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1 /*
2  * Copyright (C) 2009-2010 Francisco Jerez.
3  * All Rights Reserved.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining
6  * a copy of this software and associated documentation files (the
7  * "Software"), to deal in the Software without restriction, including
8  * without limitation the rights to use, copy, modify, merge, publish,
9  * distribute, sublicense, and/or sell copies of the Software, and to
10  * permit persons to whom the Software is furnished to do so, subject to
11  * the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the
14  * next paragraph) shall be included in all copies or substantial
15  * portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24  *
25  */
26 
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_gldefs.h"
30 #include "nouveau_util.h"
31 #include "nv10_3d.xml.h"
32 #include "nv10_driver.h"
33 #include "util/bitscan.h"
34 
35 void
nv10_emit_clip_plane(struct gl_context * ctx,int emit)36 nv10_emit_clip_plane(struct gl_context *ctx, int emit)
37 {
38 }
39 
40 static inline unsigned
get_material_bitmask(unsigned m)41 get_material_bitmask(unsigned m)
42 {
43 	unsigned ret = 0;
44 
45 	if (m & MAT_BIT_FRONT_EMISSION)
46 		ret |= NV10_3D_COLOR_MATERIAL_EMISSION;
47 	if (m & MAT_BIT_FRONT_AMBIENT)
48 		ret |= NV10_3D_COLOR_MATERIAL_AMBIENT;
49 	if (m & MAT_BIT_FRONT_DIFFUSE)
50 		ret |= NV10_3D_COLOR_MATERIAL_DIFFUSE;
51 	if (m & MAT_BIT_FRONT_SPECULAR)
52 		ret |= NV10_3D_COLOR_MATERIAL_SPECULAR;
53 
54 	return ret;
55 }
56 
57 void
nv10_emit_color_material(struct gl_context * ctx,int emit)58 nv10_emit_color_material(struct gl_context *ctx, int emit)
59 {
60 	struct nouveau_pushbuf *push = context_push(ctx);
61 	unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
62 
63 	BEGIN_NV04(push, NV10_3D(COLOR_MATERIAL), 1);
64 	PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
65 }
66 
67 static unsigned
get_fog_mode(unsigned mode)68 get_fog_mode(unsigned mode)
69 {
70 	switch (mode) {
71 	case GL_LINEAR:
72 		return NV10_3D_FOG_MODE_LINEAR;
73 	case GL_EXP:
74 		return NV10_3D_FOG_MODE_EXP;
75 	case GL_EXP2:
76 		return NV10_3D_FOG_MODE_EXP2;
77 	default:
78 		assert(0);
79 	}
80 }
81 
82 static unsigned
get_fog_source(unsigned source,unsigned distance_mode)83 get_fog_source(unsigned source, unsigned distance_mode)
84 {
85 	switch (source) {
86 	case GL_FOG_COORDINATE_EXT:
87 		return NV10_3D_FOG_COORD_FOG;
88 	case GL_FRAGMENT_DEPTH_EXT:
89 		switch (distance_mode) {
90 		case GL_EYE_PLANE_ABSOLUTE_NV:
91 			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
92 		case GL_EYE_PLANE:
93 			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL;
94 		case GL_EYE_RADIAL_NV:
95 			return NV10_3D_FOG_COORD_DIST_RADIAL;
96 		default:
97 			assert(0);
98 		}
99 	default:
100 		assert(0);
101 	}
102 }
103 
104 void
nv10_get_fog_coeff(struct gl_context * ctx,float k[3])105 nv10_get_fog_coeff(struct gl_context *ctx, float k[3])
106 {
107 	struct gl_fog_attrib *f = &ctx->Fog;
108 
109 	switch (f->Mode) {
110 	case GL_LINEAR:
111 		k[0] = 2 + f->Start / (f->End - f->Start);
112 		k[1] = -1 / (f->End - f->Start);
113 		break;
114 
115 	case GL_EXP:
116 		k[0] = 1.5;
117 		k[1] = -0.09 * f->Density;
118 		break;
119 
120 	case GL_EXP2:
121 		k[0] = 1.5;
122 		k[1] = -0.21 * f->Density;
123 		break;
124 
125 	default:
126 		assert(0);
127 	}
128 
129 	k[2] = 0;
130 }
131 
132 void
nv10_emit_fog(struct gl_context * ctx,int emit)133 nv10_emit_fog(struct gl_context *ctx, int emit)
134 {
135 	struct nouveau_context *nctx = to_nouveau_context(ctx);
136 	struct nouveau_pushbuf *push = context_push(ctx);
137 	struct gl_fog_attrib *f = &ctx->Fog;
138 	unsigned source = nctx->fallback == HWTNL ?
