xref: /third_party/mesa3d/src/mesa/main/state.c (revision bf215546)
1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26/**
27 * \file state.c
28 * State management.
29 *
30 * This file manages recalculation of derived values in struct gl_context.
31 */
32
33
34#include "glheader.h"
35#include "mtypes.h"
36#include "arrayobj.h"
37#include "context.h"
38#include "debug.h"
39#include "macros.h"
40#include "ffvertex_prog.h"
41#include "framebuffer.h"
42#include "light.h"
43#include "matrix.h"
44#include "pixel.h"
45#include "program/program.h"
46#include "program/prog_parameter.h"
47#include "shaderobj.h"
48#include "state.h"
49#include "stencil.h"
50#include "texenvprogram.h"
51#include "texobj.h"
52#include "texstate.h"
53#include "varray.h"
54#include "vbo/vbo.h"
55#include "viewport.h"
56#include "blend.h"
57
58#include "state_tracker/st_context.h"
59
60void
61_mesa_update_allow_draw_out_of_order(struct gl_context *ctx)
62{
63   /* Out-of-order drawing is useful when vertex array draws and immediate
64    * mode are interleaved.
65    *
66    * Example with 3 draws:
67    *   glBegin();
68    *      glVertex();
69    *   glEnd();
70    *   glDrawElements();
71    *   glBegin();
72    *      glVertex();
73    *   glEnd();
74    *
75    * Out-of-order drawing changes the execution order like this:
76    *   glDrawElements();
77    *   glBegin();
78    *      glVertex();
79    *      glVertex();
80    *   glEnd();
81    *
82    * If out-of-order draws are enabled, immediate mode vertices are not
83    * flushed before glDrawElements, resulting in fewer draws and lower CPU
84    * overhead. This helps workstation applications.
85    *
86    * This is a simplified version of out-of-order determination to catch
87    * common cases.
88    *
89    * RadeonSI has a complete and more complicated out-of-order determination
90    * for driver-internal reasons.
91    */
92   /* Only the compatibility profile with immediate mode needs this. */
93   if (!ctx->Const.AllowDrawOutOfOrder)
94      return;
95
96   assert(ctx->API == API_OPENGL_COMPAT);
97
98   /* If all of these are NULL, GLSL is disabled. */
99   struct gl_program *vs =
100      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
101   struct gl_program *tcs =
102      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
103   struct gl_program *tes =
104      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
105   struct gl_program *gs =
106      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
107   struct gl_program *fs =
108      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
109   GLenum16 depth_func = ctx->Depth.Func;
110
111   /* Z fighting and any primitives with equal Z shouldn't be reordered
112    * with LESS/LEQUAL/GREATER/GEQUAL functions.
113    *
114    * When drawing 2 primitive with equal Z:
115    * - with LEQUAL/GEQUAL, the last primitive wins the Z test.
116    * - with LESS/GREATER, the first primitive wins the Z test.
117    *
118    * Here we ignore that on the basis that such cases don't occur in real
119    * apps, and we they do occur, they occur with blending where out-of-order
120    * drawing is always disabled.
121    */
122   bool previous_state = ctx->_AllowDrawOutOfOrder;
123   ctx->_AllowDrawOutOfOrder =
124         ctx->DrawBuffer &&
125         ctx->DrawBuffer->Visual.depthBits &&
126         ctx->Depth.Test &&
127         ctx->Depth.Mask &&
128         (depth_func == GL_NEVER ||
129          depth_func == GL_LESS ||
130          depth_func == GL_LEQUAL ||
131          depth_func == GL_GREATER ||
132          depth_func == GL_GEQUAL) &&
133         (!ctx->DrawBuffer->Visual.stencilBits ||
134          !ctx->Stencil.Enabled) &&
135         (!ctx->Color.ColorMask ||
136          (!ctx->Color.BlendEnabled &&
137           (!ctx->Color.ColorLogicOpEnabled ||
138            ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) &&
139         (!vs || !vs->info.writes_memory) &&
140         (!tes || !tes->info.writes_memory) &&
141         (!tcs || !tcs->info.writes_memory) &&
142         (!gs || !gs->info.writes_memory) &&
143         (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests);
144
145   /* If we are disabling out-of-order drawing, we need to flush queued
146    * vertices.
