "normalScaleEyeSpace");
|
|
break;
|
|
case STATE_NORMAL_SCALE:
|
|
append(dst, "normalScale");
|
|
break;
|
|
case STATE_FOG_PARAMS_OPTIMIZED:
|
|
append(dst, "fogParamsOptimized");
|
|
break;
|
|
case STATE_POINT_SIZE_CLAMPED:
|
|
append(dst, "pointSizeClamped");
|
|
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_FB_SIZE:
|
|
append(dst, "FbSize");
|
|
break;
|
|
case STATE_FB_WPOS_Y_TRANSFORM:
|
|
append(dst, "FbWposYTransform");
|
|
break;
|
|
case STATE_FB_PNTC_Y_TRANSFORM:
|
|
append(dst, "PntcYTransform");
|
|
break;
|
|
case STATE_ADVANCED_BLENDING_MODE:
|
|
append(dst, "AdvancedBlendingMode");
|
|
break;
|
|
case STATE_ALPHA_REF:
|
|
append(dst, "alphaRef");
|
|
break;
|
|
case STATE_CLIP_INTERNAL:
|
|
append(dst, "clipInternal");
|
|
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, bool structure)
|
|
{
|
|
char s[20];
|
|
sprintf(s, "[%d]%s", index, structure ? "." : "");
|
|
append(dst, s);
|
|
}
|
|
|
|
/**
|
|
* Make a string from the given state vector.
|
|
* For example, return "state.matrix.texture[2].inverse".
|
|
* Use free() to deallocate the string.
|
|
*/
|
|
char *
|
|
_mesa_program_state_string(const gl_state_index16 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], true); /* light number [i]. */
|
|
append_token(str, state[2]); /* coefficients */
|
|
break;
|
|
case STATE_LIGHT_ATTRIBS:
|
|
sprintf(tmp, "[%d..%d]", state[1], state[1] + state[2] - 1);
|
|
append(str, tmp);
|
|
break;
|
|
case STATE_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], true); /* light number [i]. */
|
|
append_face(str, state[2]);
|
|
append_token(str, state[3]);
|
|
break;
|
|
case STATE_TEXGEN:
|
|
append_index(str, state[1], true); /* tex unit [i] */
|
|
append_token(str, state[2]); /* plane coef */
|
|
break;
|
|
case STATE_TEXENV_COLOR:
|
|
append_index(str, state[1], true); /* tex unit [i] */
|
|
append(str, "color");
|
|
break;
|
|
case STATE_CLIPPLANE:
|
|
append_index(str, state[1], true); /* plane [i] */
|
|
append(str, "plane");
|
|
break;
|
|
case STATE_MODELVIEW_MATRIX:
|
|
case STATE_MODELVIEW_MATRIX_INVERSE:
|
|
case STATE_MODELVIEW_MATRIX_TRANSPOSE:
|
|
case STATE_MODELVIEW_MATRIX_INVTRANS:
|
|
case STATE_PROJECTION_MATRIX:
|
|
case STATE_PROJECTION_MATRIX_INVERSE:
|
|
case STATE_PROJECTION_MATRIX_TRANSPOSE:
|
|
case STATE_PROJECTION_MATRIX_INVTRANS:
|
|
case STATE_MVP_MATRIX:
|
|
case STATE_MVP_MATRIX_INVERSE:
|
|
case STATE_MVP_MATRIX_TRANSPOSE:
|
|
case STATE_MVP_MATRIX_INVTRANS:
|
|
case STATE_TEXTURE_MATRIX:
|
|
case STATE_TEXTURE_MATRIX_INVERSE:
|
|
case STATE_TEXTURE_MATRIX_TRANSPOSE:
|
|
case STATE_TEXTURE_MATRIX_INVTRANS:
|
|
case STATE_PROGRAM_MATRIX:
|
|
case STATE_PROGRAM_MATRIX_INVERSE:
|
|
case STATE_PROGRAM_MATRIX_TRANSPOSE:
|
|
case STATE_PROGRAM_MATRIX_INVTRANS:
|
|
{
|
|
/* 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 */
|
|
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];
|
|
if (index ||
|
|
(mat >= STATE_TEXTURE_MATRIX &&
|
|
mat <= STATE_PROGRAM_MATRIX_INVTRANS))
|
|
append_index(str, index, true);
|
|
if (firstRow == lastRow)
|
|
sprintf(tmp, "row[%d]", firstRow);
|
|
else
|
|
sprintf(tmp, "row[%d..%d]", firstRow, lastRow);
|
|
append(str, tmp);
|
|
}
|
|
break;
|
|
case STATE_POINT_SIZE:
|
|
break;
|
|
case STATE_POINT_ATTENUATION:
|
|
break;
|
|
case STATE_FOG_PARAMS:
|
|
break;
|
|
case STATE_FOG_COLOR:
|
|
break;
|
|
case STATE_NUM_SAMPLES:
|
|
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], false);
|
|
break;
|
|
case STATE_NORMAL_SCALE_EYESPACE:
|
|
break;
|
|
case STATE_CURRENT_ATTRIB:
|
|
case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
|
|
case STATE_LIGHT_SPOT_DIR_NORMALIZED:
|
|
case STATE_LIGHT_POSITION:
|
|
case STATE_LIGHT_POSITION_NORMALIZED:
|
|
case STATE_LIGHT_HALF_VECTOR:
|
|
case STATE_CLIP_INTERNAL:
|
|
append_index(str, state[1], false);
|
|
break;
|
|
case STATE_NORMAL_SCALE:
|
|
case STATE_FOG_PARAMS_OPTIMIZED:
|
|
case STATE_POINT_SIZE_CLAMPED:
|
|
case STATE_PT_SCALE:
|
|
case STATE_PT_BIAS:
|
|
case STATE_FB_SIZE:
|
|
case STATE_FB_WPOS_Y_TRANSFORM:
|
|
case STATE_TCS_PATCH_VERTICES_IN:
|
|
case STATE_TES_PATCH_VERTICES_IN:
|
|
case STATE_ADVANCED_BLENDING_MODE:
|
|
case STATE_ALPHA_REF:
|
|
break;
|
|
case STATE_NOT_STATE_VAR:
|
|
append(str, "not_state");
|
|
break;
|
|
default:
|
|
_mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
|
|
break;
|
|
}
|
|
|
|
return 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.