139 		f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
140 	float k[3];
141 
142 	nv10_get_fog_coeff(ctx, k);
143 
144 	BEGIN_NV04(push, NV10_3D(FOG_MODE), 4);
145 	PUSH_DATA (push, get_fog_mode(f->Mode));
146 	PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
147 	PUSH_DATAb(push, f->Enabled);
148 	PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_R8G8B8A8_UNORM, f->Color));
149 
150 	BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3);
151 	PUSH_DATAp(push, k, 3);
152 
153 	context_dirty(ctx, FRAG);
154 }
155 
156 static inline unsigned
get_light_mode(struct gl_light * l)157 get_light_mode(struct gl_light *l)
158 {
159 	if (l->Enabled) {
160 		if (l->_Flags & LIGHT_SPOT)
161 			return NV10_3D_ENABLED_LIGHTS_0_DIRECTIONAL;
162 		else if (l->_Flags & LIGHT_POSITIONAL)
163 			return NV10_3D_ENABLED_LIGHTS_0_POSITIONAL;
164 		else
165 			return NV10_3D_ENABLED_LIGHTS_0_NONPOSITIONAL;
166 	} else {
167 		return NV10_3D_ENABLED_LIGHTS_0_DISABLED;
168 	}
169 }
170 
171 void
nv10_emit_light_enable(struct gl_context * ctx,int emit)172 nv10_emit_light_enable(struct gl_context *ctx, int emit)
173 {
174 	struct nouveau_context *nctx = to_nouveau_context(ctx);
175 	struct nouveau_pushbuf *push = context_push(ctx);
176 	uint32_t en_lights = 0;
177 	int i;
178 
179 	if (nctx->fallback != HWTNL) {
180 		BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
181 		PUSH_DATA (push, 0);
182 		return;
183 	}
184 
185 	for (i = 0; i < MAX_LIGHTS; i++)
186 		en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i;
187 
188 	BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1);
189 	PUSH_DATA (push, en_lights);
190 	BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
191 	PUSH_DATAb(push, ctx->Light.Enabled);
192 	BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1);
193 	PUSH_DATAb(push, ctx->Transform.Normalize);
194 }
195 
196 void
nv10_emit_light_model(struct gl_context * ctx,int emit)197 nv10_emit_light_model(struct gl_context *ctx, int emit)
198 {
199 	struct nouveau_pushbuf *push = context_push(ctx);
200 	struct gl_lightmodel *m = &ctx->Light.Model;
201 
202 	BEGIN_NV04(push, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1);
203 	PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
204 
205 	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1);
206 	PUSH_DATA (push, ((m->LocalViewer ?
207 			 NV10_3D_LIGHT_MODEL_LOCAL_VIEWER : 0) |
208 			(_mesa_need_secondary_color(ctx) ?
209 			 NV10_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 0) |
210 			(!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ?
211 			 NV10_3D_LIGHT_MODEL_VERTEX_SPECULAR : 0)));
212 }
213 
214 static float
get_shine(const float p[],float x)215 get_shine(const float p[], float x)
216 {
217 	const int n = 15;
218 	const float *y = &p[1];
219 	float f = (n - 1) * (1 - 1 / (1 + p[0] * x))
220 		/ (1 - 1 / (1 + p[0] * 1024));
221 	int i = f;
222 
223 	/* Linear interpolation in f-space (Faster and somewhat more
224 	 * accurate than x-space). */
225 	if (x == 0)
226 		return y[0];
227 	else if (i > n - 2)
228 		return y[n - 1];
229 	else
230 		return y[i] + (y[i + 1] - y[i]) * (f - i);
231 }
232 
233 static const float nv10_spot_params[2][16] = {
234 	{ 0.02, -3.80e-05, -1.77, -2.41, -2.71, -2.88, -2.98, -3.06,
235 	  -3.11, -3.17, -3.23, -3.28, -3.37, -3.47, -3.83, -5.11 },
236 	{ 0.02, -0.01, 1.77, 2.39, 2.70, 2.87, 2.98, 3.06,
237 	  3.10, 3.16, 3.23, 3.27, 3.37, 3.47, 3.83, 5.11 },
238 };
239 
240 void
nv10_get_spot_coeff(struct gl_light * l,struct gl_light_uniforms * lu,float k[7])241 nv10_get_spot_coeff(struct gl_light *l, struct gl_light_uniforms *lu, float k[7])