147    */
148   if (previous_state && !ctx->_AllowDrawOutOfOrder)
149      FLUSH_VERTICES(ctx, 0, 0);
150}
151
152
153/**
154 * Update the ctx->*Program._Current pointers to point to the
155 * current/active programs.
156 *
157 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
158 * programs or programs derived from fixed-function state.
159 *
160 * This function needs to be called after texture state validation in case
161 * we're generating a fragment program from fixed-function texture state.
162 *
163 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
164 * or fragment program is being used.
165 */
166static GLbitfield
167update_program(struct gl_context *ctx)
168{
169   struct gl_program *vsProg =
170      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
171   struct gl_program *tcsProg =
172      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
173   struct gl_program *tesProg =
174      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
175   struct gl_program *gsProg =
176      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
177   struct gl_program *fsProg =
178      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
179   struct gl_program *csProg =
180      ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
181   const struct gl_program *prevVP = ctx->VertexProgram._Current;
182   const struct gl_program *prevFP = ctx->FragmentProgram._Current;
183   const struct gl_program *prevGP = ctx->GeometryProgram._Current;
184   const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
185   const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
186   const struct gl_program *prevCP = ctx->ComputeProgram._Current;
187
188   /*
189    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
190    * pointers to the programs that should be used for rendering.  If either
191    * is NULL, use fixed-function code paths.
192    *
193    * These programs may come from several sources.  The priority is as
194    * follows:
195    *   1. OpenGL 2.0/ARB vertex/fragment shaders
196    *   2. ARB/NV vertex/fragment programs
197    *   3. ATI fragment shader
198    *   4. Programs derived from fixed-function state.
199    *
200    * Note: it's possible for a vertex shader to get used with a fragment
201    * program (and vice versa) here, but in practice that shouldn't ever
202    * come up, or matter.
203    */
204
205   if (fsProg) {
206      /* Use GLSL fragment shader */
207      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
208      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
209                              NULL);
210   }
211   else if (_mesa_arb_fragment_program_enabled(ctx)) {
212      /* Use user-defined fragment program */
213      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
214                              ctx->FragmentProgram.Current);
215      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
216			      NULL);
217   }
218   else if (_mesa_ati_fragment_shader_enabled(ctx) &&
219            ctx->ATIFragmentShader.Current->Program) {
220       /* Use the enabled ATI fragment shader's associated program */
221      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
222                              ctx->ATIFragmentShader.Current->Program);
223      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
224                              NULL);
225   }
226   else {
227      /* Use fragment program generated from fixed-function state */
228      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
229
230      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
231			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
232      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
233			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
234   }
235
236   if (gsProg) {
237      /* Use GLSL geometry shader */
238      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
239   } else {
240      /* No geometry program */
241      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
242   }
243
244   if (tesProg) {
245      /* Use GLSL tessellation evaluation shader */
246      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
247   }
248   else {
249      /* No tessellation evaluation program */
250      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
251   }
252
253   if (tcsProg) {
254      /* Use GLSL tessellation control shader */
255      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
256   }
257   else {
258      /* No tessellation control program */
259      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
260   }
261
262   /* Examine vertex program after fragment program as
263    * _mesa_get_fixed_func_vertex_program() needs to know active
264    * fragprog inputs.