|
|
* Other parameter types never change or are explicitly set by the user
|
|
* with glUniform() or glProgramParameter(), etc.
|
|
* This would be called at glBegin time.
|
|
*/
|
|
void
|
|
_mesa_load_state_parameters(struct gl_context *ctx,
|
|
struct gl_program_parameter_list *paramList)
|
|
{
|
|
if (!paramList)
|
|
return;
|
|
|
|
int num = paramList->NumParameters;
|
|
|
|
for (int i = paramList->FirstStateVarIndex; i < num; i++) {
|
|
unsigned pvo = paramList->Parameters[i].ValueOffset;
|
|
fetch_state(ctx, paramList->Parameters[i].StateIndexes,
|
|
paramList->ParameterValues + pvo);
|
|
}
|
|
}
|
|
|
|
void
|
|
_mesa_upload_state_parameters(struct gl_context *ctx,
|
|
struct gl_program_parameter_list *paramList,
|
|
uint32_t *dst)
|
|
{
|
|
int num = paramList->NumParameters;
|
|
|
|
for (int i = paramList->FirstStateVarIndex; i < num; i++) {
|
|
unsigned pvo = paramList->Parameters[i].ValueOffset;
|
|
fetch_state(ctx, paramList->Parameters[i].StateIndexes,
|
|
(gl_constant_value*)(dst + pvo));
|
|
}
|
|
}
|
|
|
|
/* Merge consecutive state vars into one for the state vars that allow
|
|
* multiple vec4s.
|
|
*
|
|
* This should be done after shader compilation, so that drivers don't
|
|
* have to deal with multi-slot state parameters in their backends.
|
|
* It's only meant to optimize _mesa_load/upload_state_parameters.
|
|
*/
|
|
void
|
|
_mesa_optimize_state_parameters(struct gl_constants *consts,
|
|
struct gl_program_parameter_list *list)
|
|
{
|
|
for (int first_param = list->FirstStateVarIndex;
|
|
first_param < (int)list->NumParameters; first_param++) {
|
|
int last_param = first_param;
|
|
int param_diff = 0;
|
|
|
|
switch (list->Parameters[first_param].StateIndexes[0]) {
|
|
case STATE_MODELVIEW_MATRIX:
|
|
case STATE_MODELVIEW_MATRIX_INVERSE:
|
|
case STATE_MODELVIEW_MATRIX_TRANSPOSE:
|
|
case STATE_MODELVIEW_MATRIX_INVTRANS:
|
|
case STATE_PROJECTION_MATRIX:
|
|
case STATE_PROJECTION_MATRIX_INVERSE:
|
|
case STATE_PROJECTION_MATRIX_TRANSPOSE:
|
|
case STATE_PROJECTION_MATRIX_INVTRANS:
|
|
case STATE_MVP_MATRIX:
|
|
case STATE_MVP_MATRIX_INVERSE:
|
|
case STATE_MVP_MATRIX_TRANSPOSE:
|
|
case STATE_MVP_MATRIX_INVTRANS:
|
|
case STATE_TEXTURE_MATRIX:
|
|
case STATE_TEXTURE_MATRIX_INVERSE:
|
|
case STATE_TEXTURE_MATRIX_TRANSPOSE:
|
|
case STATE_TEXTURE_MATRIX_INVTRANS:
|
|
case STATE_PROGRAM_MATRIX:
|
|
case STATE_PROGRAM_MATRIX_INVERSE:
|
|
case STATE_PROGRAM_MATRIX_TRANSPOSE:
|
|
case STATE_PROGRAM_MATRIX_INVTRANS:
|
|
/* Skip unaligned state vars. */
|
|
if (list->Parameters[first_param].Size % 4)
|
|
break;
|
|
|
|
/* Search for adjacent state vars that refer to adjacent rows. */
|
|
for (int i = first_param + 1; i < (int)list->NumParameters; i++) {
|
|
if (list->Parameters[i].StateIndexes[0] ==
|
|
list->Parameters[i - 1].StateIndexes[0] &&
|
|
list->Parameters[i].StateIndexes[1] ==
|
|
list->Parameters[i - 1].StateIndexes[1] &&
|
|
list->Parameters[i].StateIndexes[2] == /* FirstRow */
|
|
list->Parameters[i - 1].StateIndexes[3] + 1 && /* LastRow + 1 */
|
|
list->Parameters[i].Size == 4) {
|
|
last_param = i;
|
|
continue;
|
|
}
|
|
break; /* The adjacent state var is incompatible. */
|
|
}
|
|
if (last_param > first_param) {
|
|
int first_vec = list->Parameters[first_param].StateIndexes[2];
|
|