242 {
243 	float e = lu->SpotExponent;
244 	float a0, b0, a1, a2, b2, a3;
245 
246 	if (e > 0)
247 		a0 = -1 - 5.36e-3 / sqrtf(e);
248 	else
249 		a0 = -1;
250 	b0 = 1 / (1 + 0.273 * e);
251 
252 	a1 = get_shine(nv10_spot_params[0], e);
253 
254 	a2 = get_shine(nv10_spot_params[1], e);
255 	b2 = 1 / (1 + 0.273 * e);
256 
257 	a3 = 0.9 + 0.278 * e;
258 
259 	if (lu->SpotCutoff > 0) {
260 		float cutoff = MAX2(a3, 1 / (1 - lu->_CosCutoff));
261 
262 		k[0] = MAX2(0, a0 + b0 * cutoff);
263 		k[1] = a1;
264 		k[2] = a2 + b2 * cutoff;
265 		k[3] = - cutoff * l->_NormSpotDirection[0];
266 		k[4] = - cutoff * l->_NormSpotDirection[1];
267 		k[5] = - cutoff * l->_NormSpotDirection[2];
268 		k[6] = 1 - cutoff;
269 
270 	} else {
271 		k[0] = b0;
272 		k[1] = a1;
273 		k[2] = a2 + b2;
274 		k[3] = - l->_NormSpotDirection[0];
275 		k[4] = - l->_NormSpotDirection[1];
276 		k[5] = - l->_NormSpotDirection[2];
277 		k[6] = -1;
278 	}
279 }
280 
281 void
nv10_emit_light_source(struct gl_context * ctx,int emit)282 nv10_emit_light_source(struct gl_context *ctx, int emit)
283 {
284 	const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
285 	struct nouveau_pushbuf *push = context_push(ctx);
286 	struct gl_light *l = &ctx->Light.Light[i];
287         struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
288 
289 	if (l->_Flags & LIGHT_POSITIONAL) {
290 		BEGIN_NV04(push, NV10_3D(LIGHT_POSITION_X(i)), 3);
291 		PUSH_DATAp(push, l->_Position, 3);
292 
293 		BEGIN_NV04(push, NV10_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
294 		PUSH_DATAf(push, lu->ConstantAttenuation);
295 		PUSH_DATAf(push, lu->LinearAttenuation);
296 		PUSH_DATAf(push, lu->QuadraticAttenuation);
297 
298 	} else {
299 		BEGIN_NV04(push, NV10_3D(LIGHT_DIRECTION_X(i)), 3);
300 		PUSH_DATAp(push, l->_VP_inf_norm, 3);
301 
302 		BEGIN_NV04(push, NV10_3D(LIGHT_HALF_VECTOR_X(i)), 3);
303 		PUSH_DATAp(push, l->_h_inf_norm, 3);
304 	}
305 
306 	if (l->_Flags & LIGHT_SPOT) {
307 		float k[7];
308 
309 		nv10_get_spot_coeff(l, lu, k);
310 
311 		BEGIN_NV04(push, NV10_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
312 		PUSH_DATAp(push, k, 7);
313 	}
314 }
315 
316 #define USE_COLOR_MATERIAL(attr)					\
317 	(ctx->Light.ColorMaterialEnabled &&				\
318 	 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
319 
320 void
nv10_emit_material_ambient(struct gl_context * ctx,int emit)321 nv10_emit_material_ambient(struct gl_context *ctx, int emit)
322 {
323 	struct nouveau_pushbuf *push = context_push(ctx);
324 	float (*mat)[4] = ctx->Light.Material.Attrib;
325 	float c_scene[3], c_factor[3];
326 	GLbitfield mask;
327 
328 	if (USE_COLOR_MATERIAL(AMBIENT)) {
329 		COPY_3V(c_scene, ctx->Light.Model.Ambient);
330 		COPY_3V(c_factor, mat[MAT_ATTRIB_FRONT_EMISSION]);
331 
332 	} else if (USE_COLOR_MATERIAL(EMISSION)) {
333 		SCALE_3V(c_scene, mat[MAT_ATTRIB_FRONT_AMBIENT],
334 			 ctx->Light.Model.Ambient);
335 		ZERO_3V(c_factor);
336 
337 	} else {
338 		COPY_3V(c_scene, ctx->Light._BaseColor[0]);
339 		ZERO_3V(c_factor);
340 	}
341 
342 	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL_AMBIENT_R), 3);
343 	PUSH_DATAp(push, c_scene, 3);
344 
345 	if (ctx->Light.ColorMaterialEnabled) {
346 		BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_R), 3);
347 		PUSH_DATAp(push, c_factor, 3);
348 	}
349 
350 	mask = ctx->Light._EnabledLights;
351 	while (mask) {
352 		const int i = u_bit_scan(&mask);
353 		struct gl_light *l = &ctx->Light.Light[i];
354                 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
355 		float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ?