265    */
266   if (vsProg) {
267      /* Use GLSL vertex shader */
268      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
269      _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
270   }
271   else if (_mesa_arb_vertex_program_enabled(ctx)) {
272      /* Use user-defined vertex program */
273      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
274      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
275                              ctx->VertexProgram.Current);
276   }
277   else {
278      /* Use vertex program generated from fixed-function state */
279      assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
280      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
281                              _mesa_get_fixed_func_vertex_program(ctx));
282      _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
283                              ctx->VertexProgram._Current);
284   }
285
286   if (csProg) {
287      /* Use GLSL compute shader */
288      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
289   } else {
290      /* no compute program */
291      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
292   }
293
294   bool vp_changed = ctx->VertexProgram._Current != prevVP;
295   bool tep_changed = ctx->TessEvalProgram._Current != prevTEP;
296   bool gp_changed = ctx->GeometryProgram._Current != prevGP;
297   if (ctx->GeometryProgram._Current) {
298      ctx->LastVertexStageDirty |= gp_changed;
299   } else if (ctx->TessEvalProgram._Current) {
300      ctx->LastVertexStageDirty |= gp_changed | tep_changed;
301   } else {
302      ctx->LastVertexStageDirty |= gp_changed | tep_changed | vp_changed;
303   }
304
305   /* Let the driver know what's happening:
306    */
307   if (ctx->FragmentProgram._Current != prevFP ||
308       ctx->VertexProgram._Current != prevVP ||
309       ctx->GeometryProgram._Current != prevGP ||
310       ctx->TessEvalProgram._Current != prevTEP ||
311       ctx->TessCtrlProgram._Current != prevTCP ||
312       ctx->ComputeProgram._Current != prevCP)
313      return _NEW_PROGRAM;
314
315   return 0;
316}
317
318
319static GLbitfield
320update_single_program_constants(struct gl_context *ctx,
321                                struct gl_program *prog,
322                                gl_shader_stage stage)
323{
324   if (prog) {
325      const struct gl_program_parameter_list *params = prog->Parameters;
326      if (params && params->StateFlags & ctx->NewState) {
327         if (ctx->DriverFlags.NewShaderConstants[stage])
328            ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
329         else
330            return _NEW_PROGRAM_CONSTANTS;
331      }
332   }
333   return 0;
334}
335
336
337/**
338 * This updates fixed-func state constants such as gl_ModelViewMatrix.
339 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
340 */
341static GLbitfield
342update_program_constants(struct gl_context *ctx)
343{
344   GLbitfield new_state =
345      update_single_program_constants(ctx, ctx->VertexProgram._Current,
346                                      MESA_SHADER_VERTEX) |
347      update_single_program_constants(ctx, ctx->FragmentProgram._Current,
348                                      MESA_SHADER_FRAGMENT);
349
350   if (ctx->API == API_OPENGL_COMPAT &&
351       ctx->Const.GLSLVersionCompat >= 150) {
352      new_state |=
353         update_single_program_constants(ctx, ctx->GeometryProgram._Current,
354                                         MESA_SHADER_GEOMETRY);
355
356      if (_mesa_has_ARB_tessellation_shader(ctx)) {
357         new_state |=
358            update_single_program_constants(ctx, ctx->TessCtrlProgram._Current,
359                                            MESA_SHADER_TESS_CTRL) |
360            update_single_program_constants(ctx, ctx->TessEvalProgram._Current,
361                                            MESA_SHADER_TESS_EVAL);
362      }
363   }
364
365   return new_state;
366}
367
368
369static void
370update_fixed_func_program_usage(struct gl_context *ctx)
371{
372   ctx->FragmentProgram._UsesTexEnvProgram =
373      !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/
374      !_mesa_arb_fragment_program_enabled(ctx) &&
375      !(_mesa_ati_fragment_shader_enabled(ctx) &&
376        ctx->ATIFragmentShader.Current->Program);
377
378   ctx->VertexProgram._UsesTnlProgram =
379      !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */
380      !_mesa_arb_vertex_program_enabled(ctx);
381}
382
383
384/**
385 * Compute derived GL state.
386 * If __struct gl_contextRec::NewState is non-zero then this function \b must
387 * be called before rendering anything.
388 *
389 * Calls dd_function_table::UpdateState to perform any internal state
390 * management necessary.
