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