356 				  lu->Ambient :
357 				  l->_MatAmbient[0]);
358 
359 		BEGIN_NV04(push, NV10_3D(LIGHT_AMBIENT_R(i)), 3);
360 		PUSH_DATAp(push, c_light, 3);
361 	}
362 }
363 
364 void
nv10_emit_material_diffuse(struct gl_context * ctx,int emit)365 nv10_emit_material_diffuse(struct gl_context *ctx, int emit)
366 {
367 	struct nouveau_pushbuf *push = context_push(ctx);
368 	GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
369 	GLbitfield mask;
370 
371 	BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1);
372 	PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]);
373 
374 	mask = ctx->Light._EnabledLights;
375 	while (mask) {
376 		const int i = u_bit_scan(&mask);
377 		struct gl_light *l = &ctx->Light.Light[i];
378                 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
379 		float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
380 				  lu->Diffuse :
381 				  l->_MatDiffuse[0]);
382 
383 		BEGIN_NV04(push, NV10_3D(LIGHT_DIFFUSE_R(i)), 3);
384 		PUSH_DATAp(push, c_light, 3);
385 	}
386 }
387 
388 void
nv10_emit_material_specular(struct gl_context * ctx,int emit)389 nv10_emit_material_specular(struct gl_context *ctx, int emit)
390 {
391 	struct nouveau_pushbuf *push = context_push(ctx);
392 	GLbitfield mask;
393 
394 	mask = ctx->Light._EnabledLights;
395 	while (mask) {
396 		const int i = u_bit_scan(&mask);
397 		struct gl_light *l = &ctx->Light.Light[i];
398                 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
399 		float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ?
400 				  lu->Specular :
401 				  l->_MatSpecular[0]);
402 
403 		BEGIN_NV04(push, NV10_3D(LIGHT_SPECULAR_R(i)), 3);
404 		PUSH_DATAp(push, c_light, 3);
405 	}
406 }
407 
408 static const float nv10_shininess_param[6][16] = {
409 	{ 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00,
410 	  -0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 },
411 	{ 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18,
412 	  -3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 },
413 	{ 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15,
414 	  3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 },
415 	{ 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04,
416 	  0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 },
417 	{ 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05,
418 	  -3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 },
419 	{ 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15,
420 	  3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 },
421 };
422 
423 void
nv10_get_shininess_coeff(float s,float k[6])424 nv10_get_shininess_coeff(float s, float k[6])
425 {
426 	int i;
427 
428 	for (i = 0; i < 6; i++)
429 		k[i] = get_shine(nv10_shininess_param[i], s);
430 }
431 
432 void
nv10_emit_material_shininess(struct gl_context * ctx,int emit)433 nv10_emit_material_shininess(struct gl_context *ctx, int emit)
434 {
435 	struct nouveau_pushbuf *push = context_push(ctx);
436 	float (*mat)[4] = ctx->Light.Material.Attrib;
437 	float k[6];
438 
439 	nv10_get_shininess_coeff(
440 		CLAMP(mat[MAT_ATTRIB_FRONT_SHININESS][0], 0, 1024),
441 		k);
442 
443 	BEGIN_NV04(push, NV10_3D(MATERIAL_SHININESS(0)), 6);
444 	PUSH_DATAp(push, k, 6);
445 }
446 
447 void
nv10_emit_modelview(struct gl_context * ctx,int emit)448 nv10_emit_modelview(struct gl_context *ctx, int emit)
449 {
450 	struct nouveau_context *nctx = to_nouveau_context(ctx);
451 	struct nouveau_pushbuf *push = context_push(ctx);
452 	GLmatrix *m = ctx->ModelviewMatrixStack.Top;
453 
454 	if (nctx->fallback != HWTNL)
455 		return;
456 
457 	if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
458 	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
459 		BEGIN_NV04(push, NV10_3D(MODELVIEW_MATRIX(0, 0)), 16);
460 		PUSH_DATAm(push, m->m);
461 	}
462 
463 	if (ctx->Light.Enabled ||
464 	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
465 		int i, j;
466 
467 		BEGIN_NV04(push, NV10_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
468 		for (i = 0; i < 3; i++)
469 			for (j = 0; j < 4; j++)
470 				PUSH_DATAf(push, m->inv[4*i + j]);
471 	}
472 }
473 
474 void
nv10_emit_point_parameter(struct gl_context * ctx,int emit)475 nv10_emit_point_parameter(struct gl_context *ctx, int emit)
476 {
477 }
478 
479 void
nv10_emit_projection(struct gl_context * ctx,int emit)480 nv10_emit_projection(struct gl_context *ctx, int emit)
481 {
482 	struct nouveau_context *nctx = to_nouveau_context(ctx);
483 	struct nouveau_pushbuf *push = context_push(ctx);
484 	GLmatrix m;
485 
486 	_math_matrix_ctr(&m);
487 	get_viewport_scale(ctx, m.m);
488 
489 	if (nv10_use_viewport_zclear(ctx))
490 		m.m[MAT_SZ] /= 8;
491 
492 	if (nctx->fallback == HWTNL)
493 		_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
494 
495 	BEGIN_NV04(push, NV10_3D(PROJECTION_MATRIX(0)), 16);
496 	PUSH_DATAm(push, m.m);
497 }
498