int last_vec = list->Parameters[last_param].StateIndexes[3];
|
|
|
|
assert(first_vec < last_vec);
|
|
assert(last_vec - first_vec == last_param - first_param);
|
|
|
|
/* Update LastRow. */
|
|
list->Parameters[first_param].StateIndexes[3] = last_vec;
|
|
list->Parameters[first_param].Size = (last_vec - first_vec + 1) * 4;
|
|
|
|
param_diff = last_param - first_param;
|
|
}
|
|
break;
|
|
|
|
case STATE_LIGHT:
|
|
/* Skip trimmed state vars. (this shouldn't occur though) */
|
|
if (list->Parameters[first_param].Size !=
|
|
_mesa_program_state_value_size(list->Parameters[first_param].StateIndexes))
|
|
break;
|
|
|
|
/* Search for light attributes that are adjacent in memory. */
|
|
for (int i = first_param + 1; i < (int)list->NumParameters; i++) {
|
|
if (list->Parameters[i].StateIndexes[0] == STATE_LIGHT &&
|
|
/* Consecutive attributes of the same light: */
|
|
((list->Parameters[i].StateIndexes[1] ==
|
|
list->Parameters[i - 1].StateIndexes[1] &&
|
|
list->Parameters[i].StateIndexes[2] ==
|
|
list->Parameters[i - 1].StateIndexes[2] + 1) ||
|
|
/* Consecutive attributes between 2 lights: */
|
|
/* SPOT_CUTOFF should have only 1 component, which isn't true
|
|
* with unpacked uniform storage. */
|
|
(consts->PackedDriverUniformStorage &&
|
|
list->Parameters[i].StateIndexes[1] ==
|
|
list->Parameters[i - 1].StateIndexes[1] + 1 &&
|
|
list->Parameters[i].StateIndexes[2] == STATE_AMBIENT &&
|
|
list->Parameters[i - 1].StateIndexes[2] == STATE_SPOT_CUTOFF))) {
|
|
last_param = i;
|
|
continue;
|
|
}
|
|
break; /* The adjacent state var is incompatible. */
|
|
}
|
|
if (last_param > first_param) {
|
|
/* Convert the state var to STATE_LIGHT_ATTRIBS. */
|
|
list->Parameters[first_param].StateIndexes[0] = STATE_LIGHT_ATTRIBS;
|
|
/* Set the offset in floats. */
|
|
list->Parameters[first_param].StateIndexes[1] =
|
|
list->Parameters[first_param].StateIndexes[1] * /* light index */
|
|
sizeof(struct gl_light_uniforms) / 4 +
|
|
(list->Parameters[first_param].StateIndexes[2] - STATE_AMBIENT) * 4;
|
|
|
|
/* Set the real size in floats that we will upload (memcpy). */
|
|
list->Parameters[first_param].StateIndexes[2] =
|
|
_mesa_program_state_value_size(list->Parameters[last_param].StateIndexes) +
|
|
list->Parameters[last_param].ValueOffset -
|
|
list->Parameters[first_param].ValueOffset;
|
|
|
|
/* Set the allocated size, which can be aligned to 4 components. */
|
|
list->Parameters[first_param].Size =
|
|
list->Parameters[last_param].Size +
|
|
list->Parameters[last_param].ValueOffset -
|
|
list->Parameters[first_param].ValueOffset;
|
|
|
|
param_diff = last_param - first_param;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (param_diff) {
|
|
/* Update the name. */
|
|
free((void*)list->Parameters[first_param].Name);
|
|
list->Parameters[first_param].Name =
|
|
_mesa_program_state_string(list->Parameters[first_param].StateIndexes);
|
|
|
|
/* Free names that we are going to overwrite. */
|
|
for (int i = first_param + 1; i <= last_param; i++)
|
|
free((char*)list->Parameters[i].Name);
|
|
|
|
/* Remove the merged state vars. */
|
|
memmove(&list->Parameters[first_param + 1],
|
|
&list->Parameters[last_param + 1],
|
|
sizeof(list->Parameters[0]) *
|
|
(list->NumParameters - last_param - 1));
|
|
list->NumParameters -= param_diff;
|
|
}
|
|
}
|
|
}
|