391 *
392 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
393 * _mesa_update_buffer_bounds(),
394 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
395 */
396void
397_mesa_update_state_locked( struct gl_context *ctx )
398{
399   GLbitfield new_state = ctx->NewState;
400   GLbitfield new_prog_state = 0x0;
401   const GLbitfield checked_states =
402      _NEW_BUFFERS | _NEW_MODELVIEW | _NEW_PROJECTION | _NEW_TEXTURE_MATRIX |
403      _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM |
404      _NEW_LIGHT_CONSTANTS | _NEW_POINT | _NEW_FF_VERT_PROGRAM |
405      _NEW_FF_FRAG_PROGRAM | _NEW_TNL_SPACES;
406
407   /* we can skip a bunch of state validation checks if the dirty
408    * state matches one or more bits in 'computed_states'.
409    */
410   if (!(new_state & checked_states))
411      goto out;
412
413   if (MESA_VERBOSE & VERBOSE_STATE)
414      _mesa_print_state("_mesa_update_state", new_state);
415
416   if (new_state & _NEW_BUFFERS)
417      _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
418
419   /* Handle Core and Compatibility contexts separately. */
420   if (ctx->API == API_OPENGL_COMPAT ||
421       ctx->API == API_OPENGLES) {
422      /* Update derived state. */
423      if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
424         _mesa_update_modelview_project( ctx, new_state );
425
426      if (new_state & _NEW_TEXTURE_MATRIX)
427         new_state |= _mesa_update_texture_matrices(ctx);
428
429      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
430         new_state |= _mesa_update_texture_state(ctx);
431
432      if (new_state & _NEW_LIGHT_CONSTANTS)
433         new_state |= _mesa_update_lighting(ctx);
434
435      /* ctx->_NeedEyeCoords is determined here.
436       *
437       * If the truth value of this variable has changed, update for the
438       * new lighting space and recompute the positions of lights and the
439       * normal transform.
440       *
441       * If the lighting space hasn't changed, may still need to recompute
442       * light positions & normal transforms for other reasons.
443       */
444      if (new_state & (_NEW_TNL_SPACES | _NEW_LIGHT_CONSTANTS |
445                       _NEW_MODELVIEW)) {
446         if (_mesa_update_tnl_spaces(ctx, new_state))
447            new_state |= _NEW_FF_VERT_PROGRAM;
448      }
449
450      if (new_state & _NEW_PROGRAM)
451         update_fixed_func_program_usage(ctx);
452
453      /* Determine which states affect fixed-func vertex/fragment program. */
454      GLbitfield prog_flags = _NEW_PROGRAM;
455
456      if (ctx->FragmentProgram._UsesTexEnvProgram) {
457         prog_flags |= _NEW_BUFFERS | _NEW_TEXTURE_OBJECT |
458                       _NEW_FF_FRAG_PROGRAM | _NEW_TEXTURE_STATE;
459      }
460
461      if (ctx->VertexProgram._UsesTnlProgram)
462         prog_flags |= _NEW_FF_VERT_PROGRAM;
463
464      if (new_state & prog_flags) {
465         /* When we generate programs from fixed-function vertex/fragment state
466          * this call may generate/bind a new program.  If so, we need to
467          * propogate the _NEW_PROGRAM flag to the driver.
468          */
469         new_prog_state |= update_program(ctx);
470      }
471   } else {
472      /* GL Core and GLES 2/3 contexts */
473      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
474         _mesa_update_texture_state(ctx);
475
476      if (new_state & _NEW_PROGRAM)
477         update_program(ctx);
478   }
479
480 out:
481   new_prog_state |= update_program_constants(ctx);
482
483   ctx->NewState |= new_prog_state;
484
485   /*
486    * Give the driver a chance to act upon the new_state flags.
487    * The driver might plug in different span functions, for example.
488    * Also, this is where the driver can invalidate the state of any
489    * active modules (such as swrast_setup, swrast, tnl, etc).
490    */
491   st_invalidate_state(ctx);
492   ctx->NewState = 0;
493}
494
495
496/* This is the usual entrypoint for state updates:
497 */
498void
499_mesa_update_state( struct gl_context *ctx )
500{
501   _mesa_lock_context_textures(ctx);
502   _mesa_update_state_locked(ctx);
503   _mesa_unlock_context_textures(ctx);
504}
505
506
507/**
508 * Used by drivers to tell core Mesa that the driver is going to
509 * install/ use its own vertex program.  In particular, this will
510 * prevent generated fragment programs from using state vars instead
511 * of ordinary varyings/inputs.
512 */
513void
514_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag)
515{
516   if (ctx->VertexProgram._Overriden != flag) {
517      ctx->VertexProgram._Overriden = flag;
518
519      /* Set one of the bits which will trigger fragment program
520       * regeneration:
521       */
522      ctx->NewState |= _NEW_PROGRAM;
523   }
524}
525
526
527static void
528set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m)
529{
530   if (ctx->VertexProgram._VPMode == m)
531      return;
532
533   /* On change we may get new maps into the current values */
534   ctx->NewDriverState |= ST_NEW_VERTEX_ARRAYS;
535   ctx->Array.NewVertexElements = true;
536
537   /* Finally memorize the value */
538   ctx->VertexProgram._VPMode = m;
539
540   /* The gl_context::VertexProgram._VaryingInputs value is only used when in
541    * VP_MODE_FF mode and the fixed-func pipeline is emulated by shaders.
542    */
543   ctx->VertexProgram._VPModeOptimizesConstantAttribs =
544      m == VP_MODE_FF;
545
546   /* Set a filter mask for the net enabled vao arrays.
547    * This is to mask out arrays that would otherwise supersede required current
548    * values for the fixed function shaders for example.
549    */
550   switch (m) {
551   case VP_MODE_FF:
552      /* When no vertex program is active (or the vertex program is generated
553       * from fixed-function state).  We put the material values into the
554       * generic slots.  Since the vao has no material arrays, mute these
555       * slots from the enabled arrays so that the current material values
556       * are pulled instead of the vao arrays.
557       */
558      ctx->VertexProgram._VPModeInputFilter = VERT_BIT_FF_ALL;
559      break;
560
561   case VP_MODE_SHADER:
562      /* There are no shaders in OpenGL ES 1.x, so this code path should be
563       * impossible to reach.  The meta code is careful to not use shaders in
564       * ES1.
565       */
566      assert(ctx->API != API_OPENGLES);
567
568      /* Other parts of the code assume that inputs[VERT_ATTRIB_POS] through
569       * inputs[VERT_ATTRIB_GENERIC0-1] will be non-NULL.  However, in OpenGL
570       * ES 2.0+ or OpenGL core profile, none of these arrays should ever
571       * be enabled.
572       */
573      if (ctx->API == API_OPENGL_COMPAT)
574         ctx->VertexProgram._VPModeInputFilter = VERT_BIT_ALL;
575      else
576         ctx->VertexProgram._VPModeInputFilter = VERT_BIT_GENERIC_ALL;
577      break;
578
579   default:
580      assert(0);
581   }
582
583   /* Since we only track the varying inputs while being in fixed function
584    * vertex processing mode, we may need to update fixed-func shaders
585    * for zero-stride vertex attribs.
586    */
587   _mesa_set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs);
588}
589
590
591/**
592 * Update ctx->VertexProgram._VPMode.
593 * This is to distinguish whether we're running
594 *   a vertex program/shader,
595 *   a fixed-function TNL program or
596 *   a fixed function vertex transformation without any program.
597 */
598void
599_mesa_update_vertex_processing_mode(struct gl_context *ctx)
600{
601   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
602      set_vertex_processing_mode(ctx, VP_MODE_SHADER);
603   else if (_mesa_arb_vertex_program_enabled(ctx))
604      set_vertex_processing_mode(ctx, VP_MODE_SHADER);
605   else
606      set_vertex_processing_mode(ctx, VP_MODE_FF);
607}
608
609
610void
611_mesa_reset_vertex_processing_mode(struct gl_context *ctx)
612{
613   ctx->VertexProgram._VPMode = -1; /* force the update */
614   _mesa_update_vertex_processing_mode(ctx);
615}
616